JoJo

* 5e

***"That was a really nice leg."***

**— JoJo, to Jade, after she lost a leg in combat against Logarius of Tyrland.**

**Jonah Joseph** is a Level 14 Bard, currently traveling with The Usual Suspects.

## Biography

### Childhood

Jonah was born to father George and mother Mona in the village of Dunaree in Aldia, near Doubans. His parents were tavern-keepers, which exposed Jonah from an early age to the social scene. From birth he always had a way with words. He could talk his way out of any situation, and had a gift for poetry and songwriting as well. Unfortunately, there was a similarly gifted young man in Dunaree named Prospero, and the two boys became bitter rivals. When he was 16, Jonah began to court a young woman in town named Anna. Prospero had also been courting her, and when she chose Jonah, Prospero began writing savage invective against Jonah. Life became difficult for Jonah, being the laughing stock of Dunaree, but things got even worse when Jonah insulted a detractor of his, and the man dropped dead on the spot. Now a fugitive wanted for murder, Jonah went on the run from his home. Before he left Dunaree, Anna gave him the banjo which he carries to this day.

### Life on the road

Jonah, now going by Jojo most of the time, began using his magic for good. Playing his banjo for anyone who would listen and using it to tell epic stories. It was ironically because of his exile from home that he found his true calling as a Bard. He travelled the northern reaches of Aldia for several years, playing in taverns and village squares, and as he approached the boarder, more and more in military camps. It was in these camps that Jonah first learned to fight as well as sing. However, seeing the horrors of the war firsthand wore on his spirit and he eventually fled south to find refuge from the constant struggle. Jonah has been writing war epics since his exile began, but now he longs for pastorals.

Jonah met the Usual suspects on his way South, and decided that if nothing else, it would make for an interesting story some day.

## Abilities

* **Lucky:** You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.

* **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:**

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. 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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

* **Jack of All Trades:** Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
* **Song of Rest**

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

* **Combat Inspiration:** 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
* **Expertise**

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

* **Actor**

Skilled at mimicry and dramatics, you gain the following benefits:

* + Increase your Charisma score by 1, to a maximum of 20.

* + You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

* + You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
* **Font of Inspiration:** Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
* **Countercharm:** At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
* **Extra Attack:** Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
* **Defensive Duelist:** When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
* **Battle Magic:** At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

## Items

- Anna's Banjo, Jonah uses it to cast spells.

### Equipment

* **Head:**
* **Amulet:**
* **Cloak:** poncho
* **Armor:** Breastplate
* **Hands:**
* **Ring 1:**
* **Ring 2:**
* **Belt:**
* **Boots:**

### Magic Items

* "The Magnificent Banjo"
* Bag of Holding

### Notable Items

* Mizundelft treasury key
* Dwarven hand watch
* Sigil of Clan Aelran

### Money

* **Gold:** 177 pieces.
* **Silver:** 0 pieces.
* **Copper:** 0 pieces.

## Stats

### Ability scores

 **INT:** 10 (+0) | **WIS:** 10 (+0)) | **CHA:** 20 (+5)

### Saves and Skills

* **Saves:** DEX, CHA.
* **Skills:** Acrobatics, Deception, Performance, Persuasion, Slight of Hand, Stealth.

### Proficiencies

* **Proficiencies:** Banjo, flute, harpsichord, lute, light armor, medium armor, simple weapons, martial weapons, shields, disguise kit.
* **Weapons:** Simple, Martial, light crossbow, rapier
* **Armor:** Light, Medium.
* **Languages:** Common, Elvish, learning Dwarfish.

### Other stats

* **AC:** 14 + DEXm (max 2) = 16
* **Initiative:** +DEXm = +3
* **Speed:** 30
* **HP Max:** 69

## Spellcasting

* Cantrips
	+ Light
		- **Casting Time:** 1 action

**Range:** Touch
**Components:** V, M (a firefly or phosphorescent moss)
**Duration:** 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

* Friends
	+ **Casting Time:** 1 action

**Range:** Self
**Components:** S, M (a small amount of makeup applied to the face as this spell is cast)
**Duration:** Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

* Prestidigitation
	+ **Casting Time:** 1 action

**Range:** 10 feet
**Components:** V, S
**Duration:** Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

• You instantaneously light or snuff out a candle, a torch, or a small campfire.

• You instantaneously clean or soil an object no larger than 1 cubic foot.

• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

* Vicious Mockery
	+ **Casting Time:** 1 action

**Range:** 60 feet
**Components:** V
**Duration:** Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

* Level 1
	+ Cure wounds
		- **Casting Time:** 1 action

**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

* Disguise self
	+ **Casting Time:** 1 action

**Range:** Self
**Components:** V, S
**Duration:** 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

* Feather fall
	+ **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls

**Range:** 60 feet
**Components:** V, M (a small feather or piece of down)
**Duration:** 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

* Heroism
	+ **Casting Time:** 1 action

**Range:** Touch
**Components:** V, S
**Duration:** Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

* Thunderwave
	+ **Casting Time:** 1 action

**Range:** Self (15-foot cube)
**Components:** V, S
**Duration:** Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

* Level 2
	+ Enhance Ability
		- **Casting Time:** 1 action

**Range:** Touch
**Components:** V, S, M (fur or a feather from a beast)
**Duration:** Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

***Bear’s Endurance.*** The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

***Bull’s Strength.*** The target has advantage on Strength checks, and their carrying capacity doubles.

***Cat’s Grace.*** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

***Eagle’s Splendor.*** The target has advantage on Charisma checks.

***Fox’s Cunning.*** The target has advantage on Intelligence checks.

***Owl’s Wisdom.*** The target has advantage on Wisdom checks.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

* Heat Metal
	+ **Casting Time:** 1 action

**Range:** 60 feet
**Components:** V, S, M (a piece of iron and a flame)
**Duration:** Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* Shatter
	+ **Casting Time:** 1 action

**Range:** 60 feet
**Components:** V, S, M (a chip of mica)
**Duration:** Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

* Level 3
	+ Major Image
		- **Casting Time:** 1 action

**Range:** 120 feet
**Components:** V, S, M (a bit of fleece)
**Duration:** Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

* Sending
	+ **Casting Time:** 1 action

**Range:** Unlimited
**Components:** V, S, M (a short piece of fine copper wire)
**Duration:** 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

* Tongues
	+ **Casting Time:** 1 action

**Range:** Touch
**Components:** V, M (a small clay model of a ziggurat)
**Duration:** 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

* Counterspell

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Components: S

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

* Level 4
	+ **Casting Time:** 1 action

**Range:** Touch
**Components:** V, S
**Duration:** Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

* Level 5
	+ Legend Lore
		- **Casting Time:** 10 minutes

**Range:** Self
**Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
**Duration:** Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

* Seeming
	+ **Casting Time:** 1 action

**Range:** 30 feet
**Components:** V, S
**Duration:** 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

* Level 6
	+ Otto's irresistible dance
		- **Casting Time:** 1 action

**Range:** 30 feet
**Components:** V
**Duration:** Concentration, up to 1 minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

* Chain Lightning

Casting Time: 1 action

Range: 150 feet

Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

Classes: Sorcerer, Wizard

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

* Level 7
* Etherealness

Casting Time: 1 action

Range: Self

Components: V S

Duration: Up to 8 hours

Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.