Skip to content
CreatePricing
Jameson - AI-generated fantasy Character

Jameson

Water Genasi · Rogue (Swashbuckler) · Level 3 · Criminal

Jameson

Jameson is charming, reckless, and theatrically confident.
AC13
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 21 · 30 ft., swim 30 ft.
AlignmentChaotic NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Poisoner's kit,
Playing cards

Languages

Common,
Primordial

Features

18 features

Bonus 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 spell

Spellcasting. Jameson casts with None ( to hit with spell attacks).

Cantrips (at will):

Gear

9 items

Weapons

  • Rapier
    A finely balanced one-handed finesse weapon favored by Jameson for flashy duels and precise strikes.
  • Shortbow
    A ranged weapon used for silent attacks and covering escapes.
  • 2×
    Daggers
    Concealable finesse weapons kept in wrist sheaths and boot scabbards.

Armor

  • Leather Armor
    Light protective armor worn beneath Jameson's sea-green coat.

Tools

  • Crowbar
    Useful for prying open crates, doors, and stubborn locks.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    Contains a backpack, ball bearings, string, a bell, candles, a crowbar, a hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Dark Common Clothes with Hood
    A set of dark, common clothing with a hood, suitable for blending into alleys and dockside crowds.

Purse

  • 15×
    Gold Pieces
    Starting 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

Keeps a vial of harbor water from every city he visits.
Names his rapier 'Undertow' and apologizes to it after a poor attack roll.
Never sits with his back to a door or window.
Collects unusual keys, even when he does not know what they unlock.

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.”
From their backstory
Background
Criminal

Connections

Species

Water Genasi

Media

0 images

No images yet.

Visual sheet

Turn Jameson into a sheet

A high-res, share-ready sheet you can post or print.