Mireku Olanrewaju
Mireku Olanrewaju
Sheet
AC 15 · HP 52 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- ReligionINT
- StealthDEX
Weapons
Tools
Languages
Features
30 featuresAction
- Extra AttackLevel 5
When you take the Attack action on your turn, you can attack twice instead of once.
Bonus action
- Flurry of Blows
When After taking the Attack action with an unarmed strike or monk weapon
Spend 1 Focus Point to make two unarmed strikes as a Bonus Action after taking the Attack action.
- Step of the Wind
When Bonus Action
Spend 1 Focus Point to take the Disengage or Dash action as a Bonus Action, and double your jump distance for the turn.
- Patient Defense
When Bonus Action
Spend 1 Focus Point to take the Dodge action as a Bonus Action.
- Martial ArtsLevel 1
Your unarmed strikes use a Martial Arts die of 1d8. You can use Dexterity instead of Strength for attack and damage rolls with unarmed strikes and monk weapons. When you take the Attack action with an unarmed strike or monk weapon, you can make one unarmed strike as a Bonus Action. You can make an unarmed strike while holding a weapon that lacks the Two-Handed property.
- Uncanny MetabolismLevel 2
When you use Focus Points, you can regain all expended Focus Points once per Long Rest by taking a Bonus Action and rolling your Martial Arts die. You regain Hit Points equal to five times the number rolled.
- Arms of the Astral SelfLevel 3
You can use Wisdom instead of Strength for Strength checks and Strength saving throws. Your astral arms can make unarmed strikes with a reach of 10 feet, and you can use Wisdom for their attack and damage rolls. When you summon the arms, you can make one additional unarmed strike as part of the Bonus Action used to summon them.
Reaction
- Manifest Visage
When Bonus Action
Spend 1 Focus Point to manifest an astral visage for 10 minutes, gaining advantage on Wisdom and Charisma checks and the ability to influence nearby mental checks with your Reaction.
- Deflect AttacksLevel 3
When you take damage from an attack roll, you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If this reduces the damage to 0, you can spend 1 Focus Point to redirect the prevented damage to a creature within 5 feet, making a Dexterity-based Unarmed Strike against it.
- EvasionLevel 7
When you fail a Dexterity saving throw to take half damage, you instead take no damage on a success and half damage on a failure. You can also use your Reaction to gain this benefit against effects that allow a Dexterity saving throw.
- Visage of the Astral SelfLevel 6
Your astral self can manifest a visage over your face and body. For 10 minutes, you gain advantage on Wisdom and Charisma checks, and when a creature within 10 feet of you makes a Wisdom, Intelligence, or Charisma check, you can use your Reaction to grant it advantage or disadvantage.
- Slow FallLevel 4
When you fall, you can use your Reaction to reduce falling damage by an amount equal to five times your Monk level.
Always on
- Summon Astral Arms
When Bonus Action
Spend 3 Focus Points to summon spectral astral arms for 10 minutes. The arms provide a 10-foot reach, use Wisdom for their attacks and damage, and can deal force damage.
- Unarmored DefenseLevel 1
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Monk's FocusLevel 2
You have 7 Focus Points. You regain all expended Focus Points when you finish a Long Rest. Your Focus features include Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your Speed increases by 15 feet while you aren't wearing armor or wielding a shield.
- Way of the Astral SelfLevel 3
You gain the Way of the Astral Self subclass. Its features are included here as a legacy subclass adapted to the 2024 Monk's Focus Point terminology.
- Astral Arms BenefitsLevel 3
While your astral arms are summoned, you can use them to make unarmed strikes. When you make an unarmed strike with the arms, you can choose whether the damage type is force or the weapon's normal damage type. The arms also let you use Wisdom rather than Strength for Strength checks and saving throws.
- Empowered StrikesLevel 6
Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Stunning StrikeLevel 5
When you hit another creature with a melee weapon or an Unarmed Strike, you can spend 1 Focus Point to attempt to stun it. The target makes a Constitution saving throw. On a failed save, it has the Stunned condition until the start of your next turn. On a successful save, its Speed is halved until the start of your next turn, and the next attack roll against it before then has Advantage.
- Empowered StrikesLevel 6
When you make an attack with an unarmed strike, you can deal force damage instead of its normal damage type.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat. This character uses it to increase Wisdom by 1 and Constitution by 1, reflected in the provided final ability scores.
- Creature TypeTieflingHumanoid.
- TraitTieflingMedium size.
- SpeedTiefling30 feet.
- TraitTieflingDarkvision out to 60 feet.
- Infernal Fiendish Legacy chosenTieflingYou know Thaumaturgy. At character level 3, you can cast Hellish Rebuke once per Long Rest without a spell slot. At character level 5, you can cast Darkness once per Long Rest without a spell slot. Wisdom is your spellcasting ability for these legacy spells.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip through your fiendish legacy.
- TraitTieflingFiendish Legacy spells can also be cast with spell slots of the appropriate level.
- Religious ServiceAcolyte
You have devoted yourself to service in a temple or sacred community. You can usually receive free healing and care for yourself and your companions at a temple, shrine, or other established presence of your faith, provided you supply any material components needed for spells.
Spells
7 spellsSpellcasting. Mireku Olanrewaju casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level: ,
2nd level:
Gear
9 itemsWeapons
- SpearA simple reach weapon suitable for defensive forms and traveling rituals.
- 5×DaggerLight thrown weapons carried in a fitted hip case.
Tools
- Painter's SuppliesSelected monk tool proficiency, used to paint devotional panels and astral diagrams.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Book of PrayersA collection of devotional texts copied during her temple service.
- Holy SymbolA metal emblem of the temple where Mireku was raised.
- 10×ParchmentClean writing material for copying names, vows, and travel records.
- RobeA practical saffron and charcoal temple garment adapted for combat.
Purse
- 8×Gold PiecesCoins remaining from starting equipment and temple gifts.
Appearance
Mireku is a lean, medium-sized tiefling woman with deep russet skin, swept-back black horns, a long tail, and calm amber eyes. Her dark hair is shaved close at the temples and gathered into a short knot at the back. She wears layered saffron and charcoal robes with loose sleeves, a prayer cord around one wrist, and soft traveling sandals. When standing still, she rests most of her weight on the balls of her feet, as if the floor might shift beneath her. Her most noticeable habit is repeatedly checking the small brass prayer ring on her thumb, turning it once whenever she hears a lie, a threat, or a name spoken with contempt.
Mannerisms
Mireku stands lightly balanced on the balls of her feet and angles her body toward every exit. She turns her brass prayer ring once when she detects danger, then twice when she is about to act. In conversation, she lets silence settle before answering, as though listening for a second voice beneath the first.
Personality
Mireku is patient with frightened people, irreverent toward pompous authority, and startlingly direct when someone is being cruel. She enjoys small practical kindnesses, such as repairing a sandal strap or remembering how a stranger takes tea. Her faith is sincere, but she treats every doctrine as something to be tested through compassion rather than obeyed for its own sake.
Ideals
Mercy is an action, not a feeling. If I have the strength to intervene, then refusing to do so is a choice I must answer for.
Bonds
The temple that raised me sheltered people who had nowhere else to go. I will protect its pilgrims, preserve its records, and return one day with enough influence to make it a sanctuary no tyrant can seize.
Flaws
I mistake hesitation for cowardice, including my own. When someone asks for help, I often promise more than I can safely deliver, then hide my exhaustion until it becomes someone else's problem.
Quirks
Background
Mireku was born beneath the tiled eaves of a roadside temple where pilgrims came to confess, bargain, and leave offerings for the dead. Her infernal blood made some visitors cross themselves when she passed, but the temple keeper, an elderly priest named Odu, gave her work instead of pity. She learned to sweep the prayer hall, copy names into memorial books, and sit with grieving strangers until their breathing steadied. The temple taught her that holiness was not the absence of darkness, but the choice to carry a lamp into it.
“She learned to sweep the prayer hall, copy names into memorial books, and sit with grieving strangers until their breathing steadied.”
- Background
- Acolyte
Connections
Species
Tiefling
Media
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