Jameson
Jameson
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Weapon Attack
When On Jameson's turn
Jameson makes a weapon attack with a Dagger or Shortsword, applying the weapon's normal attack and damage rules. If the attack qualifies, he can add Sneak Attack damage once per turn.
Always on
- ExpertiseLevel 1
Choose two of your skill proficiencies or one skill proficiency and Thieves' Tools proficiency. Your Proficiency Bonus is doubled for any ability check using the chosen proficiencies. Jameson has Expertise in Stealth and Sleight of Hand.
- Sneak AttackLevel 1
Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon and have Advantage on the attack roll, or when an eligible enemy of the target is within 5 feet of it, you can deal an extra 1d6 damage. You do not need Advantage if another enemy of the target is within 5 feet of it and you do not have Disadvantage.
- Thieves' CantLevel 1
Jameson knows the secret language of rogues and criminals and can recognize coded messages and hidden signs used by criminal networks.
- Weapon MasteryLevel 1
Jameson can use the Mastery property of two kinds of Simple or Martial weapons with which he has proficiency. He has chosen the Dagger and Shortsword. Dagger mastery grants Nick, and Shortsword mastery grants Vex.
- Creature TypeGenasiHumanoid.
- SizeGenasiMedium.
- SpeedGenasi30 feet.
- DarkvisionGenasiJameson can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fire ResistanceGenasiJameson has Resistance to Fire damage.
- Fire's InsightGenasiJameson knows the Produce Flame cantrip. Constitution is his spellcasting ability for this spell.
- Elemental NatureGenasiJameson does not need to eat, drink, or breathe, and he has Resistance to the environmental effects of extreme heat.
- LanguagesGenasiJameson knows Common and Primordial.
- Criminal ContactCriminal
Jameson has a reliable criminal contact who can pass messages, arrange introductions, provide rumors, or help locate discreet services, although the contact expects similar favors in return.
Gear
8 itemsWeapons
- 2×DaggerA light Finesse weapon with the Nick mastery property.
- ShortswordA military blade with the Vex mastery property.
Armor
- Leather ArmorLight protective armor made from supple, dark leather.
Tools
- Thieves' ToolsTools for opening locks and disabling traps.
- CrowbarA heavy iron bar useful for prying open doors and crates.
- Gaming Set, Playing CardsA set of marked playing cards used for gambling and coded communication.
Gear
- Burglar's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
Purse
- 22×Gold PiecesLoose currency saved from several successful escapes and one extremely successful card game.
Appearance
Jameson is a lean, broad-shouldered fire genasi with ember-red skin, dark hair that glows faintly at the tips, and eyes like banked coals. Wisps of smoke curl from his ears when he is angry or excited. He wears a weathered sailor's coat over fitted leather armor, a red sash marked with faded naval knots, and several brass charms taken from ships he has outlived. His hands are calloused from rope, rigging, and years of working lockpicks in cramped cabins.
Mannerisms
Jameson speaks in a relaxed sailor's drawl, even during danger. He taps his thumb against his forefinger as if counting coins, checks the nearest exit whenever he enters a room, and calls everyone above him in rank 'Captain' with exaggerated politeness.
Personality
Charming, opportunistic, and restless, Jameson treats every conversation like a negotiation and every locked door like a personal insult. He is fond of tall tales, quick with a grin, and slow to admit fear. Beneath his swagger is a fiercely loyal survivor who still measures people by whether they stand beside their crew when the ship is sinking.
Ideals
Freedom. No captain, crown, company, or god gets to own another person's life. Jameson will take almost any risk to remain his own master.
Bonds
Captain Mara Vey gave Jameson a family when no one else would. He keeps her brass compass and intends to uncover the East India Trading Company's hidden records, identify the officer responsible for her death, and reclaim whatever fortune was stolen from her crew.
Flaws
Jameson cannot resist a risky wager, especially when someone tells him a plan is impossible. He is quick to betray an employer who reminds him of the East India Trading Company, sometimes before learning whether the employer actually deserves it.
Quirks
Background
Jameson was born during a lightning storm aboard a merchant vessel, the son of a human deckhand and an elemental wanderer who vanished before he could remember her face. The crew treated the infant fire genasi as an omen, but Captain Mara Vey took him in and raised him among the rigging, salt spray, and whispered deals of the sea. Jameson became a pirate in everything but name, learning to climb faster than anyone aboard, slip through barred doors, and smile convincingly while hiding a knife behind his back. By adulthood, he was the captain's most trusted infiltrator and the crew's best gambler.
“By adulthood, he was the captain's most trusted infiltrator and the crew's best gambler.”
- Background
- Criminal
Connections
Species
Genasi
Media
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