Maraq
Maraq
Sheet
AC 16 · HP 12 · 30 ft., climbing 20 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Feline Agility
When When Maraq moves on their turn after not moving on the previous turn.
Maraq moves with uncanny speed toward a creature after remaining still, doubling their movement speed for the turn. Once used, this trait cannot be used again until Maraq moves 0 feet on one of their turns.
- Favored EnemyLevel 1
You have advantage on Wisdom (Survival) checks to track your favored enemies and Intelligence checks to recall information about them. You have chosen beasts as your favored enemies, reflecting your deep knowledge of predators, prey, and the balance of the wild.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment. You have chosen forests. When making an Intelligence or Wisdom check related to forests, your proficiency bonus is doubled if you are proficient in the skill. While traveling for an hour or more in forest terrain, you gain benefits including difficult terrain not slowing your group, remaining alert to danger, and improved navigation, tracking, and foraging.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons that deal 1d4 slashing damage on a hit. You also have a climbing speed of 20 feet.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- LanguagesTabaxiYou can speak, read, and write Common and Tabaxi.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and landmarks you have seen. You can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.
Gear
11 itemsWeapons
- 2×ShortswordA light, balanced blade suitable for close combat or throwing.
- LongbowA ranged weapon made of flexible wood, carried with a leather quiver.
Armor
- Scale mailA shirt of interlocking metal scales worn over a padded backing. The armor limits Dexterity bonus to AC to a maximum of +2.
Gear
- Dungeoneer's packA pack containing essential adventuring supplies, including a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- 20×ArrowsAmmunition for the longbow.
- StaffA sturdy walking staff useful for travel and defense.
- Hunting trapA metal-and-rope trap used to catch game or restrain creatures.
- Trophy from a fallen animalThe carved wooden likeness of a black panther taken from Maraq's lost sibling's belongings.
- Traveler's clothesSimple, durable clothes suited to long travel through the wilderness.
- PouchA small leather pouch containing starting funds.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
A lean, broad-shouldered black-furred tabaxi with amber-green eyes, a long tail, and a small crescent of silver fur beneath the chin. Their movements are quiet and measured, but their hands and shoulders carry the strength of a practiced climber. They wear weathered scale mail beneath a dark green cloak, with two shortswords at the hip and a longbow wrapped in oiled leather.
Mannerisms
Maraq lowers their head slightly when listening, as if tracking a distant sound. They pause before entering any room to study exits, high ground, and shadows. When angered, their tail becomes perfectly still.
Personality
Quietly observant and patient, Maraq speaks with gentle precision and dislikes wasting words. They are protective toward travelers, children, animals, and anyone overlooked by society. Beneath their calm exterior is a fierce, focused anger toward cruelty, especially cruelty disguised as law or tradition.
Ideals
Protection. The strong are measured by whom they defend, not by whom they can defeat.
Bonds
I carry Toma's carved wooden panther, and I will never again leave someone vulnerable while I pursue a greater quarry.
Flaws
I distrust authority and often assume that anyone seeking power will eventually abuse it. When someone is threatened, I act before I have the full plan, even when patience would serve us better.
Quirks
Background
Maraq grew up among a wandering tabaxi hunting band that crossed the high grasslands and wooded ravines beyond the settled roads. Their people taught that strength was not proven by how loudly one roared, but by how safely one brought others home. Maraq learned to read broken stems, disturbed soil, bird calls, and the subtle silences that meant a predator was near. Of all the lessons, one mattered most: the powerful have a duty to shield those who cannot shield themselves. When a band of armed poachers began taking animals and abducting villagers along the trade routes, Maraq tracked them for weeks through forest and mountain country. The trail ended at a fortified camp, where Maraq freed the captives but arrived too late to save their younger sibling, Toma. Since then, Maraq has traveled beyond the familiar migration paths, serving as a scout, guide, and quiet protector. They hunt dangerous creatures when necessary, but they are most relentless when confronting those who use power to prey upon the helpless.
“Their people taught that strength was not proven by how loudly one roared, but by how safely one brought others home.”
- Background
- Outlander
Connections
Species
Tabaxi
Media
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