Jack
Jack
Sheet
AC 15 · HP 22 · 40 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
Weapons
Tools
Languages
Features
16 featuresBonus action
- Flurry of Blows
When After taking the Attack action
After taking the Attack action, Jack can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On Jack's turn
Jack can spend 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On Jack's turn
Jack can spend 1 ki point to take the Disengage or Dash action as a bonus action, and his jump distance is doubled for the turn.
- Martial ArtsLevel 1
Jack can use Dexterity instead of Strength for monk weapons and unarmed strikes. His unarmed strikes deal 1d4 bludgeoning damage, and when he uses the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
When hit by a ranged weapon attack, Jack can use his reaction to reduce the damage by 1d10 + 5. If the damage becomes 0, he can catch the missile.
Always on
- Unarmored DefenseLevel 1
While not wearing armor or wielding a shield, Jack's AC equals 10 + his Dexterity modifier + his Wisdom modifier.
- KiLevel 2
Jack has 3 ki points, regained after a short or long rest. He can spend ki to use Flurry of Blows, Patient Defense, or Step of the Wind.
- Unarmored MovementLevel 2
Jack's speed increases by 10 feet while he is not wearing armor or wielding a shield.
- Monastic Tradition: Way of the Open HandLevel 3
Jack follows the Way of the Open Hand, learning techniques that manipulate an enemy's ki and balance.
- Open Hand TechniqueLevel 3
When Jack hits a creature with Flurry of Blows, he can impose one effect on each hit, knocking the target prone, pushing it up to 15 feet, or preventing it from taking reactions until the end of Jack's next turn if it fails the required saving throw.
- TraitElfDarkvision, Jack can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfKeen Senses, Jack is proficient in the Perception skill.
- TraitElfFey Ancestry, Jack has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitElfTrance, Jack meditates deeply for 4 hours instead of sleeping and gains the same benefit that a human gains from 8 hours of sleep.
- TraitElfAbility Score Increase, Jack's Dexterity increases by 2.
- False IdentityCharlatan
Jack has an established identity as a traveling spiritual consultant and can create a false identity with supporting documentation, introductions, and plausible details. He can also recognize the signs of another person's false identity.
Gear
7 itemsWeapons
- ShortswordA simple but carefully maintained monk weapon used for training and defense.
- 10×DartBalanced thrown darts suitable for practice, distraction, or combat.
Tools
- Disguise KitA kit containing cosmetics, wigs, facial hair, costume pieces, and other materials for changing appearance.
- Forgery KitA kit containing ink, parchment, sealing wax, quills, and specialized materials for forging documents.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
- Fine ClothesA finely tailored outfit used for respectable introductions and social cons.
Purse
- 15×Gold PiecesLoose coin remaining from Jack's initial traveling funds.
Appearance
Jack is a lean, long-limbed male elf with warm bronze skin, sharp green eyes, and dark brown hair tied into a short warrior's knot. His ears are decorated with mismatched brass rings, and a thin scar crosses his left eyebrow. He wears practical saffron and charcoal monk's garments beneath a weathered travel cloak, with soft leather sandals and a belt crowded with disguises, false papers, and small concealed tools.
Mannerisms
Jack smooths his sleeves before telling an important lie and lightly taps two fingers against his thumb while listening. He rarely sits with his back to a door, and he addresses strangers by a different harmless nickname until he decides which version of himself they deserve.
Personality
Jack is observant, quick-witted, and unfailingly polite, especially when dealing with people who underestimate him. He enjoys playing harmless roles, from humble pilgrim to pompous mystic, but he is most sincere when helping someone escape an unfair situation. He treats conversation like a sparring match and considers a well-timed question more powerful than a threat.
Ideals
Compassion. A deception is justified when it protects the vulnerable from someone who would exploit them. The clever should use their talents to give the powerless a chance.
Bonds
Jack carries one of his family's ancestral masks, hidden beneath his robes. He will risk almost anything to recover the others and restore his family's honor.
Flaws
Jack cannot resist improving a lie, even when the simple truth would serve him better. He is secretly terrified that without his disguises, clever words, and practiced composure, there may be nothing admirable left beneath them.
Quirks
Background
Jack was raised in an elven settlement where memory was treated as a sacred inheritance. His family maintained records, correspondence, and ceremonial masks used to preserve the history of their people. Jack found himself less interested in guarding the past than in understanding how easily people could be persuaded to remember something that never happened. As a young elf, he became fascinated with false names, altered documents, and the subtle movements that revealed when someone was lying. His curiosity eventually led him away from home and into the company of traveling grifters. A failed con brought Jack to a secluded monastery, where the monks saw through his forged credentials but offered him shelter instead of punishment. Their discipline taught him that deception was not merely a weapon, but a reflection of desire, fear, and habit. He learned to move with extraordinary precision, turn an enemy's violence aside, and use a calm voice to expose the truth beneath a performance. Jack now travels as a wandering spiritual adviser, sometimes sincerely helping people and sometimes charging wealthy fools for lessons they did not realize they needed. Beneath every disguise, he is searching for the con artist who ruined his family name and stole a treasured set of ancestral masks.
“His family maintained records, correspondence, and ceremonial masks used to preserve the history of their people.”
- Background
- Charlatan
Connections
Species
Elf
Media
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