Jameson
Jameson
Sheet
AC 13 · HP 21 · 30 ft., swim 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 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
As a bonus action, Jameson can Dash, Disengage, or Hide.
- Rakish Audacity Attack
When Bonus action after meeting the positioning requirement
Jameson can make a melee weapon attack as a bonus action against a creature within 5 feet if no other creature is within 5 feet of him.
- Thieves' CantLevel 1
Jameson can use a bonus action to make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. On a success, the creature is charmed by Jameson for 1 minute, or until Jameson or an ally harms it.
- Rakish AudacityLevel 3
Jameson adds his Charisma modifier to his initiative rolls. He can also make a melee weapon attack against a creature within 5 feet of him as a bonus action if no other creature is within 5 feet of him when he makes the attack.
Always on
- Sneak AttackLevel 1
When Once per turn when conditions are met
When Jameson hits with a finesse or ranged weapon and meets the Sneak Attack conditions, he deals an extra 2d6 damage once per turn.
- Panache
When Action against a creature within 5 feet
Jameson can make a Charisma (Persuasion) check contested by Wisdom (Insight) to charm a creature for 1 minute if successful.
- Escape Artist
When Action when grappled or restrained
Jameson can make a Dexterity (Acrobatics) check to escape a grapple or restraint.
- ExpertiseLevel 1
Jameson has proficiency with thieves' tools. He also gains expertise in two proficient skills or tool proficiencies. His proficiency bonus is doubled for checks using Stealth and thieves' tools.
- Rogue Saving ThrowsLevel 1
Jameson has proficiency in Dexterity saving throws and Intelligence saving throws.
- Criminal TrainingLevel 1
Jameson gains proficiency with the disguise kit and poisoner's kit. He also gains proficiency with one gaming set, the common clothes of his criminal trade, and a criminal contact.
- Fancy FootworkLevel 3
When Jameson makes a melee attack against a creature, whether he hits or misses, that creature cannot make opportunity attacks against him for the rest of his turn. Jameson can also move away from a creature he attacks without provoking an opportunity attack from that creature.
- TraitWater GenasiAmphibious, Jameson can breathe air and water.
- TraitWater GenasiAcid Resistance, Jameson has resistance to acid damage.
- TraitWater GenasiSwim Speed, Jameson has a swimming speed of 30 feet.
- TraitWater GenasiCall to the Wave, Jameson can cast Shape Water as an innate ability without material components.
- TraitWater GenasiCreate or Destroy Water, once per long rest, Jameson can cast Create or Destroy Water without material components.
- TraitWater GenasiWater Genasi Ability Score Increase, +2 Constitution and +1 Wisdom.
- Criminal ContactCriminal
Jameson has a reliable contact in the criminal underworld who can provide information, arrange introductions, or pass messages, though such favors may carry risks and obligations.
Spells
1 spellSpellcasting. Jameson casts with None ( to hit with spell attacks).
Cantrips (at will):
Gear
9 itemsWeapons
- RapierA finely balanced one-handed finesse weapon favored by Jameson for flashy duels and precise strikes.
- ShortbowA ranged weapon used for silent attacks and covering escapes.
- 2×DaggersConcealable finesse weapons kept in wrist sheaths and boot scabbards.
Armor
- Leather ArmorLight protective armor worn beneath Jameson's sea-green coat.
Tools
- CrowbarUseful for prying open crates, doors, and stubborn locks.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackContains a backpack, ball bearings, string, a bell, candles, a crowbar, a hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
- Dark Common Clothes with HoodA set of dark, common clothing with a hood, suitable for blending into alleys and dockside crowds.
Purse
- 15×Gold PiecesStarting funds concealed in a waterproof pouch.
Appearance
Jameson has translucent blue-green skin that glimmers like moonlit water, dark teal hair that hangs in damp, curling strands, and pale silver eyes with restless currents moving through them. Fine webbing connects his fingers, and a faint scent of rain follows him wherever he goes. He dresses in fitted dark leather armor beneath a sea-green coat, with a rapier at his hip and several throwing daggers concealed along his sleeves.
Mannerisms
Jameson rolls a coin across his knuckles when thinking, tilts his head as though listening to distant waves, and punctuates jokes with exaggerated bows. When nervous, he taps his fingers in a steady rhythm like rain against a window.
Personality
Jameson is charming, reckless, and theatrically confident. He enjoys verbal sparring almost as much as swordplay, and he treats danger as an invitation to improvise. Beneath the swagger is a sharp observer who notices exits, hidden weapons, and shifts in people's moods before most others do.
Ideals
Freedom. No guild, law, noble, or god has the right to decide where I go or who I become. Anyone who tries to put a leash on me should expect it to snap.
Bonds
Jameson protects the people of the harbor district where he was raised, especially those who remind him of his mother. He also keeps the stolen crime ledger hidden, believing it may reveal who betrayed his family and what happened to his father.
Flaws
Jameson cannot resist showing off when a quiet solution would be safer. He lies reflexively, even when the truth would serve him better, and he has a dangerous habit of treating every serious threat as a game until the moment it becomes personal.
Quirks
Background
Jameson was born in a dockside district where the canals met the sea, the son of a water genasi mother and a human smuggler who vanished before Jameson could remember his face. He grew up learning that every locked door had a weakness, every guard had a price, and every crowded tavern contained at least three escape routes. His mother taught him to respect the water, but the criminal crews taught him to use it, slipping through flooded tunnels, sabotaging rival ships, and carrying contraband beneath the surface where no ordinary thief could follow. He earned his reputation as a daring infiltrator rather than a quiet burglar. Jameson preferred the flash of a grin, a well-timed insult, and a rapier flourish to hiding in a shadow for hours. During a job against a powerful crime lord, he discovered that his crew intended to sacrifice an entire riverside neighborhood to cover their escape. Jameson betrayed the operation, saved the residents, and stole the crime lord's ledger before fleeing into the harbor. Now both lawkeepers and criminals want him found. He travels from city to city, chasing excitement, profit, and the next impossible escape, while quietly searching for the truth about his missing father.
“He grew up learning that every locked door had a weakness, every guard had a price, and every crowded tavern contained at least three escape routes.”
- Background
- Criminal
Connections
Species
Water Genasi
Media
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