Mara Ironjaw
Mara Ironjaw
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Brace Up
When Bonus Action
As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to your Fisticuffs die roll + Pugilist level + Constitution modifier.
- One-Two Punch
When Bonus Action
Spend 1 Moxie Point to make two unarmed strikes as a bonus action.
- FisticuffsLevel 1
Your unarmed strikes and attacks with simple melee or improvised weapons deal 1d8 damage instead of their normal damage while you are unarmored, wearing light armor, and not wielding a shield. You can make an unarmed strike as a bonus action, and improvised weapons you use count as having the Sap mastery property.
- Dig DeepLevel 4
As a bonus action, you can dig deep for 10 minutes. During that time, you have resistance to bludgeoning, piercing, and slashing damage, and you ignore the effects of exhaustion levels lower than 6. Once used, it refreshes on a long rest, or you can gain 1 level of exhaustion to restore it.
- TraitOrcAggressive, as a bonus action you can move up to your speed toward a hostile creature you can see
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied when you do so, you also gain temporary hit points equal to four times your Pugilist level. This can be used once per short or long rest.
Always on
- Stick and Move
When Bonus Action
Spend 1 Moxie Point to make one unarmed strike and take the Dash or Disengage action.
- Iron ChinLevel 1
While you are wearing light or no armor and not wielding a shield, your base Armor Class equals 12 + your Constitution modifier.
- MoxieLevel 2
You have 7 Moxie Points, which you regain on a short or long rest. You know Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to add your Fisticuffs die to the check. If it still fails, you regain the point and cannot use this feature again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit with an unarmed strike, you can deal the damage and also choose to grapple or shove the target.
- Pugilist SubclassLevel 3
You gain a Pugilist subclass. For this character, the subclass is Champion of the Ring, a disciplined prizefighter archetype focused on brutal consistency, ring control, and crowd-winning precision.
- Ability Score ImprovementLevel 4
You gain a feat or ability score improvement.
- HaymakerLevel 5
When you make an attack with an unarmed strike or pugilist weapon, you can spend 1 Moxie Point. On a hit, you regain the point and deal maximum damage with that attack.
- Moxie-Fueled FistsLevel 6
Your unarmed strikes and attacks with improvised weapons can deal force damage instead of their normal damage type.
- Down But Not OutLevel 7
When you use Bloodied But Unbowed while bloodied, you add your Constitution modifier plus your exhaustion level to the damage of your unarmed strikes and pugilist weapon attacks for 1 minute. Once used, it refreshes on a long rest.
- Ability Score ImprovementLevel 8
You gain a feat or ability score improvement.
- School of Hard KnocksLevel 9
Once per turn, when you hit with an unarmed strike or pugilist weapon, you deal an extra 1d12 damage. Instead of extra damage, you can choose to make the target vulnerable to the next hit by forcing maximum damage on the next attack against it, or impose disadvantage on its attacks against creatures other than you until the end of your next turn.
- HerculeanLevel 10
You gain several athletic benefits. Your Strength score is doubled for carrying capacity, you crit objects with unarmed strikes, and your jump distance is doubled.
- Subclass FeatureLevel 11
You gain a subclass feature for your pugilist archetype at this level.
- Ability Score ImprovementLevel 12
You gain a feat or ability score improvement.
- Dig DeeperLevel 13
When you need to push beyond your limits, you can force another surge of determination, representing deeper reserves of grit and pain tolerance.
- TraitOrcDarkvision, 60 ft.
- TraitOrcMenacing, proficiency in Intimidation
- TraitOrcPowerful Build, counts as one size larger for carrying capacity and pushing, dragging, lifting, and lifting checks
- TraitOrcRelentless Endurance, once per long rest when reduced to 0 hit points but not killed outright, drop to 1 hit point instead
- TraitOrcSavage Attacks, when you score a critical hit with a melee weapon attack, you can roll one additional damage die
- WandererOutlander
You have an excellent memory for maps and geography, and can always find your way back to civilization from the wilds and backcountry.
Gear
5 itemsWeapons
- ClubA worn but serviceable club kept as a training prop and emergency backup, though she prefers her fists.
- HandaxeA handaxe carried from a simpler time, mostly tied to her pack as a tool and symbol of where she came from.
Tools
- Dice SetA gaming set selected for her tool proficiency, usually bone dice with faded paint and chipped edges.
Gear
- Dungeoneer's PackA dungeoneer's pack with bedroll, rations, waterskin, tinderbox, torches, rope, and explorer basics.
Purse
- 31×Gold PiecesStarting coin from her rugged upbringing and fist-fighting career.
Appearance
A towering female orc with broad shoulders, corded muscle, a broken-but-never-healed nose, and scarred knuckles wrapped in white athletic tape. She dresses in modern streetwear built for movement, a sleeveless hoodie over fitted training gear, worn sneakers, hand wraps, and a weathered duffel slung over one shoulder. Her stance is loose and coiled, like a boxer always half a beat from a strike, and her smile is unexpectedly warm.
Mannerisms
She rolls her shoulders before any confrontation, cracks her knuckles with deliberate calm, and speaks softly until the moment she decides to stand her ground. When amused, she taps her taped fingers against her thigh like a metronome, as if counting rounds only she can hear.
Personality
Warm, direct, and impossible to intimidate, Mara is the kind of woman who laughs first in a bar fight and apologizes after the wreckage is counted. She respects hard work, keeps her promises, and has no patience for bullies, frauds, or anyone who mistakes kindness for weakness.
Ideals
Earned strength. No one gets respect for free, but everyone deserves a fair chance to become dangerous enough to survive.
Bonds
She sends money home every month to the younger cousins who still live in the neighborhood that raised her, and she will cross any distance to protect them from debt collectors, gangs, or monsters with human faces.
Flaws
She treats backing down as a personal failure, even when retreat would be smarter. She is stubborn about taking punishment herself rather than asking for help, and if someone insults her friends, she can stop thinking strategically and start thinking with her jaw.
Quirks
Background
Mara Ironjaw was born where the city ends and the old roads begin, in a block of cinder and salvage yards that everyone else called a bad neighborhood and she called home. She grew up learning that every meal was earned twice, once by labor and once by courage. Too big to hide, too stubborn to kneel, she found her first teachers in alley fights, dockside labor crews, and anyone foolish enough to think an orc girl with taped fists was easy prey. By the time she was grown, she could crack concrete with a punch, not because she was reckless, but because she had spent her whole life refusing to break first. Her path into adventuring began as a way out, then became a way of honoring the people who had nothing but grit and pride. She learned to fight clean, quick, and mean from a chain of gym owners, underground coaches, and old brawlers who believed that discipline could be found in the ring even when life outside it was a mess. She never mastered the arcane or the divine, but she did master the terrible arithmetic of survival, when to press, when to absorb the hit, and when to keep grinning through blood and thunder. Now she travels from city gyms to roadside camps, taking jobs that let her protect the weak, settle scores, and chase the perfect fight that tests every ounce of her heart.
“She grew up learning that every meal was earned twice, once by labor and once by courage.”
- Background
- Outlander
Connections
Species
Orc
Media
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