Jack
Jack
Sheet
AC 15 · HP 30 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresBonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon.
After taking the Attack action with an unarmed strike or monk weapon, Jack can make one unarmed strike as a bonus action.
- Flurry of Blows
When After taking the Attack action.
Jack makes two unarmed strikes as a bonus action after taking the Attack action, spending 1 ki point.
- Patient Defense
When On Jack's turn.
Jack takes the Dodge action as a bonus action, spending 1 ki point.
- Step of the Wind
When On Jack's turn.
Jack takes the Dash or Disengage action as a bonus action, and his jump distance is doubled, spending 1 ki point.
- Martial ArtsLevel 1
While unarmored and not wielding a shield, Jack's AC equals 10 + his Dexterity modifier + his Wisdom modifier. He can use Dexterity instead of Strength for monk weapons and unarmed strikes. His unarmed strikes deal 1d4 bludgeoning damage. When he uses the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action.
- KiLevel 2
Jack gains 3 ki points, which recharge after a short or long rest. He can spend 1 ki point to use Flurry of Blows, Patient Defense, or Step of the Wind as a bonus action. Flurry of Blows allows two unarmed strikes after taking the Attack action. Patient Defense allows Dodge as a bonus action. Step of the Wind allows Disengage or Dash as a bonus action and doubles his jump distance.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack.
Jack reduces damage from a ranged weapon attack by 1d10 + 6 using his reaction. If the damage becomes 0, he may catch and throw the missile by spending 1 ki point.
Always on
- Open Hand TechniqueLevel 3
When When hitting with a Flurry of Blows attack.
When Jack hits with an attack granted by Flurry of Blows, he can knock the target prone, push it up to 15 feet, or prevent reactions until the end of his next turn.
- Unarmored MovementLevel 2
Jack's unarmored speed increases by 10 feet while he is not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
Jack gains proficiency with martial arts techniques and follows the discipline of the Way of the Open Hand, emphasizing precise strikes, balance, and control rather than brute force.
- Unarmored DefenseLevel 2
While wearing no armor and not wielding a shield, Jack's movement speed increases and he gains the benefits of his monk discipline without relying on equipment.
- 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 has proficiency 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 receives from 8 hours of sleep.
- TraitElfElf Weapon Training, Jack is proficient with the longsword, shortsword, shortbow, and longbow.
- TraitElfFey creature heritage and elven grace enhance Jack's reflexes and awareness.
- False IdentityCharlatan
Jack has an alternate identity, complete with appropriate clothing, acquaintances, and forged documentation. He can establish himself as that person when circumstances allow, though maintaining the deception requires care.
Gear
9 itemsWeapons
- ShortswordA light, balanced blade suitable for close combat and compatible with Jack's monk training.
- 10×DartSimple thrown weapons used for distraction, ranged attacks, and occasional theatrical flourishes.
- RapierA slender fencing blade granted through Jack's Charlatan background, usually carried under an assumed identity.
Tools
- Disguise kitA small kit containing cosmetics, wigs, facial hair, and other materials for changing appearance.
- Forgery kitInk, parchment, quills, sealing wax, and imitation seals used to create convincing documents.
Gear
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Fine clothesA finely made outfit used for impersonating minor nobles, merchants, or officials.
- False identity papersA forged identity with papers, correspondence, seals, and a recognizable alias.
Purse
- 15×Gold piecesMoney retained from Jack's background and previous schemes.
Appearance
Jack is a lean, sharp-featured male elf with copper-brown skin, shoulder-length silver-black hair, and alert green eyes. He wears layered gray travel clothes beneath a sleeveless monk's robe, with hidden pockets sewn into nearly every garment. His fingers are marked with faint ink stains from forgery work, and a thin scar crosses his left eyebrow. A string of wooden prayer beads is wrapped around his right wrist, each bead carved with a different false name he once used.
Mannerisms
Jack rolls a wooden prayer bead between his fingers whenever someone asks a direct question. He tilts his head slightly before answering, as if selecting which version of himself should speak. When entering a room, he unconsciously notes every exit, reflective surface, and unattended set of keys.
Personality
Jack is warm, quick-witted, and attentive to people who are overlooked. He enjoys turning tense situations into performances, often using humor and elaborate politeness to make enemies underestimate him. Despite his confidence, he is always studying the people around him for signs that they are about to abandon, betray, or expose him.
Ideals
Compassion. A clever lie is justified when it shields the vulnerable from those who would exploit them. Freedom matters more than honesty when honesty is being used as a chain.
Bonds
Jack remains loyal to the monastery that gave him a purpose, especially to the patient elder who accepted him despite knowing that nearly every story he told was false. When a former criminal partner framed the monastery for a series of thefts, Jack left to uncover the truth and protect his teachers from the consequences. Along the way, he uses his false identities to aid the helpless, though he insists that every good deed is merely part of a larger con.
Flaws
Jack lies reflexively, even when the truth would be safer and kinder. He cannot resist improving a story with one more detail, one more alias, or one more needless deception. He is also deeply afraid that without his masks and performances, there may be no real self left to discover.
Quirks
Background
Jack was raised in an elven community where names carried the weight of ancestry and memory. He found that weight suffocating, and as a young elf he began inventing new names for himself, first as a game, then as a means of helping travelers evade corrupt officials and predatory merchants. His talent for disguise, forgery, and graceful deception eventually drew the attention of a wandering monastery. The monks recognized that beneath his lies was a disciplined mind, one constantly observing people, patterns, and opportunities. They taught him to turn misdirection into movement and hesitation into victory.
“His talent for disguise, forgery, and graceful deception eventually drew the attention of a wandering monastery.”
- Background
- Charlatan
Connections
Species
Elf
Media
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