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Mara Técatl - AI-generated fantasy Character

Mara Técatl

Tiefling · Paladin (Oath of Devotion) · Level 3 · Hermit

Mara Técatl

Mara is practical, patient, and quietly observant.
AC18
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 29 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Herbalism kit

Languages

Common,
Infernal,
Celestial

Features

16 features

Action

  • Divine SenseLevel 1

    As an action, Mara can open her awareness to detect the presence of strong good or evil forces. Until the end of her next turn, she knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, and she knows the type of any being whose presence she senses. She can use this feature a number of times equal to 1 plus her Charisma modifier, regaining all uses after a long rest.

  • Channel DivinityLevel 3

    Mara can use Channel Divinity once per short or long rest. Sacred Weapon: as an action, she imbues one held weapon with positive energy for 1 minute, adding her Charisma modifier to its attack rolls and causing it to emit bright light. Turn the Unholy: as an action, she presents her holy symbol, forcing fiends and undead within 30 feet to make a Wisdom saving throw or become turned for 1 minute.

Always on

  • Longsword Strike

    When On her turn as an action or as part of an Extra Attack feature, though she does not yet have Extra Attack.

    Mara makes one melee weapon attack using her longsword or another held weapon.

  • Lay on HandsLevel 1

    When As an action when touching a willing creature.

    Mara touches a creature and restores up to 15 total hit points from her healing pool, or spends 5 points to cure a disease or neutralize one poison.

  • Divine SmiteLevel 2

    When After hitting a creature with a melee weapon attack.

    Mara expends a spell slot after hitting with a melee weapon attack to deal radiant damage.

  • Turn the Unholy

    When As an action when fiends or undead are within 30 feet.

    Mara presents her holy symbol. Fiends and undead within 30 feet must make a DC 13 Wisdom saving throw or become turned for 1 minute.

  • Sacred Weapon

    When As an action while holding a weapon and presenting her holy symbol.

    Mara imbues one weapon with radiant power for 1 minute. It sheds bright light, and she adds her Charisma modifier to its attack rolls.

  • Fighting Style, DefenseLevel 2

    Mara can choose Defense as her fighting style. While wearing armor, she gains a +1 bonus to AC.

  • SpellcastingLevel 2

    Mara can cast paladin spells using Charisma as her spellcasting ability. She prepares three paladin spells each day, in addition to her oath spells.

  • Divine HealthLevel 3

    Mara's divine magic makes her immune to disease.

  • Sacred Oath, Oath of DevotionLevel 3

    Mara has sworn the Oath of Devotion, dedicating herself to honesty, courage, compassion, and duty. She gains oath spells and Channel Divinity options.

  • Oath SpellsLevel 3

    Mara gains the Oath of Devotion spells protection from evil and good and sanctuary. These spells are always prepared and do not count against the number of paladin spells she can prepare.

  • DarkvisionTieflingMara can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Hellish ResistanceTieflingMara has resistance to fire damage.
  • Infernal LegacyTieflingMara knows thaumaturgy. At 3rd level, she can cast hellish rebuke once per long rest as a 2nd-level spell. Her spellcasting ability for this trait is Charisma.
  • DiscoveryHermit

    Mara has discovered a unique and powerful truth during her isolation. She can identify the signs of a supernatural blight that spreads through wounds and dreams, though she does not yet understand its full origin. Her religious and herbal knowledge allow her to recognize many natural and unnatural illnesses.

Spells

6 spells

Spellcasting. Mara Técatl casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

1st level (3 slots): , , , ,

Gear

11 items

Weapons

  • Longsword
    A plain, well-maintained martial blade used as Mara's primary weapon.
  • 5×
    Javelin
    Thrown spears suitable for close combat or ranged attacks.

Armor

  • Chain mail
    Heavy armor of linked metal rings, providing AC 16 before bonuses.
  • Shield
    A sturdy shield bearing a plain white sun, providing a +2 bonus to AC.

Tools

  • Herbalism kit
    A kit containing dried herbs, mortar and pestle, small knives, twine, and labeled pouches.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
  • Holy symbol
    A small emblem of a sun worked into a piece of iron and worn beneath her surcoat.
  • Scroll case of notes
    A scroll case containing notes from Mara's years of study and her observations about the supernatural blight.
  • Winter blanket
    A practical blanket for cold nights on the road.
  • Common clothes
    Simple, patched clothing suitable for travel and work.

Purse

  • 5×
    Gold pieces
    Coins saved from odd jobs and shrine donations.

Appearance

Mara is a lean, broad-shouldered tiefling woman with deep brick-red skin, blunt black horns that sweep slightly backward, and a narrow tail marked by a pale scar near its tip. Her dark brown hair is usually tied with a strip of old linen. She wears battered chain mail beneath a faded blue surcoat, carries a weathered shield painted with a simple white sun, and keeps her sword carefully oiled but plainly maintained. Her amber eyes are steady and tired, with a guarded kindness that becomes unmistakable when tending the sick.

Mannerisms

Mara rubs the scar on her tail when thinking, taps the rim of her shield before entering an unfamiliar room, and speaks to injured people in the same calm tone she uses with frightened animals. She checks the hinges and straps of her armor every morning before eating.

Personality

Mara is practical, patient, and quietly observant. She prefers useful work to ceremony, and she shows affection by mending straps, preparing food, or remembering exactly how someone takes their tea. She rarely raises her voice, but her calm becomes immovable when someone vulnerable is threatened. Though wary of strangers who mock her horns or faith, she has a dry sense of humor and a deep appreciation for people who do difficult work without expecting praise.

Ideals

Mercy. A life is worth protecting before it is worth judging. The gods may demand courage, but people need kindness first.

Bonds

The hilltop shrine is the only place where Mara ever felt fully accepted, and she will defend it and the people who depend on it even at great personal cost. She also carries her father's repaired sword, believing that every honest act done with it honors his memory.

Flaws

Mara cannot leave a sick or injured person behind, even when doing so would be wiser or safer. She is slow to forgive religious authorities who value reputation over mercy, and when frightened she becomes controlling, insisting that everyone follow her plan.

Quirks

Keeps a small herb pouch tucked inside her left gauntlet.
Names every mule or pack animal she travels with.
Writes down the last words of people who die under her care.
Refuses to waste clean water, even at comfortable camps.
Whistles three notes before opening a door.

Background

Mara grew up on the edge of a crowded mill town where tieflings were tolerated when useful and watched whenever they were not. Her mother taught her to gather bitterleaf, feverfew, and redroot from the hills, while her father repaired farm tools and quietly kept a small shrine to the gods of honest labor. Mara learned early that people trusted a pair of working hands before they trusted a face with horns. She became the person neighbors called when a child was feverish, a cut turned black, or someone needed carrying home after an accident. In her early twenties, Mara withdrew to a ruined hilltop shrine after a winter sickness killed several people she had tried to save. There, she spent years copying old devotional texts, tending a neglected garden, and praying for an answer that did not come in words. Her discovery was a pattern in the disease, thin red veins appearing around wounds before the victim began dreaming of a burning iron door. When a wounded traveler reached her shrine bearing the same marks, Mara took up her father's sword and swore an oath to protect ordinary people from forces they could not name. She now travels as a paladin of devotion, carrying her notes, herbs, and stubborn hope into places where fear has begun to spread.

“Mara learned early that people trusted a pair of working hands before they trusted a face with horns.”
From their backstory
Background
Hermit

Connections

Species

Tiefling

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