Mara Vey
Mara Vey
Sheet
AC 16 · HP 147 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
32 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once when you take the Attack action.
- Two Extra AttacksLevel 11
You can attack three times instead of once when you take the Attack action.
Bonus action
- Second WindLevel 1
As a Bonus Action, regain Hit Points equal to 1d10 plus your Fighter level. You have four uses, regaining one after a Short Rest and all after a Long Rest.
- Tactical ShiftLevel 5
Whenever you activate Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Heroic WarriorLevel 15
When you roll Initiative and have no uses of Second Wind remaining, you regain one use. In addition, when you use Second Wind, you can use it as a Bonus Action or as a Reaction when you fail a saving throw.
Always on
- Push Weapon Mastery
When Hit a qualifying creature with a weapon using Push
When you hit with an attack using a weapon with the Push mastery property, the target can be pushed up to 10 feet away if it is Large or smaller.
- Sap Weapon Mastery
When Hit a creature with a weapon using Sap
When you hit with an attack using a weapon with the Sap mastery property, the target has Disadvantage on its next attack roll before the start of your next turn.
- Slow Weapon Mastery
When Hit a creature with a weapon using Slow
When you hit with an attack using a weapon with the Slow mastery property, the target's Speed is reduced by 10 feet until the start of your next turn.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Mara has the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of six Simple or Martial weapons. Chosen weapons are greatsword, flail, javelin, longbow, handaxe, and light hammer. You can change one choice after a Long Rest.
- Action SurgeLevel 2
Take one additional action on your turn, except the Magic action. You can use this once per Short or Long Rest at this level.
- Tactical MindLevel 2
When you fail an ability check, you can expend a Second Wind use to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
You score a Critical Hit on a d20 roll of 19 or 20 when making an attack roll.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Skilled, gaining proficiency in Acrobatics, Animal Handling, and Survival.
- Ability Score ImprovementLevel 6
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Skilled, gaining proficiency in Investigation, Persuasion, and Religion.
- Remarkable AthleteLevel 7
You gain proficiency in one skill from the Fighter skill list. Mara chose Insight.
- Ability Score ImprovementLevel 8
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Tough, increasing her Hit Point maximum by 2 per character level.
- IndomitableLevel 9
When you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You can use this once per Long Rest.
- Tactical MasterLevel 9
When you attack with a weapon whose mastery property you can use, you can replace that property with Push, Sap, or Slow for that attack.
- Additional Fighting StyleLevel 10
You gain another Fighting Style feat. Mara chose Great Weapon Fighting.
- Ability Score ImprovementLevel 12
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Skilled, gaining proficiency in Medicine, Nature, and Sleight of Hand.
- Indomitable ImprovementLevel 13
You can use Indomitable twice before a Long Rest.
- Ability Score ImprovementLevel 14
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Skilled, gaining proficiency in Deception, Performance, and Stealth.
- Ability Score ImprovementLevel 16
You gain the Ability Score Improvement feat or another feat for which you qualify. Mara chose Skilled, gaining proficiency in Arcana, History, and Intimidation.
- Creature TypeHumanHumanoid.
- SizeHumanMedium, chosen for this character.
- SpeedHuman30 feet.
- ResourcefulHumanAfter a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Mara chose Perception.
- VersatileHumanYou gain an Origin feat of your choice. Mara chose Alert, granting proficiency in Initiative and allowing her to switch Initiative with a willing ally at the start of combat.
- Human languagesHumanCommon and one additional language of choice.
- Military RankSoldier
You can regain access to military lodging, food, and basic support from former comrades and affiliated organizations. Soldiers recognize your service, and you can usually secure modest assistance or shelter in communities that respect military authority.
Gear
10 itemsWeapons
- GreatswordMartial melee weapon, 2d6 slashing damage, Heavy and Two-Handed properties.
- FlailMartial melee weapon, 1d8 bludgeoning damage, Sap property.
- 8×JavelinSimple melee weapon, 1d6 piercing damage, Thrown property, range 20/60.
- SpearSimple melee weapon, 1d6 piercing damage, Thrown property, range 20/60.
Armor
- Chain MailHeavy armor, AC 16, Strength requirement 13, disadvantage on Stealth checks, and a Speed reduction of 10 feet if the wearer lacks the required Strength.
Tools
- Gaming SetA set of carved bone dice and a worn board used for military gambling games.
Gear
- Dungeoneer's PackA compact set of supplies for underground and hazardous exploration.
- Healer's KitCan stabilize a creature at 0 Hit Points as an Utilize action, with ten uses.
- Traveler's ClothesPractical clothing suitable for travel and former military service.
Purse
- 14×Gold PiecesCommon currency saved from years of service and mercenary work.
Appearance
A medium-sized human with a square jaw, weathered olive skin, close-cropped dark hair streaked with gray, and a pale scar running from the left temple to the cheek. Their posture remains rigidly military even at rest. They wear well-maintained chain mail over a faded blue surcoat, with a greatsword across their back and a flail hanging at the hip. Their eyes are calm, watchful, and visibly tired.
Mannerisms
Mara counts exits whenever she enters a room, checks the edge of her blade with her thumb before difficult conversations, and stands whenever someone speaks about the dead.
Personality
Quiet, direct, and relentlessly dependable. Mara speaks to frightened people with gentle precision, but becomes cold and formal around officers, nobles, and anyone who treats lives as numbers.
Ideals
Protection. Strength is only honorable when it is used to shield those who have less of it.
Bonds
The survivors of Blackglass Ford are my family. I will never knowingly abandon one of them, no matter who gives the order.
Flaws
I obey the shape of an order even when I distrust the person giving it, and I cannot forgive myself for the lives I failed to save.
Quirks
Background
Mara Vey was raised in a border town where every adult knew how to sound an alarm and every child knew where the old watchtower keys were kept. She joined the army before adulthood, not from patriotism, but because the soldiers promised regular meals and a place to sleep. Years of drill turned awkwardness into discipline. Years of war turned discipline into something harder, a habit of standing between danger and people who could not survive it alone. During the Siege of Blackglass Ford, Mara's unit was ordered to abandon a civilian quarter so the officers could preserve a strategically valuable bridge. She disobeyed, led a desperate evacuation, and held the burning street long enough for hundreds to escape. The bridge was lost, her commanding officer died, and Mara was praised publicly while being quietly stripped of her rank. Now she travels as a sellsword and protector, carrying the old army's blue colors beneath her cloak. She still believes in service, but no longer believes that authority and honor are the same thing.
“She joined the army before adulthood, not from patriotism, but because the soldiers promised regular meals and a place to sleep.”
- Background
- Soldier
Connections
Species
Human
Media
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