Jackal
Jackal
Sheet
AC 16 · HP 46 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Charger Bonus Strike
When Take the Dash action.
After taking the Dash action, make one Unarmed Strike as a Bonus Action.
- Second WindLevel 1
When Bonus Action.
Regain hit points as a Bonus Action. Roll 1d10 plus your Fighter level.
- Tactical ShiftLevel 5
When Use Second Wind as a Bonus Action.
Move up to half your Speed without provoking Opportunity Attacks whenever you use Second Wind as a Bonus Action.
- Ability Score Improvement: ChargerLevel 6
You gain the Charger feat. After moving at least 10 feet straight toward a target and hitting it with a melee attack on the same turn, you can deal an extra 1d8 damage or push the target up to 10 feet. You can also make one Unarmed Strike as a Bonus Action after taking the Dash action.
Always on
- Charger's Impact
When Move at least 10 feet straight toward a target, then hit it with a melee attack on the same turn.
After moving at least 10 feet straight toward a target and hitting it with a melee attack, deal an extra 1d8 damage or push the target up to 10 feet.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Jackal has the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. Jackal has mastery with the handaxe, javelin, and longsword.
- Action SurgeLevel 2
Once on each of your turns, you can take one additional action, except the extra action can be used only for the Attack, Dash, Disengage, Hide, or Utilize action. You can use this feature twice, regaining one use after a Short Rest and all uses after a Long Rest.
- Tactical MindLevel 2
When you fail a Strength, Dexterity, or Constitution saving throw, you can expend a use of Second Wind and roll a d10, adding the number rolled to the save, potentially turning it into a success. If the save still fails, the Second Wind use is not expended.
- Champion: Improved CriticalLevel 3
Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
- Ability Score Improvement: ToughLevel 4
You gain the Tough feat. Your Hit Point maximum increases by an amount equal to twice your level when you gain this feat, and increases by 2 whenever your level increases.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice, Animal Handling.
- VersatileHumanYou gain an Origin feat of your choice, Skilled. The Skilled feat grants proficiency in three skills or tools of your choice. Jackal chose Acrobatics, Insight, and Thieves' Tools, with the duplicate tool proficiency replaced by Gaming Set proficiency.
- TraitHumanYou have a walking Speed of 30 feet.
- TraitHumanYou can speak Common and one other language, Goblin.
- AlertCriminal
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative, you can trade your Initiative with a willing ally in the same combat.
Gear
10 itemsWeapons
- LongswordA martial melee weapon with the Sap mastery property, damage 1d8 slashing when used one-handed.
- 8×JavelinA martial ranged weapon with the Slow mastery property, damage 1d6 piercing and normal range 30 feet.
Armor
- Chain mailHeavy armor providing an Armor Class of 16. Jackal has no Strength requirement issue because his Strength is 15.
- ShieldA shield, carried when he is not using a two-handed weapon. It provides a +2 bonus to Armor Class.
Tools
- CrowbarA crowbar used for forced entry and leverage.
- Thieves' ToolsA set of thieves' tools used to pick locks and disable traps.
- Gaming SetA gaming set used for cards, dice, and other games of chance.
Gear
- Dungeoneer's PackA pack containing practical adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Dark Common ClothesA dark set of ordinary clothes suitable for blending into alleys and poor districts.
Purse
- 16×Gold PiecesMoney taken from old jobs and kept in a worn leather pouch.
Appearance
Jackal is a lean, weathered human man with a narrow face, a crooked nose that has always been crooked, and watchful gray-brown eyes. He wears a badly fitted suit of chain mail over a faded charcoal shirt, with the left sleeve repeatedly patched in different shades of cloth. His boots are carefully oiled despite their cracked leather, and he keeps one old black scarf folded with almost ceremonial precision around his neck. When waiting, he leans forward with his weight on the balls of his feet, as though every quiet moment might suddenly become a chase.
Mannerisms
Jackal answers questions with short phrases, often repeating the most important word before responding. He checks doors, windows, and nearby hands whenever he enters a room. When angry, he goes very still before speaking, then acts faster than anyone expects.
Personality
Jackal is simple, blunt, and cold in ordinary conversation. He prefers direct instructions, familiar routines, and problems that can be solved with his hands. He rarely laughs, but he is fiercely alert when danger appears. Underneath his hard temper is a practical kind of loyalty. Once he decides someone is his person, he protects them without asking whether they deserve it.
Ideals
Freedom. Nobody owns me, nobody gives me orders, and nobody gets to decide where I go. If I have to break something to stay free, then it was probably in my way.
Bonds
The old black scarf was given to him by the only gang member who ever treated him like family. Jackal will risk himself to find that person, even though he suspects they may have betrayed him.
Flaws
He loses his temper when people imply that he is stupid, which is often exactly what his behavior implies. Jackal is easily manipulated by simple promises, hates complicated plans, and may start a fight rather than admit that he does not understand what is happening.
Quirks
Background
Jackal grew up in the back rooms and service alleys of a crowded city, where he learned early that locks were easier to understand than people. He was never clever enough to become a planner or a forger, but he was steady with his hands, quick with a knife, and willing to keep moving when everyone else panicked. A local gang used him as a runner, lookout, and debt collector. His jobs were simple, and Jackal liked them that way. Get the package. Stand by the door. Hit the man who reaches for a weapon. Do not ask why. The gang eventually sold him out to protect a more valuable member. Jackal escaped custody during a prison transfer by breaking a guard's nose with a chain and running into the rain. Since then, he has worked as a mercenary and occasional thief, taking jobs that offer clear instructions and immediate payment. He became a fighter because fighting was the one trade where his instincts mattered more than his judgment. He still carries the gang's old black scarf, not out of loyalty, but because it was the first thing he ever owned that someone had given him without asking for money in return.
“A local gang used him as a runner, lookout, and debt collector.”
- Background
- Criminal
Connections
Species
Human
Media
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