Kesshrin Marrek
Kesshrin Marrek
Sheet
AC 11 · HP 8 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Bardic InspirationLevel 1
When Bonus Action
You can inspire others through stirring words or music, granting a creature within 60 feet a d6 that it can add to a failed ability check, attack roll, or saving throw within the next hour.
- SpellcastingLevel 1
You can cast Bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus for your Bard spells.
- Creature TypeCentaurFey.
- Equine BuildCentaurYou count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. Any climb that requires hands and feet is especially challenging, and the DM may require an appropriate ability check.
- ChargeCentaurIf you move at least 30 feet straight toward a target and then hit it with a Hooves attack on the same turn, the target takes extra bludgeoning damage.
- HoovesCentaurYour hooves are natural melee weapons that deal 1d6 bludgeoning damage on a hit.
- Labored ClimbCentaurEach foot of movement while climbing costs you 4 extra feet instead of 1 extra foot.
- SpeedCentaur40 feet.
- False IdentityCharlatan
You have created a second identity that includes documentation, established acquaintances, and a disguise. You can adopt this identity when necessary, though its success depends on the circumstances and the scrutiny involved.
Spells
6 spellsSpellcasting. Kesshrin Marrek casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade carried in a side scabbard.
- DaggerA small backup blade concealed beneath the waistcoat.
Armor
- Leather ArmorLight armor made of hardened leather, worn over the centaur's torso harness.
Tools
- Musical Instrument, fluteA lacquered wooden flute with a warm, breathy tone.
- Forgery KitA set of blank papers, inks, seals, and tools for producing convincing documents.
- Disguise KitA reversible cloak, false beard, cosmetics, and other items used to alter an identity.
- Thieves' ToolsA small collection of picks and tension tools, selected through the Skilled feat.
Gear
- Entertainer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
- Fine ClothesA tailored but travel-worn outfit suitable for a respectable performer or merchant.
Purse
- 19×Gold PiecesCoins accumulated from performances, minor cons, and caravan work.
Appearance
A compact, dark-bay centaur with a black mane braided with red thread and small bronze bells. His human torso is lean and weathered, dressed in a cream shirt, blue waistcoat, and a patched traveling coat. A lacquered wooden flute hangs at his side beside a rapier and dagger. His expressive eyes, crooked smile, and carefully maintained hooves suggest a performer who is always ready to become someone else.
Mannerisms
Kesshrin taps a rhythm against his foreleg whenever he is thinking, tilts his head before answering a difficult question, and punctuates important claims with a quiet click of his tongue. When nervous, he unconsciously shifts into a more formal accent.
Personality
Warm, observant, and theatrically courteous, Kesshrin treats every conversation as a performance with an audience of one. He remembers names quickly, notices expensive habits immediately, and prefers clever solutions to force. Beneath his practiced confidence is a genuine tenderness toward outsiders and anyone trying to escape an old reputation.
Ideals
Identity is a tool, not a prison. People deserve the chance to become better than the names others forced upon them.
Bonds
He will protect his family caravan and repay every kindness shown to wandering people, especially those turned away because they look strange or foreign.
Flaws
He cannot resist improving a story, even when the truth would be safer. When cornered, he lies first and thinks about consequences afterward.
Quirks
Background
Kesshrin was born among a caravan of centaurs who carried dyes, spices, and musical instruments between inland markets and river towns. His family valued memory above coin. Every route, debt, insult, and promise was preserved in song, and Kesshrin learned early that a well-timed melody could open a guarded gate more reliably than a strong kick. He became the caravan's unofficial announcer, weaving exaggerated introductions and invented credentials for merchants who wanted to seem richer, older, or more important than they were. His talent for performance gradually became a talent for deception. Under the name Shun Marrek, he forged travel papers, invented a respectable merchant house, and helped stranded travelers pass through hostile checkpoints. The work was harmless until a wealthy magistrate paid him to authenticate a stolen heirloom. Kesshrin discovered the item belonged to a family his caravan had protected for generations, so he exposed the fraud and fled before the magistrate's guards could seize him. Now he travels as a bard, using music, charm, and carefully chosen lies to survive, while quietly searching for the people who taught him that trust was merely another thing to counterfeit.
“His talent for performance gradually became a talent for deception.”
- Background
- Charlatan
Connections
Species
Centaur
Media
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