Mara Idris
Mara Idris
Sheet
AC 12 · HP 73 · 30 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
17 featuresAlways on
- Wild ShapeLevel 2
When As an action, twice per short or long rest
Mara shifts into the form of a beast she has seen, using the statistics of the chosen beast while retaining her mental ability scores and personality.
- Natural RecoveryLevel 2
When During a short rest, once per short rest
Mara regains a limited number of expended spell slot levels after quietly resting and communing with the land.
- Land's StrideLevel 6
When When moving through natural terrain
Mara moves through nonmagical difficult terrain and nonmagical plants without penalty.
- DruidicLevel 1
Mara knows Druidic, the secret language of druids, and can leave hidden messages in it. Druids and those who know the language automatically recognize such messages.
- SpellcastingLevel 1
Mara is a 10th-level spellcaster. Wisdom is her spellcasting ability. She can prepare 10 druid spells from the druid spell list, in addition to her Circle of the Land spells. She can cast prepared druid spells using Wisdom as her spellcasting ability.
- Druid CircleLevel 2
Mara belongs to the Circle of the Land, Coast. Her connection to coastal terrain grants additional spells and natural recovery techniques.
- Bonus CantripLevel 2
Mara learns one additional druid cantrip of her choice.
- Circle SpellsLevel 2
Mara gains the Coast circle spells listed in her spellcasting section. These spells are always prepared and do not count against the number of druid spells she can prepare.
- Ability Score ImprovementLevel 4
Mara gains an Ability Score Improvement or feat. She increased Constitution by 1 and Wisdom by 1, raising them to 14 and 11.
- Ability Score ImprovementLevel 8
Mara gains an Ability Score Improvement or feat. She increased Strength by 2, raising it to 15.
- Timeless BodyLevel 10
Mara suffers none of the frailty of old age and cannot be magically aged. She can still die of old age.
- Nature's WardLevel 10
Mara is immune to poison and disease caused by elementals or fey, and she cannot be charmed or frightened by elementals or fey.
- TraitHalf-ElfDarkvision out to 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Mara to sleep
- TraitHalf-ElfSkill Versatility, proficiency in two additional skills
- TraitHalf-ElfCommon ancestry, with Elvish and one additional language
- WandererOutlander
Mara has an excellent memory for maps, terrain, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Spells
22 spellsSpellcasting. Mara Idris casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , , ,
3rd level (3 slots): , , ,
4th level (3 slots): , ,
5th level (2 slots): , ,
Gear
10 itemsWeapons
- QuarterstaffA quarterstaff polished smooth by years of travel
- Hunting knifeA large hunting knife suitable for cutting brush and preparing game
Armor
- Wooden shieldA wooden shield bearing a simple painted wave symbol
Gear
- Explorer's packA leather satchel containing dried food, flint, cord, and small field tools
- Druidic focusA druidic focus carved from salt-weathered yew
- Traveler's clothesA set of traveler's clothes, repaired many times at the cuffs and knees
- StaffA staff made from a fallen alder branch
- Hunting trapA hunting trap maintained with careful attention
- Animal trophyA trophy from an animal Mara once tracked across three days of rain, a gull feather set in a small leather frame
Purse
- Belt pouch with 10 gpA belt pouch containing coins saved from years of guiding caravans
Appearance
Mara is a sturdy half-elf woman with weathered olive-brown skin, broad hands, and dark brown hair cut to her jaw with a practical knife. Her green-gray eyes have the watchful stillness of someone accustomed to reading weather, animal tracks, and strangers. She wears a patched wool cloak over travel-stained leathers, carries a yew staff wrapped with strips of faded blue cloth, and keeps a small collection of shells, feathers, and dried herbs tied to her belt.
Mannerisms
Mara studies the ground while speaking, as if expecting the earth to correct someone. She rubs the edge of her thumb against her forefinger when deciding whether a person is telling the truth. Before entering a new place, she quietly names the nearest source of water.
Personality
Mara is practical, observant, and quietly generous. She speaks plainly, dislikes waste, and prefers useful work to ceremony. She is more comfortable around animals and weather than crowds, but she has a firm instinct for noticing who has been left out or overlooked. Her kindness is rarely sentimental. It usually appears as a repaired strap, a full waterskin, or a place made beside the fire.
Ideals
Stewardship. The land is not property to be owned, but a living trust passed from one generation to the next. Those with strength have a duty to spend it on protection rather than comfort.
Bonds
The hill village that raised Mara still depends on a spring whose source lies in an old coastal shrine. She will protect that water and the people who rely on it, even when doing so costs her comfort, safety, or reputation.
Flaws
Mara is slow to trust authority, especially when officials speak confidently about places they have never walked. She can also become stubbornly self-reliant, refusing help until a problem has grown more dangerous than it needed to be.
Quirks
Background
Mara was born in a hill village where half-elves were useful when roads needed mending, animals needed calming, or disputes needed a patient listener. Her human mother worked as a muleteer, while her elven father kept the village's old grove and taught Mara the names of plants in both the common tongue and the older words of the hills. She grew up between cultures without feeling entirely claimed by either, learning early that belonging was less about blood than about who showed up when the rain came through the roof. As a young adult, Mara left home with a caravan after a season of failed crops. She spent years crossing forests, uplands, marshes, and salt roads, serving as a guide, forager, healer, and occasional scout. During one winter crossing, she found a dying circle of druids sheltering beneath a landslide. Their leader taught her the Druidic tongue and the discipline of listening before acting. Mara eventually joined the Circle of the Land, Coast, where she learned to draw strength from shorelines, tides, and the patient movement of water. She now travels wherever settlements are cut off from one another, repairing damaged places and making certain that desperate people are not forced to choose between hunger and cruelty.
“As a young adult, Mara left home with a caravan after a season of failed crops.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
0 imagesNo images yet.
Turn Mara Idris into a sheet
A high-res, share-ready sheet you can post or print.