Kesh of the Dawnspire
Kesh of the Dawnspire
Sheet
AC 16 · HP 58 · 70 ft., flying 50 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
23 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Stillness of MindLevel 7
You can use your action to end one effect on yourself causing you to be charmed or frightened.
- Wholeness of BodyLevel 6
You can heal yourself for an amount equal to three times your monk level as an action. Once used, this feature cannot be used again until you finish a long rest.
Bonus action
- Martial ArtsLevel 1
While unarmored and not wielding a shield, your Martial Arts attacks use Dexterity instead of Strength. You can use a d4 for unarmed strikes and monk weapons, make an unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon, and use Dexterity for qualifying attacks and damage.
Reaction
- Deflect MissilesLevel 3
When a ranged weapon attack hits you, 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 catch the missile and spend 1 ki point to make a ranged attack with it.
- Slow FallLevel 4
When you take falling damage, you can use your reaction to reduce it by an amount equal to five times your monk level.
Always on
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- KiLevel 2
You gain a pool of 11 ki points, regained after a short or long rest. Ki powers include Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your unarmored movement speed increases by 10 feet. This bonus increases to 20 feet at monk level 6.
- Monastic TraditionLevel 3
You choose the Way of the Open Hand. Your tradition features are listed below.
- Open Hand TechniqueLevel 3
When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one of three effects: knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of your next turn. The target must fail a Dexterity saving throw for the prone or push effects.
- Stunning StrikeLevel 5
When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Improved Unarmored MovementLevel 6
Your unarmored movement bonus increases to 20 feet. You gain the ability to move along vertical surfaces and across liquids during your turn without falling during the movement.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw for half damage, you instead take no damage on a successful save and half damage on a failed save.
- Purity of BodyLevel 10
You gain proficiency in all saving throws. In addition, you can spend 1 ki point to reroll a saving throw that you fail, but must use the new result.
- Purity of BodyLevel 10
You gain immunity to disease and poison damage, and you are immune to the poisoned condition.
- TranquilityLevel 11
At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest or until you attack, cast a spell, or force another creature to make a saving throw. The saving throw DC is 8 + your Wisdom modifier + your proficiency bonus.
- FlightAarakocraYou have a flying speed of 50 feet. To use this speed, you cannot be wearing medium or heavy armor.
- TalonsAarakocraYour talons are natural weapons, which you can use to make unarmed strikes. On a hit, they deal 1d4 + your Strength modifier slashing damage instead of the normal damage for an unarmed strike.
- Aarakocra ability score increaseAarakocraYour Dexterity increases by 2 and your Wisdom increases by 1.
- TraitAarakocraAarakocra are acclimated to life at high altitudes and are adapted to the thin air of mountain environments.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith and can perform the religious ceremonies of your temple. You and your companions can expect free healing and care at a temple, shrine, or other established religious institution, though such aid is not guaranteed if you or your companions pose a danger to the sanctuary.
Gear
9 itemsWeapons
- ShortswordA simple monk weapon, chosen as a shortsword for this character.
- 10×DartDarts used as ranged monk weapons.
Gear
- Dungeoneer's PackA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Holy SymbolA symbol representing the Dawnspire faith.
- Prayer BookA prayer book containing the teachings and meditations of the monastery.
- 5×IncenseUsed during daily rites and ceremonies.
- VestmentsCeremonial clothing worn during temple observances.
- Common ClothesA spare set of ordinary clothing.
Purse
- 15×Gold PiecesUnspent starting currency from the acolyte background.
Appearance
A lean, broad-winged male aarakocra with rust-red and cream feathers, a charcoal-black hooked beak, and bright amber eyes. His wing feathers are carefully bound with small bronze prayer rings, and his taloned hands bear faint scars from years of training. He wears simple saffron and brown monk's robes cut for flight, reinforced leather straps, and a weathered holy symbol around his neck. His movements are controlled and silent, even when he is standing perfectly still.
Mannerisms
Kesh pauses before answering difficult questions, tilting his head as though listening to distant wind chimes. He folds his wings tightly when concerned and spreads them slightly when preparing to fight. Before entering a dangerous place, he touches his holy symbol and whispers a brief blessing for everyone inside.
Personality
Quiet, courteous, and intensely observant, Kesh speaks with the measured patience of a temple priest. He dislikes needless cruelty and rarely raises his voice, believing that anger should be treated as a warning rather than a weapon. Around trusted companions, a dry and unexpectedly playful sense of humor emerges, especially when he imitates the strutting gait of arrogant nobles.
Ideals
Service. Discipline has meaning only when it is used to protect others. The strong are obligated to shelter the weak, and faith must be demonstrated through action.
Bonds
The Dawnspire Monastery raised me, and I will defend its people and restore the sacred relic stolen from its sanctuary. I also carry the memory of every innocent person I failed to protect, and I refuse to abandon another soul in need.
Flaws
I judge hesitation harshly, especially when someone vulnerable is suffering. I can become rigid when confronted with unfamiliar customs, and my need to repay every debt sometimes leads me into dangers that wiser companions would avoid.
Quirks
Background
Kesh of the Dawnspire was hatched among a remote aarakocra monastery built into the cliffs above a sea of clouds. His first lessons were prayers spoken into the wind, followed by the disciplined forms of unarmed combat practiced by the monastery's wardens. The monks taught that every breath was a promise to protect the helpless below, and Kesh took those words literally. He became both an acolyte and a guardian, carrying messages between scattered shrines and driving away raiders who preyed upon pilgrims traveling through the mountain passes. When a relic sacred to his order was stolen by a band of mercenaries, Kesh left the Dawnspire to recover it. His search carried him far from the high cliffs and into crowded cities, haunted ruins, and battlefields where faith had failed to protect the innocent. Rather than becoming bitter, he concluded that devotion was not a refuge from suffering, but a responsibility to confront it. He now travels as a wandering monk, offering aid where he can, teaching discipline to those who seek it, and striking down cruelty with the same calm precision he once used in prayer. He still hopes to return the stolen relic to the Dawnspire, but he has come to believe that the journey itself may be the greater act of service.
“His first lessons were prayers spoken into the wind, followed by the disciplined forms of unarmed combat practiced by the monastery's wardens.”
- Background
- Acolyte
Connections
Species
Aarakocra
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