Mara Teth
Mara Teth
Sheet
AC 14 · HP 40 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Primeval AwarenessLevel 3
You learn to focus your awareness by interpenetrating the flow of nature and sense other creatures around you. As an action, you can open your awareness to detect the presence of strong evil. You can detect the presence of celestials, fiends, and undead within 1 mile of you, or within 6 miles if you are in your favored terrain. This feature does not reveal location or number.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Favored EnemyLevel 1
You have a favored enemy. You have advantage on Wisdom checks to track them, as well as on Intelligence checks to recall information about them. You also learn one language spoken by your favored enemy. This character's favored enemy is humanoids, specifically gnolls, and the bonus language chosen is Abyssal.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in it. This character's favored terrain is forest.
- Fighting Style, ArcheryLevel 2
You adopt a particular style of fighting as your specialty. This character has chosen Archery, gaining a +2 bonus to attack rolls you make with ranged weapons.
- SpellcastingLevel 2
You know how to cast ranger spells. Wisdom is your spellcasting ability for ranger spells. You can cast ranger spells using a spell slot you have of the spell's level or higher.
- Ranger ArchetypeLevel 3
At 3rd level, you choose the ranger archetype that you strive to emulate. This character is a Hunter.
- Colossus SlayerLevel 3
When you hit a creature with a weapon attack, you can mark it as your quarry and deal an extra 1d8 damage to it once per turn. This can be applied to a creature already wounded by your allies.
- Ability Score ImprovementLevel 4
At 4th level, you can increase one ability score by 2, or two ability scores by 1. This character uses the improvement to raise Wisdom by 2, reflecting training and discipline rather than raw talent.
- Land's StrideLevel 5
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed, taking no damage from thorns, spines, or similar hazards.
- Multiattack DefenseLevel 7
When a creature within 5 feet of you hits you with an attack, you can impose disadvantage on all attack rolls from that creature against you this turn, as long as you can see the creature.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers anything to forage or hunt.
Spells
5 spellsSpellcasting. Mara Teth casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (2 slots): no spells
Gear
10 itemsWeapons
- 2×ShortswordA pair of hand weapons balanced for close work in the wild.
- LongbowA bow with a quiver of twenty arrows for hunting and battlefield use.
Armor
- Scale mailMedium armor made of overlapping metal scales, suitable for a ranger who expects to travel through rough country.
- ShieldA wooden shield bearing a carved fox sigil and signs of hard travel.
Gear
- Dungeoneer's packA sturdy pack with adventuring essentials for long journeys underground or in ruined places.
- StaffA stout staff used for walking, poking through undergrowth, and supporting bedrolls.
- Hunting trapA practical trap used for snaring game or defending a camp.
- TrophyA worn token taken from an animal that mattered to her family, kept as a memorial.
- Traveler's clothesSturdy clothing suited to travel in the wilds.
- Belt pouchA pouch containing a few coins saved from her first hunts.
Appearance
A lean human ranger with weathered tan skin, steady hazel eyes, and dark brown hair kept in a practical braid beneath a battered hood. She wears polished scale mail over travel worn leathers, a quiver of arrows riding high on one shoulder, and two short swords at her hips. Small scars cross her knuckles and forearms, and a carved wooden fox hangs from a cord at her throat.
Mannerisms
Speaks softly and pauses often, as if listening for something beyond the room. She unconsciously maps exits, windows, and lines of sight wherever she enters, and she taps two fingers against her bowstring when she is thinking.
Personality
Quiet, vigilant, and dryly kind, Mara is the sort of person who will share her rations without saying much about it. She is cautious with strangers, but once she decides someone is decent, she becomes fiercely protective and startlingly direct.
Ideals
Responsibility. The wild is not empty, it is vulnerable. Those who can move through it safely have a duty to defend the helpless who live at its edge.
Bonds
She keeps a carved fox token from her childhood camp, the last thing left of her family that still feels like home. She is determined to protect frontier villages and isolated travelers, especially those who have no one else watching the treeline.
Flaws
Mara trusts the evidence of tracks and broken branches more readily than she trusts people. She can become grimly single minded when she believes a threat is near, and she struggles to let go of a hunt even when the wiser choice is to retreat and rest.
Quirks
Background
Mara Teth grew up on the ragged edge of civilization, where the road ended and the green went on forever. Her family were charcoal burners and trappers, folk who knew the signs of deer trails, bad weather, and raiders long before the smoke reached the horizon. She learned to read broken branches before she learned to read books, and by the time she was grown she could move through the deep woods as if they had made her their own. The forest taught her patience, silence, and the hard lesson that mercy sometimes means ending a threat before it reaches a village. When a winter pack of gnolls swept through the borderland and burned her home camp, Mara survived by tracking them for three days through sleet and frost. She failed to save her kin, but she led a militia patrol to the gnolls' lair and helped break the raiders there. Since then she has traveled as a hired scout and monster hunter, never staying long enough in one town to call it home. She carries a stubborn sense that the wild places are not abandoned, only wounded, and she keeps walking them because someone must remember the roads that never made it onto any map.
“The forest taught her patience, silence, and the hard lesson that mercy sometimes means ending a threat before it reaches a village.”
- Background
- Outlander
Connections
Species
Human
Media
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