Skip to content
CreatePricing
Mara Dastan - AI-generated fantasy Character

Mara Dastan

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

Mara Dastan

Mara is loud, warm, observant, and relentlessly theatrical.
AC16
HP119/119
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 119 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Unarmed Strikes,
Pugilist weapons: simple melee weapons and improvised weapons.

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
One musical instrument

Languages

Common

Features

45 features

Action

  • Double Clothesline

    When Take the Attack action

    Make two attacks with Unarmed Strikes or Pugilist weapons when taking the Attack action.

  • Extra AttackLevel 5

    You can attack twice whenever you take the Attack action.

Bonus action

  • Cheap Seat Jab

    When After or instead of attacking

    Make an Unarmed Strike as a bonus action, using the 1d8 Fisticuffs die.

  • One-Two Punch

    When Bonus action

    Spend 1 Moxie to make two Unarmed Strikes as a bonus action.

  • Stick and Move

    When Bonus action

    Spend 1 Moxie to make an Unarmed Strike and Dash or Disengage.

  • Brace Up

    When Bonus action

    Spend 1 Moxie to gain 1d8 plus 17 temporary hit points for 10 minutes.

  • Cunning Action and Sneak AttackLevel 2

    You can use a bonus action to Dash, Disengage, or Hide. Your Sneak Attack deals an extra 4d6 damage once per turn when its conditions are met.

  • Inquisitive: Ear for Deceit and Insightful FightingLevel 3

    As an Inquisitive, you gain proficiency with disguise kits and forgery kits. You can use a bonus action to make a Wisdom (Insight) check contested by Deception to determine whether a creature is lying. You can also use a bonus action to study a creature, gaining advantage on attacks against it for 1 minute if you succeed on the required Insight check.

  • Dig DeepLevel 4

    For 10 minutes as a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6. Once per long rest, unless you accept 1 exhaustion to restore it.

Reaction

  • Bloodied But UnbowedLevel 2

    When damaged, you can use a reaction to regain all expended Moxie. If bloodied, you also gain 52 temporary hit points. Once used, this requires a short or long rest.

  • Squared Circle: Meat ShieldLevel 6

    While grappling a creature, you have half cover against attacks from creatures you are not grappling. When an ungrappled creature misses you, spend 1 Moxie as a reaction to redirect the attack against a creature you grapple.

Always on

  • Chain Wrestling

    When Hit with an Unarmed Strike

    On an Unarmed Strike hit, deal damage and Grapple or Shove. With Groundwork, she can often apply both.

  • Signature Finish

    When Hit with a qualifying attack

    Once per turn, add 1d6 Sneak Attack and 1d12 School of Hard Knocks damage when their conditions are met.

  • Thieves' Cant and Thieves' ToolsLevel 1

    You gain proficiency with thieves' tools and can use them to disarm traps and open locks.

  • ExpertiseLevel 1

    You gain expertise in Stealth and Investigation, doubling your proficiency bonus for those skills.

  • Inquisitive: Unerring EyeLevel 9

    You gain proficiency in Wisdom saving throws against illusions and the ability to detect illusions, invisible creatures, and hidden creatures within 30 feet under the subclass conditions.

  • Groundwork and Muscle MassLevel 3

    You gain proficiency in Athletics through Muscle Mass.

  • FisticuffsLevel 1

    You gain proficiency with simple melee weapons and improvised weapons, can make a bonus-action Unarmed Strike, and deal 1d8 with Unarmed Strikes or Pugilist weapons. Improvised weapons count as having Sap mastery for you.

  • Iron ChinLevel 1

    While wearing light or no armor and no shield, your base AC equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have 13 Moxie Points, regained 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 spend 1 Moxie to add 1d8. On a failed attempt, the point is regained, but the feature cannot be used again until a short or long rest.

  • Heavy HitterLevel 3

    When you hit with an Unarmed Strike, you can deal damage and also Grapple or Shove the target.

  • Pugilist SubclassLevel 3

    You gain the Squared Circle Pugilist subclass.

  • Ability Score ImprovementsLevel 4

    You gain Ability Score Improvements at Pugilist levels 4, 8, 12, and 16. These are represented by the supplied ability scores and feats: Tavern Brawler, Skill Expert, Tough, and Mobile.

  • HaymakerLevel 5

    When attacking with an Unarmed Strike or Pugilist weapon, you can spend 1 Moxie. On a hit, the attack deals maximum damage and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Your Unarmed Strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When using Bloodied But Unbowed while bloodied, you can add your Constitution modifier plus exhaustion levels to Unarmed Strike and Pugilist weapon damage for 1 minute. Once per long rest.

  • School of Hard KnocksLevel 9

    Once per turn, you deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon, or forgo it to Endanger the target or Provoke attacks against it.

  • HerculeanLevel 10

    Your Strength counts as doubled for carrying capacity, your Unarmed Strikes critically hit objects, and your jump distance is doubled.

  • Shake It OffLevel 10

    At the start of your turn, you can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun. Once per long rest, unless you accept 1 exhaustion to restore it.

  • Reliable TalentLevel 11

    At rogue level 11, treat any roll of 9 or lower on an ability check using a proficient skill or tool as a 10.

  • Dig DeeperLevel 13

    For 1 minute, you gain all Dig Deep benefits and can use School of Hard Knocks twice per turn. At Pugilist level 20 this can be used twice per long rest.

  • UnbreakableLevel 14

    You have advantage on Strength, Dexterity, and Constitution saving throws. You can spend 1 Moxie to reroll a failed saving throw.

  • PugnaciousLevel 15

    When you roll initiative, you can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once per long rest.

  • Squared Circle: GroundworkLevel 3

    When starting your turn with one or more creatures grappled, deal 1d8 plus 3 bludgeoning damage to each. You can spend 1 Moxie to impose disadvantage on a grapple or shove save or check. After hitting with an Unarmed Strike without using mastery, you can Grapple and Shove together.

  • Squared Circle: HeavyweightLevel 11

    When Grappling or Shoving, you count as one size larger. Moving a creature your size or smaller that you grapple does not cost extra movement.

  • EvasionLevel 7

    You gain advantage on Dexterity saving throws against effects you can see, and you take no damage on a successful save or half damage on a failed save against many area effects.

  • Additional ExpertiseLevel 6

    You gain proficiency in a chosen skill or tool. You also gain one additional expertise choice.

  • Entertainer ProficienciesLevel 1

    You gain proficiency in Acrobatics, Performance, disguise kits, and one musical instrument from your Entertainer background.

  • TraitHumanAbility scores increased by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  • TraitHumanMedium size.
  • TraitHumanWalking speed of 30 feet.
  • TraitHumanOne extra language of choice, represented here as Persian.
  • TraitHumanHuman versatility grants broad training and adaptability.
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform, earn modest support from admirers, and secure basic food and lodging from people who enjoy her act.

Gear

8 items

Tools

  • Brass ring bell
    A cracked brass bell used to announce her matches.
  • Disguise kit
    A disguise kit for changing her stage persona.
  • Forgery kit
    A forgery kit for producing passes, contracts, and promoter documents.
  • Thieves' tools
    Thieves' tools for locks and traps.

Gear

  • Chain-linked ring gear
    A reinforced set of professional ring gear with decorative chains connecting its sections.
  • Lucky charm
    A lucky charm from the troupe that raised her.
  • Entertainer's costume
    A costume for performances and public appearances.

Purse

  • Coin pouch
    A pouch containing 15 gp from her starting entertainer and rogue equipment.

Appearance

A powerfully built human woman with a buxom, athletic frame, a rounded bubble-shaped posterior, sharply defined six-pack abs, thick shoulders, and heavily muscled arms and legs. She wears very scanty professional ring gear reinforced with decorative chains connecting its separate pieces, leaving her limbs and much of her torso free for movement. Her straight dark hair falls past her shoulders, with straight bangs hanging over and partly across her eyes. Several facial piercings catch the light, including a brow ring, a small nose hoop, and lower-lip studs. Her expression is usually a cocky half-smile, even when bruised.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and punctuates important statements by pointing at an imaginary audience. Before a fight, she slowly removes her facial piercings' protective wraps and rings the brass bell once.

Personality

Mara is loud, warm, observant, and relentlessly theatrical. She treats every conversation like a match, sizing up posture, breathing, balance, and the emotional weak point behind someone's words. Beneath the swagger is a practical working woman's instinct to feed the crew, protect the greenhorn, and leave every place a little safer than she found it.

Ideals

Every underdog deserves a chance to get back up. The crowd may love a champion, but Mara fights for the person everyone else has already counted out.

Bonds

The old traveling fight troupe that raised her is in debt to a ruthless promoter who owns its venue and threatens to scatter its members. Mara sends money home whenever she can and intends to buy the troupe's freedom outright. She also carries her mother's cracked brass bell, ringing it before every serious match.

Flaws

She cannot resist answering an insult, especially if an audience is present. Mara mistakes stubbornness for courage, refuses to retreat when retreat would be wise, and has a deep fear that without applause she is nobody at all.

Quirks

Names every improvised weapon before using it.
Keeps a private ledger of every person who has ever cheered for her.
Practices dramatic wrestling introductions to empty rooms.
Can identify a tavern by the quality of its floorboards.
Never steps through a doorway without checking its hinges.
Calls her favorite grappling maneuver the Dastan Discount.

Background

Mara Dastan grew up in the cheap seats and service alleys behind traveling fight halls, where human performers, gamblers, wrestlers, musicians, and con artists all competed for the same handful of coins. Her mother worked the ropes and curtains, while her father repaired stage rigging and taught Mara how to fall without breaking herself. She learned early that a crowd wanted more than a winner. It wanted a story, a villain, a comeback, and someone willing to stand back up after the bell. Mara became the act that could turn a tavern brawl into theater, using improvised weapons, dirty clinches, and loud promises to keep the audience cheering.

“Her mother worked the ropes and curtains, while her father repaired stage rigging and taught Mara how to fall without breaking herself.”
From their backstory
Background
Entertainer

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Mara Dastan into a sheet

A high-res, share-ready sheet you can post or print.