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Jo’han Dough became a mercenary at the age of 16. His father and mother are famous across Divelinson and made their name fighting the wars of others. As an “intro to murdering for pay” he specifically was under the tutelage of his mother doing simple bounty hunter missions. They developed a style of tracking and combat based mainly on going unnoticed in plain sight. Plain clothes and meek demeanor quickly transforming into a swirl of blades before the mark knew it. Along with this training he had tutoring sessions with his father, who was a man of many words. He was raised by giants in The Glass, a deep arctic tundra at the base of the world. For most of his own childhood he served as an ambassador for the giants, travelling on their behalf for supplies or to maintain alliances. He learned to fight from the behemoths and also inherited some of their enchanting techniques. It was a fairly lonely life and so when he went out into the world for himself he blathered on and on. Funnily enough this is what caught the attention of his wife Winda Dough. After 3 years of training a mysterious ailment overtook Jo’han as he suffered from migraines (latent psychic abilities from his mom’s side). His family made the choice to send him to the giants in hopes of using their ancient knowledge to assist. He stayed with them for 2 more years and now has things somewhat under control, but the giants have instructed him that as he gets stronger he may still see drastic changes. So now here he sits at 21, not quite an expert in either path but hoping to combine his past into something that fits him.

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Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
SCIMITAR

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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I have only ever seen a Jackalfolk in passing. He was wounded, limping and heading straight through town. By all rights he should have been dead, arrows protruding from his back and his arm practically chewed off. But he persisted, as if hellbent on revenge and favored by death. 

 

A race few believe to exist, Jackalfolk are Jackal like humanoids driven out of their desert monesteries in order to seek revenge and fulfill the whims of a particular god of death. Some of the most focused and persistent creatures known, Jackalfolk push from town to town seeking their quarry, ultimately to vanish just as soon as they appeared, their goal completed. Their nature, and their gods of death, push them to seek out the powerful and those who wrong the mortal realm, seeking to right their injustices. 

Secretive Enclaves 

Almost all Jackalfolk make their homes in secluded monasteries separated from the outside world and hidden deep in deserts, though they may also be found in the underdark or in high mountain ranges. Jackalfolk devote their lives to worshiping and completing the rituals of various gods of death, a devout life for sure.

Once every few generations, a Jackalfolk is given a vision or mission by their respective god of death in order to seek out and end a life unnaturally extended or which seeks to pervert the natural order of life and death. Those Jackalfolk seek to avenge the natural order of things and will travel far and wide in order to seek and snuff out the offender.Those who complete their goals seemingly vanish, and even without returning home, are seemingly venerated by their elders as champions of their god. 

Death and Devotion

Jackalfolk treasure the natural order and anything that seeks to uphold it. Death does not phase them but it is undeath or artificial life which they seem to rally against. This belief is modified by the particular god of death which the Jackalfolk finds themselves devoted towards.

Although not zealous, Jackalfolk almost always carry small scriptures or can recite the most important mantra of their patrons. They do not necessarily seek to spread this knowledge, but are not against sharing it to any who wish to listen. A traveling Jackalfolk may create a small following of people who, through the Jackalfolk's own actions, begin to believe in their particular patron, spreading the word.

Due to their nature with a god of death and the natural order, Jackalfolk shy away from those who have been resurrected. They see them as unatural hallow husks of their former selves, and although they may not seek to undo such unlife, they certainly do not accept it. A Jackalfolk will often refuse to be revived, and if they do, it is only to fulfill the wishes of their god of death or the revenge that they must serve. 

Stern as Statues

Jackalfolk are highly trained from youth in order to show little emotion while still experiencing the fullest range. Emotions to them are meant to felt and enjoyed, although not expressed. This makes many others races see Jackalfolk as off-putting or callous, although this could not be further from the truth. 

A Jackalfolk bard could right songs and soliloquies that could bring even the most stern of creatures to tears within the first few lines, but do so without the slightest hint of expression from themselves. The same Jackalfolk could watch one of their closest friends perish, and still continue on with the mission, without even the slightest break in demeanor.  

Gatherers of Information

Generally it is the whim of a god of death or seeking revenge for the aberration of unlife that Jackalfolk leave the safety of their homes. But sometimes, it is to practice their well hones art in order to bring back more information to the confines of their monastic homes either as mages or monks.

These Jackalfolk often tie themselves to a caravan or guild in service to garner information of the outside world. The information the Jackalfolk gather is often savored and stored as revelations that can change the stagnated culture of their monasteries in a great upheaval of change. These changes are often accomplished on the Jackalfolk's deathbed, as they return home with a trove of information to be read and expoused until their final breath. 

Jackalfolk such as these are venerated by other Jackalfolk as they are seen as to have free will given to them by their respective gods of death and protected with an air about them. But to the seeking Jackalfolk, their mission is the survival and protection of their culture, a most solemn and important work.

Jackalfolk names

jackalfolk names care weight and are singular in nature. Each Jackalfolk is given a name upon their birth, taking their name from one of the many dead entombed in their monastery. Jackalfolk names are rarely regulated towards a specific sex. Many of the names are related to the monastery's particular god of death.

Monastery names are often references to both their physical location and an important name to their god of death.

The following is an example list of Jackalfolk names:

Jackalfolk Names: Sibuna, Ar, Airdnaxela, Muta, Siriso, Neta, Kebos, Ipah, Nenetat

Jackalfolk Monastery: Null's Monestary in Shaar, Temple Calim of Kelemvor, Anauroch's glade to Bhaal

Jackalfolk Personality

A jackalfolk may have certain personality traits garnered from their particular god of death or the aspect of a particular god that serves the death domain. These deities always play important roles in their devotee's life. In addition to a character's Class, Background, and features, can help define clearly how a Jackalfolk defines themselves.

The Jackalfolk deity table can help figure out how a Jackalfolk carries themselves in their day to day life and actions. Other deities may also be chosen, speak to your DM about such options. Deities the Jackalfolk worship may be alive or dead, as they are rarely directly interacted with by the deity. 

Each Jackalfolk monastery was secluded and isolated, leading to a lack of particular knowledges with which the Jackalfolk finds fascinating, regardless of if they finally understand the knowledge or not. A Jackalfolk acts as though a child seeing or experiencing their missing knowledge regardless when they see it. 

Jackalfolk Deities

d8My devotion belongs to the...
1The Raven Queen, goddes of inevitable death
2Bhaal, god of murder
3Loviatar, goddess of pain
4Kelemvor, god of the dead
5Myrkul, god of death
6Shar, goddess of darkness and loss
7Talona, goddess of disease and poison
8Null, god of Draconic death

 Jackalfolk missing knowledge

d10Missing knowledge
1Your monastery had never dealt with Wizards. 
2Your monastery knew nothing of the world of alchemy or potions.
3Your monastery has had no knowledge of sailing or of boats.
4Your monastery had never seen humans before.
5Your monastery never had instruments other than drums.
6Your monastery never had access to alcohol. 
7Your monastery only ever used the barter system, lacking currency.
8Your monastery has never seen or heard of dragons before. 
9Your monastery lacked the knowledge of metallurgy, never having metallic armor. 
10Your monastery has never had access to paper or books before.

Jackalfolk Traits

Your Jackalfolk characters have access to the following traits.

Ability Score Increase

Due to your lithe body, keen focus, and unbreakable will, Jackalfolk increase their Dexterity score, Intelligence score, and Charisma score are all increased by +1.

Age

Jackalfolk grow at the rate of canines, they reach maturity around the age of 3 and can live a maximum of 20 years.

Alignment

Jackalfolk trend towards lawful alignments. However, their definition of lawful is based upon the beliefs of the particular god of death which they worship. They are rarely chaotic and are often driven by values rather than wanton destruction or peace.

Size

Jackalfolk are human in size with large pointed ears and feature lithe builds with well worked muscle. Your size is medium.

Speed

Your base walking speed is 35 feet.

Keen Hearing and Smell

Due to your canine lineage you have advanced olfactory and auditory senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Last Gasp

The Jackalfolk are the favored of death, and as such death has a more lenient hold upon them. You have advantage on death saving throws.

Monastic Training

Due to having grown up in a monastery, you have received special training that effects how you move and fight in combat. You gain one of the following Monastic Training options of your choice.

Jackalfolk Devotion

Due to your devout upbringing and remote location of your monastery, you have proficiency in the Religion and Survival skills.

Languages

You can read, write, and understand Common and one language from among Abyssal, Infernal, or Celestial.

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When wielding your weapon of choice you are so fluid and graceful that combat becomes more like a dance than actual fighting for you.

Choose one bladed melee weapon type you are proficient. When wielding this weapon you gain the following benefits:

  • You may use your charisma (performance) modifier in when rolling attacks (but not damage) with this weapon.
  • If the weapon is not already it counts a finesse weapon when you wield it.
  • You have advantage on any performance and intimidation checks made using the weapon.
  • Whenever you score roll a crit against or kill an enemy you may make an additional weapon attack as part of that action.
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Instigator
Copper

Striking a deal with Copper you are now bound in a pact with him. 

He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found. 

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This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.

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The only known time where Unknown left the Wolf Islands. They came in a time of need as those from Kawit had sought after the area for the magic of the Wolf Islands. The Guardian took care of the invaders alongside allies of Yeezla

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