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Jack the ripper - AI-generated fantasy Character

Jack the ripper

Tortle · Warlock (The Hexblade) · Level 12 · Criminal

Jack the ripper

Jack is patient, soft-spoken, observant, and ruthlessly practical.
AC17
HP111/111
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 111 · 30 ft.
AlignmentNeutral EvilGenderMaleAgeApproximately 55 years old, mature by tortle standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
Gaming set

Languages

Common,
Thieves' Cant,
Aquan

Features

26 features

Action

  • Pact Boon, Pact of the BladeLevel 3

    Jack can use an action to create a pact weapon in his empty hand. He is proficient with it, can summon it from any location on the same plane, and can dismiss it to an extradimensional space. At 3rd level, he chose Pact of the Blade.

Bonus action

  • Expanded Spell ListLevel 1

    Jack can cast Counterspell as a warlock spell, and he can curse one creature with Hexblade's Curse as a bonus action.

  • Shell DefenseTortleAs an action, Jack can withdraw into his shell, gaining +4 AC and advantage on Strength and Constitution saving throws, but his speed becomes 0, he has disadvantage on Dexterity saving throws, and he cannot take reactions. He can emerge as a bonus action.

Always on

  • Hexblade's CurseLevel 1

    When Bonus action, once per short or long rest

    Jack curses one creature within 30 feet for 1 minute. He gains proficiency bonus damage against it, scores critical hits on a 19 or 20, and regains hit points when it dies.

  • Thirsting BladeLevel 5

    When Attack action with pact weapon

    Jack attacks twice with his pact weapon.

  • Eldritch SmiteLevel 5

    When After hitting with pact weapon, expend a warlock spell slot

    Jack deals extra force damage with his pact weapon and can knock a Huge or smaller target prone.

  • Relentless HexLevel 7

    When Bonus action while a creature is affected by Hexblade's Curse

    Jack teleports to a space within 5 feet of the creature affected by his Hexblade's Curse.

  • LifedrinkerLevel 12

    When Pact weapon attack

    Jack adds his Charisma modifier to pact weapon damage and can use Charisma for attack and damage rolls with the weapon.

  • Saving Throw ProficienciesLevel 1

    Jack is proficient with Wisdom and Charisma saving throws.

  • Accursed SpecterLevel 6

    Jack can place a dark curse on a humanoid slain within 30 feet. After a long rest, the corpse rises as a specter under his command until the next long rest.

  • Armor of HexesLevel 10

    Jack can transfer his Hexblade's Curse when the cursed creature dies, applying it to another creature within 30 feet without expending another use.

  • Pact MagicLevel 1

    Jack knows seven warlock spells. Charisma is his spellcasting ability, and he regain all expended warlock spell slots after a short or long rest.

  • Eldritch InvocationsLevel 2

    Jack has learned the Eldritch Invocations Agonizing Blast, Improved Pact Weapon, Thirsting Blade, Eldritch Smite, Relentless Hex, and Lifedrinker.

  • Improved Pact WeaponLevel 3

    Jack's pact weapon gains a +1 bonus to attack and damage rolls, can be used as a spellcasting focus, and can be a shortbow, longbow, light crossbow, or heavy crossbow in addition to a melee weapon.

  • Ability Score ImprovementLevel 4

    Jack gains an Ability Score Improvement or feat. His manually supplied ability scores are retained without an additional adjustment.

  • Ability Score ImprovementLevel 8

    Jack gains an Ability Score Improvement or feat. His manually supplied ability scores are retained without an additional adjustment.

  • Ability Score ImprovementLevel 12

    Jack gains an Ability Score Improvement or feat. His manually supplied ability scores are retained without an additional adjustment.

  • Mystic Arcanum, 6th LevelLevel 11

    Jack can cast the 6th-level spell Circle of Death once without using a spell slot. He regains the ability to do so after a long rest.

  • SpellcastingLevel 1

    Jack can cast a 1st-level warlock spell he knows as a ritual if it has the ritual tag, though he does not have a ritual book.

  • Ability Score IncreaseTortleStrength +2 and Wisdom +1.
  • ClawsTortleNatural weapons that deal 1d4 slashing damage on a hit.
  • Hold BreathTortleJack can hold his breath for up to 1 hour.
  • Natural ArmorTortleHis shell provides a base AC of 17. He gains no benefit from armor, but can use a shield.
  • Survival InstinctTortleJack has proficiency in the Survival skill.
  • SpeedTortle30 feet.
  • Criminal ContactCriminal

    Jack has a reliable contact in criminal circles who can pass messages, arrange introductions, provide rumors, and offer access to underworld resources, though such assistance is never guaranteed.

Spells

11 spells

Spellcasting. Jack the ripper casts with Charisma (spell save DC 17, to hit with spell attacks).

Cantrips (at will):

1st level: ,

2nd level: , ,

3rd level:

4th level: ,

5th level (3 slots):

6th level (1 slot):

Gear

10 items

Weapons

  • Pact longsword
    A black iron longsword used as Jack's pact weapon, with a shadowy blade and an engraved holy sigil
  • Light crossbow
    A light crossbow with 20 bolts, included in the standard warlock starting package
  • 2×
    Dagger
    A dagger kept hidden in Jack's shell harness

Tools

  • Thieves' tools
    Lockpicks and small tools for bypassing locks and traps

Gear

  • 20×
    Bolts
    Ammunition for the light crossbow
  • Arcane focus
    A simple arcane focus used before Jack found his pact weapon
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife
  • Criminal's pack
    A crowbar, dark common clothes with a hood, and a belt pouch containing 15 gp
  • Dark common clothes
    Clothing suitable for blending into alleys, gambling dens, and dockside markets

Purse

  • 15×
    Gold pieces
    Coins saved from extortion, burglary, and paid assassinations

Appearance

Jack is a heavily scarred male tortle with dark olive shell plates, a chipped beak, and cold amber eyes. His shell is painted with faded black runes dedicated to his unseen patron. He wears a weathered breastplate over dark traveling clothes, a crimson sash bearing thieves' tools, and a black iron mask hanging at his hip. His pact weapon is a grim, broad-bladed longsword whose steel appears permanently wet with shadow.

Mannerisms

Jack speaks slowly and softly, forcing others to lean closer. He taps one claw against his shell before making a threat, studies people's hands instead of their faces, and politely thanks victims for their cooperation immediately before attacking.

Personality

Jack is patient, soft-spoken, observant, and ruthlessly practical. He prefers intimidation to open combat, but once violence begins he becomes calm and methodical. He treats his patron's commands as sacred scripture, even when he does not fully understand them.

Ideals

Power. The strong are chosen by higher powers, and the weak exist to be used. Jack intends to prove that his will is worthy of divine attention.

Bonds

The black iron pact weapon is the only thing Jack believes has never lied to him. He will kill, steal, and betray anyone to keep it from being taken or destroyed. He also secretly protects the old criminal network that raised him, not from affection, but because he considers it his property.

Flaws

Jack cannot resist demonstrating that he is the most dangerous person in the room. He mistakes fear for loyalty, assumes every kindness is manipulation, and becomes violently obsessive when someone questions the authority of his patron or the legitimacy of his pact.

Quirks

Keeps a written count of every person he has killed, including the reason for each death.
Polishes his pact weapon with saltwater before every long rest.
Leaves a single black thread at the scene of important crimes.
Refuses to sleep with his shell facing an open doorway.
Whispers a short prayer to his patron whenever someone draws blood.

Background

Jack was hatched beneath the floorboards of a riverside gambling den, where his clutch was raised by smugglers who valued tortle patience and natural armor more than kindness. He learned early that a slow step could still end in a sudden strike. By adulthood, Jack had become an enforcer, burglar, and debt collector, known for leaving precise cuts in the clothing of anyone who refused to pay. The name Jack the Ripper began as a cruel tavern joke, but Jack kept it because fear was more useful than respect. His life changed when he found a black iron sword sealed beneath an abandoned shrine. The weapon spoke without words, offering strength in exchange for service to a distant higher deity whose purpose is hidden behind layers of divine silence. Jack accepted eagerly. The pact transformed him into a Hexblade warrior, and his blade became an instrument of judgment, murder, and holy corruption. He now travels from city to city, eliminating rivals, breaking criminal organizations, and gathering souls and secrets for his patron. Jack believes every killing brings him closer to understanding the deity he serves, though he suspects the final revelation may demand that he destroy everyone who has ever trusted him.

“He learned early that a slow step could still end in a sudden strike.”
From their backstory
Background
Criminal

Connections

Species

Tortle

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