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Mara Quispe - AI-generated fantasy Character

Mara Quispe

Human · Rogue 7 / Pugilist 13 (Inquisitive Rogue / Squared Circle Pugilist) · Level 20 · Entertainer

Mara Quispe

Mara is exuberant, confrontational, and fiercely generous.
AC17
HP253/253
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 253 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandINT
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple melee weapons,
Unarmed Strikes,
Improvised weapons,
All weapons normally granted by Rogue, though she carries none

Tools

Thieves' tools,
Disguise kit,
One musical instrument, hand drum

Languages

Common

Features

43 features

Bonus action

  • Bonus Unarmed Strike

    When After or independently of her action on her turn

    Marisol makes one Unarmed Strike as a bonus action while meeting her Fisticuffs restrictions.

  • Brace Up

    When On her turn

    Marisol spends 1 Moxie Point to gain 1d10 plus 13 plus 5 temporary hit points for 10 minutes.

  • One-Two Punch

    When On her turn

    Marisol spends 1 Moxie Point to make two Unarmed Strikes as a bonus action.

  • Stick and Move

    When On her turn

    Marisol spends 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.

  • Cunning ActionLevel 2

    Marisol can use a bonus action to take the Dash, Disengage, or Hide action.

  • Inquisitive, Eye for DetailLevel 3

    Marisol can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object, or to search for secret doors and traps.

  • Ability Score Improvement, Tavern BrawlerLevel 4

    Marisol gains the Tavern Brawler feat, increasing her Constitution by 1. She is proficient with improvised weapons, can use her bonus action to grapple after hitting with an Unarmed Strike, and can reroll the damage die of an Unarmed Strike when it rolls a 1 or 2.

  • FisticuffsLevel 1

    Marisol is proficient with Unarmed Strikes and simple melee weapons. While unarmed or wielding only Pugilist weapons, wearing light or no armor, and using no shield, she can make an Unarmed Strike as a bonus action. Her Fisticuffs die is 1d10, and improvised weapons count as having Sap mastery for her.

  • Dig DeeperLevel 13

    Marisol can use a bonus action to gain the benefits of Dig Deep for 1 minute and use School of Hard Knocks twice per turn. At level 20, she can use this feature twice before a long rest.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker she can see hits her

    Marisol can use a reaction to halve the damage of an attack that hits her.

  • Meat ShieldLevel 6

    While grappling a creature, Marisol has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can expend 1 Moxie Point as a reaction to force the attack to target a creature she is grappling instead.

Always on

  • Ring Control

    When When she hits with an Unarmed Strike

    Marisol can grapple or shove as part of an Unarmed Strike that hits, and her Groundwork features can allow both options together.

  • School of Hard KnocksLevel 9

    When Once per turn when she hits with an Unarmed Strike

    Marisol can replace some Unarmed Strike damage with a 1d12 School of Hard Knocks die or apply Endanger or Provoke.

  • Rogue Proficiencies and ExpertiseLevel 1

    Marisol is proficient with Strength and Dexterity saving throws. She has expertise in Athletics, Insight, Investigation, and Perception. Her proficiency bonus is applied to these skills twice.

  • Sneak Attack, 4d6Level 1

    Once per turn, Marisol deals an extra 4d6 damage when she hits with an attack using a finesse or ranged weapon and has advantage on the attack roll, or when another eligible condition for Sneak Attack is met. Her Unarmed Strikes do not qualify unless a feature or adjudication allows them to count as a finesse weapon attack.

  • Inquisitive, Ear for Deceit and Insightful FightingLevel 3

    Marisol has advantage on Wisdom (Insight) checks to determine whether a creature is lying. She can also make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check to treat a failed attack against that creature as having no disadvantage for Sneak Attack purposes, provided she does not have disadvantage on the attack.

  • ExpertiseLevel 6

    Marisol's proficiency bonus is doubled for Athletics, Insight, Investigation, and Perception checks.

  • EvasionLevel 7

    When Marisol succeeds on a Dexterity saving throw against an effect that normally deals half damage on a success, she takes no damage. On a failure, she takes half damage.

  • Iron ChinLevel 1

    While wearing light or no armor and using no shield, Marisol's base Armor Class equals 12 plus her Constitution modifier.

  • MoxieLevel 2

    Marisol has 13 Moxie Points, regained on a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.

  • Bloodied But Not OutLevel 2

    When Marisol takes damage, she can use her reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this feature requires a short or long rest.

  • Swagger StreakLevel 2

    When Marisol fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point and add 1d10 to the check. If it still fails, the point is regained, and this feature cannot be used again until a short or long rest.

  • Heavy HitterLevel 3

    When Marisol hits with an Unarmed Strike, she can both deal damage and choose the Grapple or Shove option.

  • Pugilist SubclassLevel 3

    Marisol gains the Squared Circle subclass features.

  • Ability Score Improvement, AthleteLevel 4

    Marisol gains the Athlete feat, increasing her Strength by 1. Standing from prone costs only 5 feet, climbing does not cost extra movement, and she can make a running long jump or high jump after moving only 5 feet.

  • Dig DeepLevel 4

    For 10 minutes, Marisol gains resistance to bludgeoning, piercing, and slashing damage and ignores exhaustion levels below 6. Once used, this requires a long rest unless she gains 1 exhaustion level to restore it.

  • Extra AttackLevel 5

    Marisol can attack twice whenever she takes the Attack action.

  • HaymakerLevel 5

    When Marisol attacks with an Unarmed Strike or Pugilist weapon, she can expend 1 Moxie Point. On a hit, the attack deals maximum damage and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Damage from Marisol's Unarmed Strikes and improvised weapons can be Force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When Bloodied But Not Out is used while Marisol is Bloodied, she can add 5 to the damage of Unarmed Strikes and Pugilist weapons for 1 minute. Once used, this requires a long rest.

  • HerculeanLevel 10

    Marisol counts as having doubled Strength for carrying capacity, scores a critical hit against objects with Unarmed Strikes, and has a doubled jump distance.

  • Shake It OffLevel 10

    At the start of her turn, Marisol can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun. Once used, this requires a long rest unless she gains 1 exhaustion level to restore it.

  • Ability Score Improvement, ToughLevel 8

    Marisol gains the Tough feat, increasing her hit point maximum by 40.

  • UnbreakableLevel 14

    Marisol has advantage on Strength, Dexterity, and Constitution saving throws. When she fails a saving throw, she can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When Marisol rolls initiative, she can remove one exhaustion level and regain her uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a long rest.

  • GroundworkLevel 3

    At the start of her turn, Marisol can deal 1d10 plus 3 bludgeoning damage to each creature she is grappling. She can expend 1 Moxie Point to give a creature disadvantage on a saving throw or ability check against her grapple or shove DC. When she hits with an Unarmed Strike without using a mastery property, she can both grapple and shove the target.

  • Muscle MassLevel 3

    Marisol gains Athletics proficiency, and because she already has Athletics proficiency, she gains expertise in Athletics.

  • HeavyweightLevel 11

    When Marisol grapples or shoves, she counts as one size larger. Moving a creature her size or smaller that she grapples does not cost extra movement.

  • TraitHumanAbility Score Increase, +1 to all ability scores, applied to the base scores.
  • TraitHumanSize, Medium.
  • TraitHumanSpeed, 30 feet.
  • TraitHumanLanguages, Common and one additional language normally granted by the classic Human profile.
  • By Popular DemandEntertainer

    Marisol can always find a place to perform, usually in an inn, tavern, circus, arena, or public square. She can secure modest food and lodging for herself and her companions by performing, and local audiences remember her distinctive wrestling persona.

Gear

9 items

Weapons

  • No weapons
    Marisol refuses to carry weapons. She fights with Unarmed Strikes, improvised weapons, grapples, shoves, and her environment.

Tools

  • Thieves' tools
    Thieves' tools, including small picks, files, pliers, and a narrow mirror.
  • Disguise kit
    A disguise kit containing cosmetics, hair dye, small prosthetics, and costume pieces.
  • Musical instrument, hand drum
    A brightly painted hand drum used for entrances, crowd work, and keeping the rhythm of exhibition bouts.

Gear

  • Ring gear
    A set of fitted crimson-and-black ring gear reinforced with leather panels and decorative chains. It provides no armor protection.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Entertainer's costume
    A traveler's costume used for performances and wrestling exhibitions.
  • Favor from an admirer
    A token of admiration from an audience member, retained as a reminder that the crowd is part of every fight.

Purse

  • 40×
    Gold pieces
    A purse containing starting gold and winnings from years of performances and bouts.

Appearance

Marisol is a powerfully built human woman with a broad, muscular frame, a pronounced six-pack, thick shoulders, strong legs, and a dramatic bubble-shaped posterior. She wears very scanty but functional ring gear made from crimson leather and black cloth, with decorative chains connecting the top, hip guards, and thigh straps. Her straight dark hair falls past her eyes beneath blunt straight bangs. Several facial piercings, including a septum ring, brow studs, and a lower-lip hoop, frame her fierce grin. Her hands and knuckles are scarred from years of tavern fights and professional bouts.

Mannerisms

She rolls her shoulders before speaking, taps a rhythm on nearby surfaces, and punctuates serious statements by cracking her knuckles. Before a fight, she points at each opponent and announces one exaggerated compliment about them.

Personality

Mara is exuberant, confrontational, and fiercely generous. She treats every conversation like crowd work, every entrance like a main event, and every opponent as someone who deserves a memorable performance. Beneath the swagger is a careful observer who notices tremors in a voice, a guarded hand, or the instant before someone lies.

Ideals

The crowd deserves a fair fight. Strength means protecting the person who cannot stand up for herself, not crushing whoever is weaker.

Bonds

The old neighborhood gym that gave Marisol her first ring is threatened by predatory lenders. She sends most of her winnings home and will ruin anyone who tries to drive out the young fighters who train there.

Flaws

She cannot walk away from a challenge, especially if someone is watching. Marisol also mistakes confidence for invulnerability, and she would rather take a humiliating beating than admit that an opponent has genuinely frightened her.

Quirks

She names every signature throw after a local tavern.
She keeps a running tally of opponents who made her laugh during a fight.
She refuses to sit with her back to an entrance.
She polishes her facial piercings before important matches.
She gives defeated enemies practical advice about their footwork.

Background

Marisol Quispe was raised in a crowded district where taverns doubled as theaters, meeting halls, and sometimes battlefields. Her mother sang for travelers, while her uncle worked as a pit hand and taught Marisol how to fall safely, read an opponent's balance, and turn a stool, tankard, or length of chain into an advantage. By adolescence, she was fighting in back rooms for supper money. She learned that a loud laugh could draw a crowd, and a well-timed throw could win one.

“By adolescence, she was fighting in back rooms for supper money.”
From their backstory
Background
Entertainer

Connections

Species

Human

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