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Mara Venn

Human · Fighter · Level 1 · Soldier

Mara Venn

Calm under pressure, observant, and quietly protective.
AC18
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 10 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set, bone dice

Languages

Common,
Dwarvish

Features

9 features

Bonus action

  • Second WindLevel 1

    When Mara is wounded and chooses to recover

    As a bonus action, Mara regains 1d10 + 1 hit points. This ability refreshes after a short or long rest.

Always on

  • Fighting Style: DefenseLevel 1

    Mara adopts the Defense fighting style. While wearing armor, she gains a +1 bonus to AC.

  • Ability Score IncreaseHumanEach ability score increases by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • Military RankSoldier

    Soldiers loyal to the character's former command recognize their rank and influence. They can call upon military contacts for aid, identify military structures and ranks, and secure temporary lodging or basic support from sympathetic soldiers.

Gear

10 items

Weapons

  • Longsword
    A versatile one-handed martial weapon used by Mara's former squad.
  • Light Crossbow
    A practical ranged weapon with a wooden stock and metal-tipped bolts.

Armor

  • Chain Mail
    A sturdy suit of interlocking metal links, providing AC 16.
  • Shield
    A well-balanced military shield bearing a faded blue painted stripe. It provides a +2 bonus to AC.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A military pack containing common adventuring necessities.
  • Insignia of Rank
    A token of service and proof of former military rank.
  • Bone Dice
    A small piece of polished stone from the mountain pass where Mara disobeyed orders.
  • Common Clothes
    A small collection of common clothing suitable for travel and military camps.
  • Pouch of Coins
    Payment saved from military service and early mercenary work.

Appearance

A weathered human with a compact, sturdy build, close-cropped brown hair, gray-green eyes, and a narrow scar across the left eyebrow. Their chain mail is carefully maintained despite numerous dents, and a faded blue military sash is tied around the shield arm. Their expression is watchful but approachable, with the tired posture of someone accustomed to standing guard long after everyone else has gone to sleep.

Mannerisms

Mara automatically checks doorways, windows, and ceiling height whenever she enters a room. She stands with her shield arm slightly forward during conversations and addresses strangers with the respectful formality of a soldier speaking to a potential ally.

Personality

Calm under pressure, observant, and quietly protective. Mara speaks plainly, dislikes theatrical bravado, and remembers the names of servants, guards, and refugees even when nobles forget them. She is slow to trust official institutions but quick to trust someone who keeps a promise when it is inconvenient.

Ideals

Duty. A command is only honorable when it protects the people entrusted to it. True strength is measured by whom you shield, not whom you defeat.

Bonds

Mara keeps the battered blue sash of her former squad and will risk almost anything to protect the soldiers and refugees who stood beside her at the mountain pass.

Flaws

Mara has difficulty obeying authority when orders conflict with her conscience. She also assumes that every problem can be solved through preparation, discipline, and personal sacrifice, even when asking for help would be wiser.

Quirks

Counts the number of exits in every public room.
Keeps a written list of promises she has made.
Rolls her old bone dice when forced to make a difficult moral choice.
Never sits with her back to an uncovered doorway.

Background

Mara Venn was raised in a frontier town where every family kept a packed travel bag beside the door. When raiders descended during her seventeenth winter, Mara helped organize the town watch before the local militia arrived. She was not the strongest person in the settlement, nor the loudest, but she noticed which streets had been left undefended and directed frightened neighbors toward safety. A retired captain saw that calm practicality and recruited her into the provincial army. Mara served for nearly a decade as a shield bearer, patrol leader, and eventually a squad sergeant. Her unit was ordered to protect a remote mountain pass, where they discovered that the so-called raiders were refugees fleeing a corrupt noble's private war. Mara disobeyed orders to abandon them and used her soldiers' equipment to escort the refugees to safety. She was stripped of rank, though many soldiers still quietly answer her letters. Now she travels as a sellsword and protector, determined to build a reputation based on the kind of command she believes the world needs, one that places people before banners and conscience before orders.

“When raiders descended during her seventeenth winter, Mara helped organize the town watch before the local militia arrived.”
From their backstory
Background
Soldier

Connections

Species

Human

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