Jesepo the Juggler
Medium Khajiit, Entertainer, Chaotic Neutral
Armor Class 15
Hit Points 25
Initiative
+4 Hit Die
3 1d8+2
Speed:
35 ft
Saving Throws Strength +1 *Dexterity +6 Constitution +2 Intelligence +1 Wisdom -2 *Charisma +5
Skills
*Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int)
*Athletics (Str)
Deception (Chr)
History (Int)
Insight (Wis)
Intimidation (Chr)
Investigation (Int)
+6
-1
+2
+3
+4
+2
-1
+4
+2
Medicine (Wis)
Nature (Int)
*Perception (Wis)
#Performance (Chr)
Persuasion (Chr)
Religion (Int)
*Sleight of Hand (Dex)
#Stealth (Dex)
Survival (Wis)
-1
+2
+0
+7
+4
+2
+6
+8
-1
*Proficiency bonus
#Expertise bonus
Damage Resistances Falling
Condition Immunities Prone (from falling), Sleep (from magic)
Senses 120ft darkvison, passive Perception 10
Languages Common, Ta'agra (khajiit), Shadow Marks (thieves' guild)
Proficiency Bonus +2
Spellcasting: Bard (Charisma)
Spell Attack: +5 Spell Save DC: 13
Cantrips: (at will)
1st-level Spells: (3 slots)
Soft Fall. You have resistance to falling damage and always land on your feet.
Superior Darkvision. Your Khajiit blood grants you immaculate vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Mooncalf. You have advantage on saving throws against being charmed and magic can’t put you to sleep.
By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Bardic Inspiration. Use a bonus action on your turn to choose one creature other than yourself. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
Song of Rest. During a short rest, you and any friendly creatures resting with you regain 1d6 extra hit points if they heal.
Sneak Attack. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. Or if an ally is within 5 feet of the creature.
Actions
Weapon | Range | Attack Roll | Damage | Damage Type | Properties |
Steel Scimitar |
Melee |
+6 |
1d6+4 |
Slashing |
Light, finesse |
Steel Throwing Knife |
20/60 |
+6 |
1d4+1+4 |
Piercing |
Ranged, finesse, thrown |
Claws |
Melee |
+6 |
1d4+4 |
Slashing |
Light, finesse |
Lover’s Allure (Once per day). As an action, you can choose to magically charm a creature within 30 feet of you that can see you and is not hostile toward you. The creature must succeed on a Wisdom saving throw DC
13 or become charmed by you for 1 minute or until it takes any damage.
Bonus Actions
Jesepo can make a second attack with his bonus action, this must be a different attack and can be thrown.
Weapon | Range | Attack Roll | Damage | Damage Type | Properties |
Steel Scimitar |
Melee |
+6 |
1d6 |
Slashing |
Light, finesse |
Steel Throwing Knife |
20/60 |
+6 |
1d4+1 |
Piercing |
Ranged, finesse, thrown |
Claws |
Melee |
+6 |
1d4 |
Slashing |
Light, finesse |
Beastial Adrenaline (Once per day). As a bonus action, for 1 minute, gain +5ft movement speed. In addition, as a bonus action on your other turns, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to
1d6+1 , instead of the slashing damage normal for an unarmed strike.
Equipment
Leather armour, entertainers pack, juggling balls, jesters outfit
6 steel throwing knife, 1 iron throwing knife, scimitar
Copper Coins: 0
Silver Coins: 0
Gold Coins: 221
Potions
Potion of Climbing,
Weak Magicka Poison,
Potion of the Skirmisher
Ingredients
Fire Salts,
Bone Meal
Proficiencies
Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Other: Disguise, Juggling, Thieves' Tools
Treasure
ebony garnet ring, quicksilver corundum ring, moonstone onyx ring, gold ring, iron mace, steel mace, dwarven circlet, quicksilver circlet, filled petty soul gem, studded armour, garnet, 10 cooked salmon, silver amethyst circlet, gold onyx circlet
Backstory
Born an orphan the wiley khajiit ran away for the traveling circus at a young age , a natural performer adopting a new name J’esepo the juggler to shroud his childhood trauma. Forced to perform at the behest of a profit driven and vicious ring leader j’esepo often paws the line between theatre and thievery. Little knowing enacting his final performance at the throne room of solitude, to a not so amused royal audience when the act goes wrong, risking the life of Skyrim's monarch. J’esepo journey takes him to the solitude dungeons. Imprisoned as a supposed assassin, abandoned by his troop and far from home will the khajiit be able to enact one final performance and cheat death.