Mara

Keep your bung-magic to yourself.

Description:

Level 2 Human Barbarian

HP: 28/28

STR: 15 ( +2)
DEX: 15 ( +2)
CON: 15 ( +2)
INT: 14 ( +2)
WIS: 14 ( +2)
CHA: 13 ( +1)

Speed: 30

Proficiency Bonus: 2

AC: 16 (10+DEX+CON+shield)

Greataxe – (+ 4) d12 + 2 Slashing; heavy, 2h
Handaxe x2 – (+ 4) d6 + 2 Slashing; light, thrown, 20/60
Javelin x4 – (+ 4) d6 + 2 Piercing; thrown, 30/120
Shiny Maul – (+ 4) 2d6 + 2 Bludgeoning; heavy, 2h
Short Bow + 1 – (+ 5) d6 + 2 Piercing; 2h, 80/320

Outlander Background

Background Proficiencies: Athletics, Survival
Class Proficiencies: Perception, Intimidation
Tool Proficiencies: A MUSIC (?)

Background Feature: Wanderer
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 that the land offers berries, small game, water, and so forth.

Class Features:
Rage (2/day, +2)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Languages: Common, Elven, Goblin

Equipment:
Staff
Hunting Trap
Animal Trophy (wolf jawbone on leather cord)
Traveler’s Clothes
Belt Pouch (10gp)
Explorer’s Pack
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Bio:

Mara was born into one of the scattered barbarian tribes far to the [whichever direction the desert/ashkasala is] of the Reach. Despite her penchant for fighting and weapons, her particular tribe would have consigned her to a life of more “womanly pursuits”, such as cooking food for the men, and birthing boy-children to raise and feed so they could fight and… eat. Angry, dissatisfied, and entirely unwilling to be married off as a brood-mare, Mara gathered up her meager belongings, a couple of weapons, and then took off into the wilds. As she travelled, she found she could call up a fierce battlelust as needed, and slowly made her aimless way towards the Reach.

Once there, she eventually encountered a fool of an elf who was threatening to despoil an nest of rare eagles. So she clubbed him over the head with the flat of her ax, tied him up, and threatened to roast him if he ever did it again once he awoke. Since then, she (along with the elf) have set up a sort of camp in the bog, frequently ranging out to hunt game (or to play at being bandits).

Mara is generally stern, has a reasonable handle on her temper, and pretends to be dumber (and angrier) than she is, playing up the “stupid, bloodthirsty barbarian” angle when she can. She also pretends to not understand metaphor, responding to them as if the person speaking means it literally, for her own private amusement.

Mara

The Reach granajj Asyrus