Mara Venn
Mara Venn
Sheet
AC 14 · HP 83 · 55 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
34 featuresAction
- Extra AttackLevel 5
The character gains an additional attack whenever they take the Attack action.
- Stillness of MindLevel 7
The character can use an action to end one effect causing them to be charmed or frightened.
- Wholeness of BodyLevel 6
The character can heal themselves as an action for an amount equal to three times their monk level, once per long rest.
Bonus action
- Disciplined Flurry
When After taking the Attack action
Make two attacks with the Attack action, then make one unarmed strike as a bonus action.
- Flurry of Blows
When After taking the Attack action
Spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When As a bonus action
Spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When As a bonus action
Spend 1 ki point to Dash or Disengage as a bonus action and double jump distance for the turn.
- Martial ArtsLevel 1
The character can use a bonus action to make one unarmed strike after attacking with an unarmed strike or monk weapon. They can use Dexterity instead of Strength for monk attacks and can roll their Martial Arts die in place of normal damage for unarmed strikes or monk weapons.
- Unarmored MovementLevel 2
The character can take a bonus action to Dash or Disengage, and can spend 1 ki point to use both Patient Defense and Step of the Wind as bonus actions.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
When hit by a ranged weapon attack, reduce the damage by 1d10 + 21. If reduced to 0, spend 1 ki point to catch and throw the projectile.
- Slow FallLevel 4
The character can use a reaction to reduce falling damage by five times their monk level.
Always on
- Stunning StrikeLevel 5
When After hitting with a melee attack
Spend 1 ki point after hitting with a melee attack. The target makes a Constitution saving throw or becomes stunned until the end of Mara's next turn.
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, the character gains an AC bonus equal to their Wisdom modifier. They can use Dexterity instead of Strength for unarmed strikes and monk weapons, and their unarmed strikes deal 1d10 damage at monk level 16.
- KiLevel 2
The character gains 16 ki points, recovered after a short or long rest. Ki powers include Flurry of Blows, Patient Defense, and Step of the Wind.
- Monastic TraditionLevel 3
The character chooses a monastic tradition. This character follows the Way of the Open Hand.
- Open Hand TechniqueLevel 3
When the character hits a creature with Flurry of Blows, they can impose one effect on each hit: force the target to make a Strength save or fall prone, force a Dexterity save or be pushed up to 15 feet, or prevent the target from taking reactions until the end of the character's next turn.
- Ability Score ImprovementLevel 4
The character gains an Ability Score Improvement. This character increases Dexterity by 2.
- Unarmored Movement ImprovementLevel 6
The character's unarmored movement increases to 15 feet. They can move along vertical surfaces and across liquids during their turn without falling during the movement.
- Ability Score ImprovementLevel 8
The character gains an Ability Score Improvement. This character increases Wisdom by 2.
- EvasionLevel 7
The character can evade certain area effects. On a successful Dexterity saving throw against an effect that normally deals half damage, they take no damage, and on a failed save they take half damage.
- Ability Score ImprovementLevel 12
The character gains an Ability Score Improvement. This character increases Dexterity by 2.
- Purity of BodyLevel 10
The character becomes immune to disease and poison damage and has immunity to the poisoned condition.
- Tongue of the Sun and MoonLevel 13
The character can understand all spoken languages, and any creature that can understand a language can understand the character.
- Diamond SoulLevel 14
The character gains proficiency in all saving throws. They can spend 1 ki point to reroll a failed saving throw.
- Ability Score ImprovementLevel 16
The character gains an Ability Score Improvement. This character increases Wisdom by 2.
- Timeless BodyLevel 15
The character no longer suffers the frailty of old age, cannot be magically aged, and no longer needs food or water. They can spend 4 ki points to cast Astral Projection, targeting only themselves, without material components.
- Empty BodyLevel 18
The character can spend 4 ki points to become invisible for 1 minute, gain resistance to all damage except force damage, and make one additional unarmed strike as part of the Attack action on each of their turns.
- Perfect SelfLevel 20
If the character rolls initiative and has no ki points remaining, they regain 4 ki points.
- TranquilityLevel 11
After completing a long rest, the character gains the effect of Sanctuary for 24 hours. The effect ends early if they attack, cast a spell, or force another creature to make a saving throw.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Rustic HospitalityFolk Hero
Common folk remember the character as one of their own and provide shelter, food, and basic assistance when possible. They are welcomed among rural communities and can usually find a place to hide, rest, or recover, though they may also attract unwanted attention from local authorities or enemies.
Gear
8 itemsWeapons
- QuarterstaffA simple melee weapon suitable for monk training.
- 10×DartSmall thrown weapons used for practice and ranged attacks.
Tools
- ShovelA sturdy shovel carried as a reminder of Mara's farming heritage.
- Iron PotA practical cooking vessel used during village work and travel.
- Carpenter's ToolsA set of artisan's tools used for practical village repairs. Mara is proficient with these tools.
Gear
- Explorer's PackA pack containing basic adventuring supplies.
- Common ClothesA set of ordinary clothes.
- Belt PouchA small leather pouch containing ten gold pieces.
Appearance
A lean, weathered human with sun-browned skin, close-cropped black hair streaked with silver, and calm hazel eyes. Their hands are heavily calloused from farm work and years of martial training. They wear simple gray traveling robes beneath a patched brown cloak, with a red thread bracelet tied around one wrist in memory of their village. Their movements are quiet, economical, and unusually graceful.
Mannerisms
Mara speaks softly and rarely interrupts. Before making a difficult decision, they touch the red thread bracelet on their wrist and take one measured breath. They often answer insults with a patient nod, then ask the speaker whether they have eaten recently.
Personality
Mara is patient, observant, and quietly warm toward ordinary people. They prefer practical solutions, dislike ostentation, and treat every meal as an opportunity to learn someone's story. Beneath their calm is a fierce protective instinct that emerges whenever they witness bullying, exploitation, or needless cruelty.
Ideals
Responsibility. The strong exist to protect those who have no power, and every community deserves the chance to flourish.
Bonds
Mara is devoted to Bellwether and to the monastery that gave them a second life. They will risk everything to protect hungry villagers, displaced families, or anyone being exploited by those in power.
Flaws
Mara has difficulty accepting help and secretly believes that suffering is proof of weakness overcome. They can become rigid and judgmental when others choose comfort over duty, and they sometimes confront powerful enemies long after a wiser person would retreat.
Quirks
Background
Mara Venn was born in the farming village of Bellwether, where every family measured the year by planting, harvest, and the rise of the river. As a child, Mara learned that strength was not measured by how much one could carry, but by how much one could endure without becoming cruel. When a corrupt magistrate seized the village grain stores during a famine, Mara organized the farmers, drove the magistrate's enforcers from the granary, and returned the food to the people. The victory made Mara a local hero, but it also forced them to flee before the magistrate's soldiers returned in greater numbers. Mara found refuge at a remote monastery built into the cliffs above the river. The monks recognized the discipline beneath Mara's anger and taught them to turn fear into awareness, grief into purpose, and motion into a kind of prayer. Years later, Mara left the monastery to travel the roads, protecting isolated communities from bandits, tyrants, and monsters. They still carry a farmer's shovel among their belongings, not as a weapon, but as a reminder that every life worth defending begins with the humble work of putting something good into the ground.
“As a child, Mara learned that strength was not measured by how much one could carry, but by how much one could endure without becoming cruel.”
- Background
- Folk Hero
Connections
Species
Human
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