Mara Vey
Mara Vey
Sheet
AC 13 · HP 30 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Pact Boon, Pact of the ChainLevel 3
She can use an action to summon a familiar in the form of an imp, pseudodragon, quasit, or sprite. Her chosen familiar is an imp named Cinder, who usually appears as a soot-black moth with ember-bright eyes.
Always on
- Eldritch Blast
When When she takes the Attack action or casts a spell that allows it.
Mara fires a beam of crackling force at a creature within 120 feet. On a hit, it deals 1d10 force damage, and Agonizing Blast adds her Charisma modifier to the damage.
- Cinder's Assistance
When When her familiar is within range and able to act.
Mara's imp familiar can turn invisible, fly, communicate telepathically with her while nearby, and deliver her touch spells when the required conditions are met.
- Otherworldly Patron, The FiendLevel 1
A pact with an otherworldly patron grants her magical abilities. Her patron is a fiend, Vhalzareth, a trapped infernal power that communicates through dreams, reflections, and flames.
- Dark One's BlessingLevel 1
When she reduces a hostile creature to 0 hit points, she gains 4 temporary hit points, equal to her Charisma modifier plus her warlock level.
- Pact MagicLevel 1
She uses Charisma as her spellcasting ability. She know 3 cantrips and 5 warlock spells, and her pact magic spell slots recharge after a short or long rest.
- Eldritch InvocationsLevel 2
She has learned Eldritch Blast and Agonizing Blast. Agonizing Blast allows her to add her Charisma modifier to the damage of Eldritch Blast.
- Ability Score ImprovementLevel 4
She can improve her ability scores. This character increases Constitution by 2, raising it from 15 to 16 after human bonuses.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Infernal.
- VersatilityHumanThe human's broad adaptability is reflected in increased ability scores and an additional language.
- DiscoveryHermit
The secluded life of a hermit gave her unusual insight into the workings of the world. She has made a discovery of great importance, one that could have major consequences for the cosmos, though she does not yet fully understand its meaning.
Spells
8 spellsSpellcasting. Mara Vey casts with Charisma (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , ,
2nd level (2 slots): ,
Gear
12 itemsWeapons
- Light crossbowA simple ranged weapon with 20 bolts for ammunition.
- Simple weaponA practical close-combat weapon.
Armor
- Leather armorLight protective armor reinforced with worn metal studs.
Tools
- Herbalism kitUsed to identify and prepare medicinal herbs and remedies.
- Alchemist's suppliesUsed to formulate tinctures, acids, and experimental alchemical compounds.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Arcane focusA leather spellcasting focus marked with a warped infernal sigil.
- Scholar's packA pack containing a backpack, a book of lore, ink, a pen, 10 sheets of parchment, a little bag of sand, and a small knife.
- Scroll caseA small case containing a fragment of her discovery and notes about its significance.
- Winter blanketA thick blanket suitable for cold nights in the wilderness.
- Common clothesPlain, durable clothing suitable for a hermit's travels.
Purse
- 5×Gold piecesCoins saved from years of isolation and occasional work as a healer.
Appearance
A lean, weathered human woman with olive skin, unruly black hair streaked with copper, and sharp gray eyes flecked with ember-red sparks. Her left forearm bears faint, branching burn scars from an infernal pact. She wears a patched leather coat over practical traveling clothes, with a soot-darkened arcane focus hanging at her throat. Her expression is alert, skeptical, and faintly amused, as though she expects the world to misbehave.
Mannerisms
Mara rolls coins across her knuckles while thinking, tilts her head toward open flames as if listening to them, and answers rhetorical questions with unsettling seriousness. When nervous, she quietly names nearby plants and their medicinal uses.
Personality
Mara is observant, irreverent, and intensely curious. She prefers uncomfortable truths to comforting lies and treats nearly every conversation as an experiment. Though she appears self-reliant and flippant, she is deeply protective of the sick, the isolated, and anyone being exploited by a stronger power.
Ideals
Freedom. No god, devil, king, or cosmic principle has the right to own another person's choices. If power is dangerous, that is a reason to understand it, not surrender it.
Bonds
She carries a shard of the black Infernal mirror and will risk almost anything to discover what it truly unlocks. She also keeps a pressed marsh flower from her family home, the last reminder of the people she failed to save.
Flaws
She is suspicious of kindness that comes without a price, but strangely tolerant of obvious manipulation if it is entertaining. Mara also believes she can outsmart her patron, despite repeatedly accepting bargains before reading the fine print.
Quirks
Background
Mara Vey spent seven years alone in a ruined watchtower on the edge of a poisoned marsh, studying medicinal plants, old religious texts, and the strange red lights that appeared beneath the mud at night. She had entered the wilderness seeking a cure for a wasting illness that had taken her family, but her solitude became an obsession. In the tower's sealed cellar, she found a black iron mirror etched with names in Infernal. When she touched it, a voice offered knowledge in exchange for service. Mara accepted before she had time to reconsider. The voice belonged to Vhalzareth, a minor fiend who claimed to be trapped beneath the world. Mara's first gifts were small, a spark of hellfire, a shield of bitter frost, and the ability to call on shadows that did not belong to her. In return, Vhalzareth demanded that she carry messages, recover relics, and never destroy a red-glowing door. Mara eventually discovered that the mirror was not a prison but a key, and that her patron may be using her to prepare an escape. She left the tower with her notes, her herbal remedies, and a stolen fragment of the mirror, determined to learn the truth while enjoying the dangerous freedom her pact has purchased.
“She had entered the wilderness seeking a cure for a wasting illness that had taken her family, but her solitude became an obsession.”
- Background
- Hermit
Connections
Species
Human
Media
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