Jack
Full name: Jackstone Collure
“DISSONANT WHISPERS!!!”
Overview
Jack is a 10-year-old bard with the energy of a natural disaster and no particular goal. He does not want money, fame, or power. He simply wants to see what happens next. He is the epitome (pronounced “epi-TOMB”) of chaos and unhinged behavior, and somehow the most dangerous person in any room he enters.
He does things at level 1 that no human should be doing. Nobody has looked into this.
Appearance
- 10 years old. Looks exactly like you would expect.
- Wears piano shoes (cosmetic, always)
- Moves like gravity is a suggestion
Personality
| Trait | Chaotic, unpredictable, genuinely joyful. Treats everything as a game worth playing. |
| Ideal | No particular goal. He is simply here. Enthusiastically. |
| Bond | The party, loosely. He will absolutely get them all killed while laughing. |
| Flaw | Completely and utterly afraid of house cats specifically. Not tigers. Not monsters. House cats. |
Ability Scores
| Ability | Score | Modifier |
|---|---|---|
| Strength | 9 | -1 |
| Dexterity | 16 | +3 |
| Constitution | 14 | +2 |
| Intelligence | 13 | +1 |
| Wisdom | 11 | +0 |
| Charisma | 18 | +4 |
HP: 10 | AC: 14 (Leather) | Speed: 30 ft | Initiative: +3 Proficiency Bonus: +2 | Spell Save DC: 14 | Spell Attack: +6
Class Features
College of Lore Bard (Level 1)
- Bardic Inspiration: d6, 4 uses per long rest (CHA mod). Bonus action to give an ally a d6 to add to one roll.
- Spell Slots: 2 first-level slots
Cantrips (2):
Vicious Mockery (Enchantment) Range: 60 ft. One creature that can hear you. WIS save DC 14. Fail: 1d4 psychic damage and disadvantage on the target’s next attack roll before the end of its next turn. Save: no effect. Scales: 2d4 at level 5, 3d4 at level 11, 4d4 at level 17.
Minor Illusion (Illusion) Range: 30 ft. Duration: 1 minute. No concentration. Create a sound or an image (not both) within range. Sound: Any volume from a whisper to a scream. Investigation check vs DC 14 to recognize as illusory. Image: Object no larger than a 5-foot cube. No movement, light, sound, or smell. Touching it reveals it is insubstantial. Investigation check vs DC 14 to disbelieve.
Spells Known (4):
Dissonant Whispers (1st level, first resort, always) Range: 60 ft. One creature. WIS save DC 14. Fail: 3d6 psychic damage, target uses its reaction to move as far away as possible (triggers opportunity attacks from every creature it passes). Save: half damage, no forced movement. Higher slots: +1d6 per level above 1st.
Healing Word (1st level, bonus action) Range: 60 ft. One creature. Effect: Restores 1d4+4 HP (1d4 base + CHA mod 4). Does not require the target to be conscious. Higher slots: +1d4 per level above 1st.
Faerie Fire (1st level, concentration, 1 min) Range: 60 ft. 20-ft cube. DEX save DC 14. Fail: Target is outlined in blue, green, or violet light and glows. All attack rolls against glowing targets have advantage. Glowing targets cannot benefit from invisibility. Save: no effect. Does not scale with higher slots.
Thunderwave (1st level) Range: Self. 15-ft cube extending from you in the direction you choose. CON save DC 14. Fail: 2d8 thunder damage and pushed 10 ft away from you. Save: half damage, not pushed. The wave also emits a thunderous boom audible up to 300 ft away. Higher slots: +1d8 per level above 1st.
Proficiencies
Saving Throws: DEX +5 | CHA +6
Skills
Proficiency bonus: +2. Being proficient in a skill means you add +2 to rolls using that skill.
- Entertainer background: Automatically grants proficiency in Acrobatics and Performance. No choice needed, these are just given.
- Bard class: Choose any 3 skills from the list below to gain proficiency in. All skills are eligible except Acrobatics and Performance (already covered by background).
| Skill | Ability | No Prof | Proficient | Status |
|---|---|---|---|---|
| Acrobatics | DEX | +3 | +5 | Entertainer bg |
| Animal Handling | WIS | +0 | +2 | TBD |
| Arcana | INT | +1 | +3 | TBD |
| Athletics | STR | -1 | +1 | Bard pick |
| Deception | CHA | +4 | +6 | TBD |
| History | INT | +1 | +3 | TBD |
| Insight | WIS | +0 | +2 | TBD |
| Intimidation | CHA | +4 | +6 | TBD |
| Investigation | INT | +1 | +3 | TBD |
| Medicine | WIS | +0 | +2 | TBD |
| Nature | INT | +1 | +3 | Bard pick |
| Perception | WIS | +0 | +2 | TBD |
| Performance | CHA | +4 | +6 | Entertainer bg |
| Persuasion | CHA | +4 | +6 | TBD |
| Religion | INT | +1 | +3 | TBD |
| Sleight of Hand | DEX | +3 | +5 | TBD |
| Stealth | DEX | +3 | +5 | Bard pick |
| Survival | WIS | +0 | +2 | TBD |
All 3 Bard picks confirmed: Athletics, Nature, Stealth.
Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments (1 from Entertainer bg, 2 from Bard class, all TBD) | Disguise Kit (Entertainer bg)
Instrument options: Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol. Piano shoes are cosmetic and do not count. Pick 3 total.
Languages: Common, one of choice from Human race (TBD)
Options: Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, Undercommon.
Background Feature: By Popular Demand Jack can always find a place to perform in any tavern, inn, or similar venue. In exchange for a performance, he receives free lodging and modest food for the night. He is also recognized and welcomed by common folk wherever he has performed before.
Piano shoes are cosmetic only.
Equipment and Weapons
- Piano shoes (cosmetic)
- Dagger: +5 attack, 1d4+3 piercing, Finesse, Light, Thrown (20/60)
- The Bucket (see Kick the Bucket below)
Kick the Bucket (Homebrew, Bonus Action)
Jack kicks a metal bucket at a target. The bucket always ricochets back to him at the end of his turn. Always. No matter what. Nobody has questioned this.
| Stat | Value |
|---|---|
| Action | Bonus Action |
| Range | 20 ft |
| Attack | +6 (PB +2, CHA +4, treated as spell attack) |
| Damage | 1d4+4 bludgeoning |
| On Hit | Target makes STR save DC 14 or is knocked prone |
| Scaling | 2d4+4 at level 5, 3d4+4 at level 11, 4d4+4 at level 17 |
Prone effect: A prone target has disadvantage on attack rolls. Attack rolls against them have advantage if the attacker is within 5 ft. Standing up costs half their movement.
The ricochet: The bucket returns to Jack at the end of his turn regardless of distance, obstacles, or physics. It has never been lost, stolen, destroyed, or explained.
Backstory
Jack arrived into Mayor Mayor’s orbit by launching himself off one of Mayor Mayor’s countless penthouses from out of nowhere. Mayor Mayor was delighted. Jack was hired.
He has a cousin, Jaiden Collure, who is a recurring gag character. She is invincible to all damage except psychic. Dissonant Whispers, Jack’s first resort, ironically works on her perfectly.
Connections
- Mayor Mayor: employer and patron. Witnessed Jack defy gravity over a penthouse and decided that was exactly what he wanted.
- Benwull Luckyfoot Budly: party member.
- Asgar D. Yan: party member.