Mara Haddad
Mara Haddad
Sheet
AC 16 · HP 196 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
44 featuresBonus action
- Bonus Unarmed Strike
When After taking the Attack action or whenever a bonus action is available
Mara can make an Unarmed Strike as a bonus action while unarmed or wielding only Pugilist weapons.
- One-Two PunchLevel 2
When When a second burst of attacks is needed
Mara makes two Unarmed Strikes as a bonus action by spending 1 Moxie Point.
- Stick and MoveLevel 2
When When she needs to reposition aggressively or escape a threatened space
Mara makes an Unarmed Strike and then Dashes or Disengages by spending 1 Moxie Point.
- Insightful Fighting
When As a bonus action after observing a target
Mara studies a creature with Insight, enabling Sneak Attack against it without advantage for 1 minute if no other disadvantage applies.
- Cunning ActionLevel 2
Mara can take a bonus action to Dash, Disengage, or Hide.
- FisticuffsLevel 1
Mara can use a bonus action to make an Unarmed Strike. Her Fisticuffs die is 1d8. Improvised weapons count as having the Sap mastery property for her.
- Dig DeepLevel 4
Mara can use a bonus action to dig deep for 10 minutes, gaining resistance to bludgeoning, piercing, and slashing damage and ignoring exhaustion levels below 6.
- Brace UpLevel 2
Mara can use a bonus action to gain 1d8 plus her Pugilist level and Constitution modifier temporary hit points, for a total of 18 temporary hit points.
- Dig DeeperLevel 13
Mara can use a bonus action to dig deeper for 1 minute, gaining all Dig Deep benefits and using School of Hard Knocks twice per turn. At Pugilist level 13, she can use this twice before a long rest.
- Inquisitive, Insightful FightingLevel 3
Mara can use Insight to study a creature as a bonus action. For 1 minute, she can use Sneak Attack against that creature without advantage if no other disadvantage applies and she does not have disadvantage on the attack.
Reaction
- Bloodied But UnbowedLevel 2
When Mara takes damage, she can use a 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.
Always on
- HaymakerLevel 5
When Before making an Unarmed Strike or improvised weapon attack
Mara uses a devastating strike that deals maximum Unarmed Strike damage on a hit, then regains the Moxie Point spent.
- Stop and DropLevel 3
When After hitting with an Unarmed Strike
Mara applies both Grapple and Shove after hitting with an Unarmed Strike, provided she does not use a mastery property.
- Compression Lock
When Start of turn while grappling one or more creatures
Mara compresses every creature she has Grappled for 1d8 plus 3 bludgeoning damage at the start of her turn.
- Rogue ProficienciesLevel 1
Mara is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- ExpertiseLevel 1
Mara has expertise in Athletics and Investigation. Her proficiency bonus is doubled for ability checks using those skills.
- Sneak AttackLevel 1
Mara deals an extra 4d6 damage once per turn when she hits with a finesse or ranged weapon attack and has the required Sneak Attack conditions.
- Iron ChinLevel 1
While wearing light or no armor and wielding no shield, Mara's base AC equals 12 plus her Constitution modifier.
- MoxieLevel 2
Mara has 13 Moxie Points, regained after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When Mara fails a Strength, Dexterity, Constitution, or Charisma check, she can expend 1 Moxie Point to add 1d8 to the check. If it still fails, the point is regained and the feature cannot be used again until a short or long rest.
- Heavy HitterLevel 3
When Mara hits with an Unarmed Strike, she can also use the damage and either Grapple or Shove option.
- Ability Score ImprovementLevel 4
Mara gains an Ability Score Improvement at Pugilist level 4.
- Pugilist SubclassLevel 3
Mara gains a Pugilist subclass, Squared Circle, and receives its features at Pugilist levels 3, 6, and 11.
- Groundwork, Heavy HitterLevel 3
When Mara hits with an Unarmed Strike, she can use both the damage and Grapple or Shove option.
- Muscle MassLevel 3
Mara has Expertise in Athletics. She counts as proficient with Athletics and doubles her proficiency bonus for checks using it.
- InescapableLevel 3
Mara can expend 1 Moxie Point to give a creature disadvantage on a saving throw or ability check against her grapple or shove DC.
- Uncanny DodgeLevel 5
Mara has the Rogue's Uncanny Dodge reaction, halving the damage from one attack that hits her.
- Extra AttackLevel 5
When Mara attacks on her turn, she can make two attacks instead of one.
- Moxie-Fueled FistsLevel 6
Mara's Unarmed Strike and improvised weapon damage can deal force damage instead of its normal type.
- Down But Not OutLevel 7
When Mara uses Bloodied But Unbowed while Bloodied, she gains a +4 bonus to Unarmed Strike and Pugilist weapon damage for 1 minute. Once used, this requires a long rest.
- School of Hard KnocksLevel 9
Mara can forgo 1d12 damage once per turn with an Unarmed Strike or Pugilist weapon attack to Endanger or Provoke the target.
- HerculeanLevel 10
Mara's carrying capacity uses double her Strength score, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.
- Shake It OffLevel 10
Once per long rest, Mara can remove one exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned at the start of her turn.
- UnbreakableLevel 14
Mara has Advantage on Strength, Dexterity, and Constitution saving throws. She can expend 1 Moxie Point to reroll a failed saving throw.
- PugnaciousLevel 15
When Mara rolls initiative, she can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, this requires a long rest.
- Inquisitive, Ear for Deceit and Eye for DetailLevel 3
Mara has advantage on initiative checks and can make Insight checks as bonus actions to determine whether a creature is lying, compare its fighting ability, or identify its combat vulnerabilities.
- EvasionLevel 7
Mara gains Evasion. On a successful Dexterity saving throw against an effect that normally deals half damage, she takes no damage, and on a failed save she takes half damage.
- Additional ExpertiseLevel 6
Mara gains two additional Expertise choices at Rogue level 6. Her Expertise skills are Athletics, Investigation, Perception, and Stealth.
- Slippery MindLevel 15
Mara gains proficiency in Wisdom saving throws from Rogue level 15.
- TraitHumanAbility scores increased by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
- TraitHumanMedium size
- TraitHumanWalking speed 30 feet
- TraitHumanOne additional language of choice
- By Popular DemandEntertainer
Mara can always find a place to perform, usually earning food, shelter, or local introductions through wrestling exhibitions, dramatic demonstrations, and crowd work. Her reputation as a professional wrestler often opens doors among tavern owners, athletic guilds, traveling performers, and working people.
Gear
10 itemsWeapons
- RapierA rapier used when facing heavily armored foes or opponents who refuse to enter a fair bout.
- ShortswordA short sword carried as a backup weapon.
- 10×DartsA set of ten darts used for distractions, trick throws, and testing an enemy's reactions.
Tools
- Disguise kitA disguise kit used to create stage identities and conceal her appearance.
- Costume suppliesA leather case containing costume makeup, powders, false eyebrows, wigs, and adhesive.
- Hand drumA musical instrument used for entrances, announcements, and dramatic timing.
Gear
- Ring gearA light, flexible outfit suitable for movement and performance, with reinforced seams and concealed pockets.
- Burglar's packA burglar's pack containing tools and supplies for infiltration.
- Favor from an admirerA trophy from her first major championship bout, kept as a reminder that showmanship can become survival.
Purse
- 15×Gold piecesA purse containing the savings from her performance career.
Appearance
Mara is a striking human woman with a heavily muscled, athletic physique, sharply defined six-pack abs, broad shoulders, powerful arms, a pronounced waist, a buxom build, and a rounded, muscular lower body. Her dark hair is cut to shoulder length and usually tied back before a fight. She wears flamboyant but practical professional wrestling ring gear, reinforced boots, colorful wrist wraps, and a sleeveless entrance jacket. Her gear is designed for mobility and theatrical impact while remaining suitable for heroic fantasy adventure.
Mannerisms
Mara rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and announces opponents with exaggerated courtesy. After a successful grapple, she instinctively looks toward the nearest audience, even if the only witnesses are frightened monsters.
Personality
Warm, competitive, theatrical, and surprisingly observant. Mara treats strangers like a crowd waiting to be won over, but she watches every hand, doorway, and hesitation. She is generous with praise, merciless toward bullies, and happiest when a plan has room for an impressive finish.
Ideals
Dignity. Anyone can be knocked down, but nobody deserves to be treated as less than a person. I fight hardest when the powerful mistake spectacle for weakness.
Bonds
She protects the young performers and dockworkers from the old fighting circuit that exploited them, and she keeps the stolen promoter's ledger as evidence against the people who still hunt her.
Flaws
She cannot resist turning a dangerous confrontation into a performance, even when silence would be wiser. Mara also has a deep fear of being controlled by a promoter, patron, or commander, so she reacts badly to reasonable orders that sound too much like ownership.
Quirks
Background
Mara Haddad grew up in a crowded human river district where taverns, warehouses, and fighting pits stood shoulder to shoulder. Her mother repaired costumes for traveling performers, while her uncle taught her how to fall safely, control a larger opponent, and turn an audience against a bully. Mara discovered early that a convincing entrance, a sharp insult, and a perfectly timed throw could be worth more than a sword. By adulthood, she had become a professional wrestler known for theatrical entrances, punishing holds, and an uncanny talent for spotting the instant when an opponent was about to break. Her wrestling career became inseparable from her life as a rogue. She learned to read tells from across a ring, identify hidden weapons beneath costumes, and use backstage corridors as escape routes. When a corrupt promoter arranged a fatal match against an adventurer who knew too much, Mara exposed the scheme and fled with the promoter's ledger. Now she travels as a performer and investigator, taking honest bouts when she needs coin and dangerous contracts when someone powerful believes their secrets are safe. She fights with fists, improvised weapons, and a grin that promises the crowd a memorable finish.
“Mara discovered early that a convincing entrance, a sharp insult, and a perfectly timed throw could be worth more than a sword.”
- Background
- Entertainer
Connections
Species
Human
Media
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