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Jam Baxter - AI-generated fantasy Character

Jam Baxter

Half-Elf · Bard (College of Lore) · Level 3 · Sailor

Jam Baxter

Jam is charming, theatrical, and endlessly sociable.
AC13
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 20 · 30 ft.
AlignmentChaotic GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Elvish,
Aquan

Features

13 features

Bonus action

  • Bardic Inspiration, d6Level 1

    As a bonus action, Jam can inspire one creature within 60 feet that can hear him. Within the next 10 minutes, the creature can add 1d6 to one ability check, attack roll, or saving throw. He can use this feature three times per long rest.

Reaction

  • Cutting WordsLevel 3

    When Reaction, when a creature Jam can see within 60 feet rolls an attack, ability check, or damage roll

    Jam subtracts a Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bardic Inspiration

    When Bonus action, when an ally within 60 feet can hear Jam

    Jam adds a d6 to an ally's ability check, attack roll, or saving throw within 10 minutes of granting inspiration.

  • SpellcastingLevel 1

    Jam can cast bard spells using Charisma as his spellcasting ability. He knows two cantrips and six bard spells, and he can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    Jam can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.

  • Song of Rest, d6Level 2

    Jam can use music to soothe his allies during a short rest. Each friendly creature who hears his performance and spends Hit Dice at the end of the rest regains an extra 1d6 hit points.

  • ExpertiseLevel 3

    Jam gains expertise in Performance and Persuasion. His proficiency bonus is doubled for checks using those skills.

  • Bonus ProficienciesLevel 3

    Jam gains proficiency with three additional skills: History, Investigation, and Sleight of Hand.

  • TraitHalf-ElfDarkvision, Jam can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, treating darkness as dim light.
  • TraitHalf-ElfFey Ancestry, Jam has advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitHalf-ElfSkill Versatility, Jam gains proficiency in two skills of his choice.
  • TraitHalf-ElfLanguages, Jam can speak, read, and write Common, Elvish, and one additional language.
  • Ship's PassageSailor

    Jam can always secure free passage on sailing vessels for himself and his companions in exchange for performing his duties as a crew member. He knows the crews and captains of many vessels that cross the lake between Mournmont and the surrounding lands.

Spells

8 spells

Spellcasting. Jam Baxter casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , ,

2nd level (2 slots): ,

Gear

10 items

Weapons

  • Dagger
    A sharp blade kept ready for close defense and practical shipboard tasks.
  • Hand crossbow
    A compact ranged weapon Jam acquired during his travels. He is not proficient with hand crossbows under his current proficiencies.
  • Club
    A club carried as a simple shipboard weapon.

Armor

  • Leather armor
    Light armor made from treated leather, worn beneath Jam's green cloak.

Gear

  • Lute
    A finely maintained stringed instrument used for performances and spellcasting.
  • Entertainer's pack
    A pack containing a bedroll, two costumes, five candles, five days of rations, a waterskin, and a disguise kit.
  • Silk rope
    A 50-foot coil of silk rope.
  • Lucky charm
    A small lucky charm from Jam's first voyage.
  • Common clothes
    A set of ordinary clothing suitable for travel and shipboard work.

Purse

  • 10×
    Gold pieces
    Coins saved from years of performances and voyages.

Appearance

Jam Baxter is a lean, weathered half-elf with sun-browned skin, sharp green eyes, and shoulder-length dark hair streaked with silver. He wears light leather armor beneath a long green cloak, a wide-brimmed hat decorated with a faded feather, and an impressive collection of silver rings, brass rings, and nautical necklaces. His lute is polished but scarred from years aboard ship, and a dagger hangs at his belt beside a hand crossbow.

Mannerisms

Jam taps rhythms on nearby surfaces, hums whenever he is nervous, and punctuates important statements by adjusting the brim of his hat. He introduces himself with a flourish, often bows to inanimate objects after avoiding danger, and calls every ship's cook 'chef' regardless of rank.

Personality

Jam is charming, theatrical, and endlessly sociable. He treats every tavern, dock, and ship's deck as a potential stage. He prefers clever words to blunt force, physical labor to someone else, and a catchy chorus to a solemn speech, but beneath his lazy humor is a keen observer who notices tension before it becomes mutiny.

Ideals

Morale is survival. A crew that can laugh together can endure almost anything, and Jam will always use his music to keep hope alive.

Bonds

The crew of the lake vessel Silver Minnow once saved Jam from a supernatural storm, and he will risk anything to protect them or repay the debt. He also considers his battered lute a keepsake from the first captain who believed his music was worth paying for.

Flaws

Jam avoids physical work with theatrical excuses, even when everyone else is exhausted. He is vain about his appearance, easily distracted by an appreciative audience, and cannot resist embellishing a story until it becomes almost entirely untrue.

Quirks

Names his lute 'The Second Mate.'
Collects rings and necklaces from every major port.
Writes insulting sea shanties about people who annoy him.
Refuses to call a storm by its name, instead calling it 'bad weather with ambitions.'
Keeps a private list of every captain who has ever underpaid him.

Background

Jam Baxter was born between two worlds and learned early that a half-elf could be welcomed everywhere without truly belonging anywhere. The lake gave him a home instead. As a teenager, he signed aboard a merchant vessel crossing the vast waters between Mournmont and the surrounding lands. He discovered that a well-timed song could settle a frightened crew, lift spirits during a storm, and make even the longest voyage feel brief. Before long, captains were paying him to keep sailors entertained, and Jam became as valued for his lute as for his knowledge of currents, rigging, and distant harbors. Jam is an experienced sailor, but he has never mistaken hard labor for virtue. When a rope needs hauling, he is suddenly needed on deck with his instrument. When morale falters, however, he is already strumming a bright chord and inventing a chorus about the captain's questionable navigation. His travels have taught him countless stories, secrets, and songs, including rumors of things moving beneath the lake's deepest waters. Jam now sails wherever the next paying audience, profitable mystery, or promising tavern can be found, always prepared to turn danger into a performance and a performance into coin.

“As a teenager, he signed aboard a merchant vessel crossing the vast waters between Mournmont and the surrounding lands.”
From their backstory
Background
Sailor

Connections

Species

Half-Elf

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