Mar, Goddess of the Wilderness and Seas

Deities Overview
Deity
Species | Jun 6, 2020

There are sixteen deities that are worshiped on Inanta. Read this article to find out more about these deities.

 

Tempest Domain


Hit Points

Hit Dice: d8 per Tempest Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Tempest Domain Spells

Cleric Level Spells
1stFog Cloud, Thunderwave
3rdGust of Wind, Shatter
5thCall Lightning, Sleet Storm
7thControl Water, Ice Storm
9thDestructive Wave, Insect Plague
 

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Wrath of the Storm

Also at 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.   You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Destructive Wrath

  Starting at 2nd level, when you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.


Azuri Moonblossom

1 Level (0/300 XP for level-up) Entertainer Background Dark Elf (Drow) Race / Species / Heritage Chaotic Good Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
20
+5
CON
17
+3
INT
14
+2
WIS
14
+2
CHA
19
+4
11
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Bardic Inspiration
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+7 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+4 Deception CHA
+2 History INT
+2 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+8 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +5 DEX 1d8+5 Slashing
 Finesse
Hand Crossbow +5 DEX 1d4+5 Piercing
 Light, 30ft Range, Reload.
Dagger +5 DEX 1d4+5 S/P
 Finess, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +6 Action 60 Feet Instant 1d4 Verbal
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Blade Ward +6 Action Touch 1 Round Verbal
 Notes:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +6 Action 60 ft Instant 1d4+4 VSM
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Detect Magic +6 Action 30ft Cone Concentration (10 Min)
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Studded Leather, Scimitar, Dagger, Hand Crossbow, Violin, Backpack, Sleeping Bag, Belt Pouch, Soap, Waterskin, Trail Rations x10, Bolts x30.





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money


Common, Elvish, Dwarf, Draconic.




Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Mar is one of the thirteen Minor Deities. She is a tempest and nature deity. Her fields are the wilderness and the seas.

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Character Portrait image: Mar, Goddess of Wilderness and Seas

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