Mara - TES
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D&D inspired variant of the divine Mara from the elder scrolls universe
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- Creative Commons — Public Domain
Mara: The Mother of Love
Alignment: Neutral Good
Domains: Life, Peace, Love (custom domain option)
Symbol: A garland of flowers encircling a golden heart
Portfolio: Love, compassion, marriage, fertility, mercy
Origin and Mythos
In this adaptation, Mara is revered as The Mother of Love, a divine being who emerged during the Dawn War between gods and primordials. Unlike deities of conquest or destruction, Mara sought harmony among mortals and immortals alike. Her essence is said to have been born from the first act of kindness in creation—a primordial spirit shielding another from harm.
Legends claim Mara walked among mortals during the Age of Empires, blessing unions and teaching the sanctity of compassion. Her followers believe that every act of love strengthens the weave of reality, countering entropy and chaos.
Dogma
Love is sacred: Romantic, platonic, and familial love are all divine gifts.
Mercy above vengeance: Forgiveness is the highest form of strength.
Unity through compassion: Communities thrive when empathy guides decisions.
Protect the innocent: Children and those unable to defend themselves are under Mara’s eternal care.
Clergy and Worship
Titles: Priests of Mara are called Handmaidens of Love or Keepers of the Heart.
Temples: Often located near rivers or gardens, adorned with flowers and flowing water.
Rituals:
Blessing of Bonds: Performed at weddings or alliances.
Circle of Mercy: A rite to absolve guilt and heal emotional wounds.
Festival of Blossoms: A spring celebration honoring fertility and renewal.
Followers
Common Worshippers: Lovers, midwives, healers, diplomats, and those seeking peace.
Paladins: Oath of Redemption or a custom Oath of Compassion.
Clerics: Life Domain, Peace Domain, or a homebrew Love Domain granting charm-based abilities and protective auras.
Artifacts
Heart of Mara: A crystalline heart that radiates calming energy, granting immunity to fear and charm to allies within 30 ft.
Veil of Blossoms: A silken veil that can conjure a protective sanctuary once per long rest.
Enemies and Conflicts
Mara’s ideals often clash with deities of tyranny, greed, and destruction. Her most bitter rival is Molag Bal, who seeks domination and enslavement, making their followers natural enemies.
Adventure Hooks
The Broken Vow: A sacred temple of Mara has been desecrated by cultists of a rival god. The party must recover a stolen artifact before a blood moon ritual corrupts it.
Love’s Lost Blessing: A kingdom’s fertility has mysteriously waned. The PCs must journey to Mara’s hidden shrine to restore her blessing.
The Heart’s Trial: A paladin of Mara is accused of treason for sparing an enemy commander. The party must uncover the truth while navigating political intrigue.
Mara, The Mother of Love
Large Celestial (Deity), Neutral Good
Armor Class
22 (Divine Grace)
Hit Points
Infinite (Mara cannot be killed by mortal means; see Divine Form)
Speed
30 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA
20 (+5) | 18 (+4) | 24 (+7) | 22 (+6) | 28 (+9) | 30 (+10)
Saving Throws
Wis +17, Cha +18, Con +15
Skills
Insight +17, Persuasion +18, Medicine +17
Damage Resistances
Radiant, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities
Necrotic, Poison
Condition Immunities
Charmed, Frightened, Exhaustion, Paralyzed
Senses
Truesight 120 ft., Passive Perception 25
Languages
All, Telepathy 120 ft.
Challenge
CR 30 (155,000 XP)
Traits
Divine Form. Mara cannot be permanently slain. If reduced to 0 hit points, her essence disperses and reforms in her divine realm after 1d10 days.
Aura of Love. Creatures within 60 ft. of Mara cannot be frightened or charmed by hostile effects. Allies within the aura gain advantage on Wisdom saving throws.
Mercy’s Embrace. Whenever Mara heals a creature, that creature also ends one condition (charmed, frightened, poisoned, or paralyzed).
Actions
Multiattack. Mara makes two attacks with Staff of Blossoms or uses Blessing of Love.
Staff of Blossoms (Melee Weapon Attack): +15 to hit, reach 10 ft., one target.
Hit: 30 (4d10 + 8) radiant damage and the target regains 20 hit points if it is an ally.
Blessing of Love (Recharge 5–6). Mara targets up to 6 creatures within 60 ft. Each regains 50 hit points and gains immunity to fear and charm for 1 minute.
Legendary Actions (3 per round)
Heal (Costs 1 Action): Mara restores 30 hit points to one creature.
Calm Hostility (Costs 2 Actions): All creatures within 30 ft. must succeed on a DC 22 Wisdom save or be unable to attack for 1 round.
Sanctuary of Peace (Costs 3 Actions): Creates a 30-ft. radius zone of peace for 1 minute. Hostile creatures cannot enter unless they succeed on a DC 22 Charisma save.
Mythic Trait: Mother’s Love
When Mara drops below half her hit points, she immediately casts Mass Heal and Holy Aura without expending actions.