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Jacqueline (Jack), Human, Firestarter


ariel

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Jack Tremblay

Ex-Arsonist, Aspiring Dragon

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"Let's watch it burn."

 

Warlock 1 / Monk 4


Medium humanoid female (human), true neutral


Armor Class 16

Hit Points 28 ( 8 + 4*5 )

Speed 35' ft.


Senses n/a

Languages common, algarion, draconion, thieves cant (TBD: if not acceptable, then an empty slot to learn in game)

Proficiency Bonus +3

 

ABILITIES & SKILLS


Strength 11 (+0)
Save +0
Athletics +0


Dexterity 16 (+3) 
Save +3
Acrobatics +3 | Sleight of Hand +3 | Stealth +6


Constitution 10 (+0)
Save +0
No skills associated.


Intelligence 10 (+0)
Save +0
Arcana +0 | History +0 | Investigation +3 | Nature +0 | Religion +0


Wisdom 16 (+3)
Save +6
Animal Handling +3 | Insight +3 | Medicine +3 | Perception +3 | Survival +3


Charisma 16 (+3) 
Save +6
Deception +6 | Intimidation +6 | Performance +3 | Persuasion +3

* Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools alchemy kit (TBD: replacing gaming set), thieves' tools
  • Instruments n/a
  • Weapons simple weapons, shortswords
  • Armors light

WARLOCK ABILITIES: (DRAGON PATRON)
Pact Magic (2 cantrips / 2 first level) | Dragon’s TongueYou can speak, read, and write Draconic.

Additionally, whenever you make a Charisma ability check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
 | Dragon’s ClawsYour hands become clawlike that you can use to make attacks. The claws have a reach of 5 feet, can be used as an unarmed strike, and deal 1d6 + Strength modifier slashing damage on a hit. 


MONK ABILITIES: (WAY OF ASCENDANT DRAGON)
Unarmored defenseWhile you are wearing n o armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier | Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

* You can roll a d4 in place of the normal damage
of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter­ staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
 | Ki (4pts, DC 15)FLURRY OF BLOWS
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
PATIENT DEFENSE
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
STEP OF THE WIND
You can spend 1 k i point t o take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
 | Unarmored movementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. | Deflect misslesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition
you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
| Slow fallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Draconic presenceIf you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest. | Draconic strikeWhen you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. | Tongue of dragonsYou learn to speak, read, and write Draconic or one other language of your choice.

Thieves cant TBD
| Breath of the dragonAt 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again


RACIAL TRAITS
n/a


FEATS
n/a

 

ATTACKS

Unarmed: attack +6, damage 1d6+3 slashing (unless modified by draconic strike, typically fire)

Breath: DC 15 (dex) 2d4 3/day (typically fire, but can be acid, cold, fire, lightning, or poison)

Witch bolt: attack +6, damage 1d12/turn (TBD: fire instead of ligtning)

 

SPELLS


SPELL SLOTS 1/1 (1st)

WARLOCK - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 2


CANTRIPS (Warlock)

Create bonfire (C) | Friends (C)


FIRST LEVEL (Warlock)

Comprehend languagesCasting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
(R) | Witch BoltCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
 (C, TBD: with fire?)

* (C) Denotes concentration. / (R) Denotes ritual spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (76 lbs)

  • Weight:  76lbs. / 210 lbs. max. (15 x 14 Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.36 lbs) 615 - 319 = 304gp

Copper: 0 | Silver: 20 | Gold: 44 | Obsidian: 3 | Platinum: 1

( Coins 68 x .02 lbs. = 1.36 lbs. Total Weight)


EQUIPMENT READIED (5 lbs, 77gp)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs) dark common clothes - 4 lbs.
  • Weapons (1 lbs, 2gp) - dagger (utility)
  • Readied Items (0 lbs, 75gp) dragonshard amulet

EQUIPMENT STORED (69.5 lbs, 16 + 50 + 25 + 100 + 1 + 50 = 242gp)

Stored items can be retrieved with an action.

In Backpack (burglar's pack + extras 46.5lbs + 23lbs)

  • a bag of 1,000 ball bearings
  • 10 feet of string
  • a bell
  • 5 candles
  • 5 torches (5 lbs, 0.05gp)
  • a crowbar, a hammer & 10 pitons
  • a hooded lantern, 2 flasks of oil
  • 5 days rations and waterskin
  • a tinderbox
  • alchemist supplies (8lb, 50gp)
  • thieves' tools (1lb, 25gp)
  • flint & steel (=> from childhood)
  • healing potion x2 (1lb, 100gp)
     
  • Strapped to Backpack
    • 50 feet of hempen rope
    • bedroll (7lbs, 1gp)
    • alchemist fire (flask) x1 (1lb, 50gp)

EQUIPMENT NOT CARRIED (--)

  • At Home n/a

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

healing potion x 2


ATTUNED (2/3)

dragonhide belt +1This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn., "dragonshard" amuletDarkshard Amulet

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.

You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

TBD: the scale of a red dragon?

 

APPEARANCE


Age 23 | Height 5' 9" | Weight 129 lbs. | Hair Black | Eyes Light Hazel | Complexion Pale


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Jack is a tall woman with dark hair and light hazel eyes. She is lean and wiry, appearing almost gaunt from some angles. Her forearms and hands have several faded burn scars while her fingers extend into unnatural claws, reminiscent of those of a dragon. Across her back is a poorly tattooed set of fiery dragon wings, obtained in prison.

Her features are quite androgynous and while most would find her attractive, her attitude makes her hard to get close to. She is direct and confident, asking for what she wants and lacking some social etiquette. On the other hand, if you can become her friend, you have her for life.

She can be mercurial, impatient and distracted, but she can also be a light in the darkness, energetic and tenacious. She's not a bad person; she just likes to watch things burn.

 

BACKGROUND


CRIMINAL
Source PHB


  • Personality Trait: I am risk taker when it comes to my own safety, I'd rather just do it than worry about the consequences.
  • Ideals: I am slow to trust others, but loyal to those who have proven to have my back.
  • Bonds: I expect to do great things and along the way, become a dragon... or as close as I can get.
  • Flaws: I can be impatient with my personal progress... it creates an itch to burn something. Also, I am uncomfortable in the dark.

Background Feature: CRIMINAL CONTACT

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.


BACKSTORY

Jack (or Jacqueline) is the only child of Jean and Aline Tremblay. She was born outside of Onadbyr at a farm in The Pantry where her parents worked the fields for the landowner. Life on the farm was simple and she was a quiet obedient girl who helped with chores from very young and was home-schooled by her parents.

However, Jack has always been fascinated with fire. Across her hands and forearms, she has many small scars from burns she received as a child reaching out to touch a cookfire or candle. When old enough, she would always carry a flint and steel. Her offer to start and tend the house fires seemed benign to her parents. But, at 12, Jack started a fire in a barn which grew out of control. Her parents found her standing near it with a gentle smile on her face and perhaps a look of... pride?

They knew something was wrong and when they couldn't pay the fine for the fire, they allowed her to be taken away. Just six months of labour at a youth camp, they thought. It would straighten her out, they thought. But, they never saw her again.

Jack spent her teenage years in and out of prison. She became an arsonist of some renown, paid to start fires for all sorts of reasons. She was careful, never killed anyone, never hurt anyone. At 18, when she was spending another period in a cell for burning down a house for a jilted lover in Onadbyr, she heard a voice. It came from within, a deep gravelly whisper, telling her that she'd done well... but that she could do more. The voice promised her the fire of a dragon... if only she would listen. So listen, she did.

Since then, Jack has done what the voice has asked. She started training in that cell, pushing her body to be stronger and more flexible. Over the years, "The Voice" has taught her many things. It's not always there, but when it comes, it comes with purpose, to teach her something. And, Jack wants to learn. She has not attended any formal monastry for training - she relies on the voice.

Jack has not returned to prison since the voice spoke to her although she has committed a couple of arsons for coin. However, the voice has told Jack she doesn't need to do that anymore, that she is destined for something bigger, brighter, and so, Jack will try...

In the end, she found there are very few jobs that allow a person to set things on fire. One is an arsonist, another... is a mercenary for hire.

 

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Jack 

AC: 16 | HP: 28/28 | Spells: 1/1 | Ki: 4/4  | Passive Perception: 13


Text goes here. "Speech like this." Thoughts like this.

 

 

 

 

 

Edited by ariel (see edit history)
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@bwatford Hi, yes, thanks, she's as done as she's going to get today. She was a bit of an experiment... to see if I could make a warlock/monk work. I'm not sure if I succeeded... :). Anyway, there are some TBD but those are mainly swaps on things for your approval. I didn't want to take your time on minor details if she didn't get in!

Pulling them out here in case she does:

  • Taking "thieves cant" in one of her language slots... seems odd the Criminal background doesn't include it, but I guess it's usually taken by rogues.
  • Swapping the damage type of "Witch Bolt"... fire for lightning.
  • Swapping proficiency in a "gaming set" for "alchemy"... just feels more arson-y.
  • And, just for flavour... I was thinking the Darkshard amulet was the weathered scale of a ancient dragon.

Other flavour thoughts... I had ideas of pulling in references to Arzatraxos, but thought I would leave the identity of her dragon and even its type (red, brass, etc) as unknown to her. She assumes it's red and wonders if it's Arzatraxos.

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