Mara Venn
Mara Venn
Sheet
AC 10 · HP 50 · 40 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- NatureINT
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Enter Rage
When Bonus Action
Mara enters a primal Rage as a Bonus Action, gaining resistance to bludgeoning, piercing, and slashing damage, a +2 damage bonus with Strength-based attacks, and Advantage on Strength checks and Strength saving throws.
- RageLevel 1
Mara can enter a primal Rage as a Bonus Action when she is not wearing Heavy armor. While raging, she gains Resistance to Bludgeoning, Piercing, and Slashing damage, a +2 bonus to damage with Strength-based attacks, Advantage on Strength checks and Strength saving throws, and cannot cast spells or maintain Concentration. She has three uses of Rage and regains all expended uses after a Long Rest, with one use restored after a Short Rest.
Always on
- Extra AttackLevel 5
When Attack action
Mara makes two attacks instead of one when she takes the Attack action.
- Reckless AttackLevel 2
When First attack roll on her turn
Mara attacks with Advantage using Strength, accepting Advantage on attack rolls against her until the start of her next turn.
- FrenzyLevel 3
When First qualifying hit during Rage
When Mara hits with a Strength-based weapon attack during a Rage after using Reckless Attack, she can deal an extra 1d6 Psychic damage once per turn and potentially impose Disadvantage on the target's attacks.
- Unarmored DefenseLevel 1
While not wearing armor, Mara's base Armor Class equals 10 plus her Dexterity modifier and Constitution modifier. She can still use a Shield with this feature.
- Weapon MasteryLevel 1
Mara can use the mastery properties of three kinds of Simple or Martial Melee weapons. Her chosen weapons are Greataxe with Cleave, Handaxe with Vex, and Javelin with Slow.
- Danger SenseLevel 2
Mara has Advantage on Dexterity saving throws unless she has the Incapacitated condition.
- Barbarian SubclassLevel 3
Mara has chosen the Path of the Berserker, a tradition that turns righteous fury into overwhelming force.
- Primal KnowledgeLevel 3
Mara gains proficiency in Survival. While her Rage is active, she can use Strength instead of the normal ability for checks made with Acrobatics, Intimidation, Perception, Stealth, or Survival.
- Ability Score ImprovementLevel 4
Mara gains the Savage Attacker feat. Once per turn when she hits with a weapon using Strength, she can roll the weapon's damage dice twice and use either total.
- Fast MovementLevel 5
Mara's Speed increases by 10 feet while she is not wearing Heavy armor.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet, increased to 40 feet by the Barbarian's Fast Movement feature while not wearing Heavy armor.
- ResourcefulHumanMara gains Heroic Inspiration whenever she finishes a Long Rest.
- SkillfulHumanMara gains proficiency in Perception.
- VersatileHumanMara gains the Alert Origin feat. She adds her Proficiency Bonus to Initiative rolls, cannot be surprised while conscious, and can swap Initiative with a willing ally after rolling Initiative.
- Rustic HospitalityFolk Hero
Common folk remember Mara's deeds and will usually offer her food, shelter, or a place to hide, provided doing so does not place them in immediate danger. She can also find modest work and sympathetic assistance among rural communities.
Gear
8 itemsWeapons
- GreataxeA heavy two-handed axe with a broad iron head, maintained despite its age.
- 4×HandaxeLight thrown axes balanced for close combat or ranged attacks.
Tools
- ShovelA sturdy shovel used for graves, ditches, firebreaks, and farm work.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
- Iron PotA black iron cooking pot, dented from years of use.
- Common ClothesSimple durable clothing suitable for farm work and travel.
- Belt PouchA small pouch containing starting currency.
Purse
- 25×Gold PiecesLoose starting currency from class and background equipment.
Appearance
Mara Venn is a broad-shouldered human woman of average height, with weather-browned skin, a crooked nose, and thick dark hair braided with bits of red thread from her home village. Her hands are callused from farm work, carpentry, and years of handling weapons. She wears patched leather armor beneath a weather-stained wool cloak, and a chipped iron charm shaped like a plow hangs at her throat. Her greataxe is old, practical, and carefully maintained, while four handaxes ride in loops across her back.
Mannerisms
Mara checks door hinges and roof beams whenever she enters a building. She speaks quietly until someone threatens a weaker person, then her voice becomes startlingly calm and precise. Before battle, she taps the iron plow charm at her throat three times.
Personality
Mara is practical, warm, and stubbornly attentive to ordinary problems. She remembers everyone's name, notices who has not eaten, and distrusts anyone who speaks too elegantly about sacrifice. She dislikes grand speeches but will quietly repair a broken wagon before dawn. In danger, her patience narrows into a focused stillness that is more frightening than shouting.
Ideals
Courage is not the absence of fear. It is choosing to stand between fear and the people who cannot escape it.
Bonds
Bracken Hollow is my family, whether its people share my blood or not. I will protect its people and repay the village that first believed in me.
Flaws
I cannot tolerate bullies, even when confronting them will make a situation worse. Praise embarrasses me, but criticism can make me reckless. I also secretly fear that without a crisis to solve, I am only an ordinary person who happened to survive one dramatic night.
Quirks
Background
Mara Venn was born in the hamlet of Bracken Hollow, where she spent her early years hauling stones, tending stubborn oxen, and repairing fences with her mother's carpenter's tools. She was never the strongest person in the village, but she was the one who stood between ordinary people and danger. When a gang of armed extortionists came to collect a false tax, Mara organized the millers, shepherds, and charcoal burners into a night raid that drove the gang from the valley. The story grew with every retelling, especially after Mara returned alone to rescue three children trapped in a burning granary. The villagers called her a hero, though Mara insists she merely did what anyone should have done. Her first taste of true Rage came during the granary rescue. It was not blind fury, but a roaring certainty that no child would be taken from her watch. Since then, she has learned to summon that primal force deliberately, treating it as the voice of every frightened farmer, laborer, and traveler who has ever needed someone to stand firm. She now travels beyond Bracken Hollow, seeking the people who are being squeezed by tyrants, monsters, and bandits, while quietly sending most of her earnings home to rebuild the village bridge.
“She was never the strongest person in the village, but she was the one who stood between ordinary people and danger.”
- Background
- Folk Hero
Connections
Species
Human
Media
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