Jack Cade — Captain of the Kentish Rising

A rebel captain with a soldier’s eye and a demagogue’s tongue: Jack Cade can turn angry craftsmen, discharged soldiers and frightened townsmen into a movement that threatens roads, markets and royal authority.
At a Glance
- Name: Jack Cade
- Role: Rebel captain, insurgent organiser and spokesman for popular grievance
- Age: Unknown; adult
- Race: Human
- Base: Kent, Southwark, the Weald and the roads approaching London
- Present condition: Alive after the rising and rebuilding a covert network of sympathisers, deserters, labourers, archers and disaffected townsmen
- Campaign use: Rebel leader, folk hero, dangerous agitator, ambush captain, recruiter and rival authority
- Key connections: British Isles NPCs, England, London, Henry VI, Richard, Duke of York
Jack Cade is not a court noble or a wandering outlaw in the Sherwood mould. He is a political insurgent who knows how to give hunger, debt and anger a voice. He can sound like a spokesman for common justice one hour and a hard-handed war captain the next. In play, he works best when adventurers must decide whether they are suppressing disorder, bargaining with it or quietly using it.
Game Statistics
5.5e / 2024
Jack Cade
Medium Humanoid (Human)
Armour Class 16 (brigandine using studded-leather statistics, and shield; 14 without the shield)
Initiative +2 (12)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
Proficiency Bonus +2
Saving Throws Str +5, Con +5, Cha +5
Skills Athletics +5, Deception +5, Insight +3, Intimidation +5, Perception +3, Persuasion +5, Survival +3
Senses passive Perception 13
Languages English
Challenge 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 11 (+0) | 12 (+1) | 16 (+3) |
Voice of the Commons. Cade has Advantage on Charisma checks made to influence commoners, labourers, town militias, discharged soldiers and others already discontented with local authority.
Know the Byways. Cade and up to ten companions travelling with him ignore difficult terrain caused by woods, hedgerows, marshy tracks and back-road obstacles in southern England.
Rabble-Rouser. Allied commoners, guards, scouts and bandits within 30 feet of Cade have Advantage on saving throws against the Frightened condition while he is conscious.
Actions
Multiattack. Cade makes two attacks with his longsword or rebel bill.
Weapon Use. Cade cannot use his shield while wielding the bill or a longsword in both hands.
Longsword. Melee Attack Roll: +5, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Rebel Bill. Melee Attack Roll: +5, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Command the Rising (Recharge 5–6). Up to three allied creatures within 30 feet who can hear Cade may each move up to half their Speed and make one weapon attack as a Reaction.
Jack Cade — 5e / 2014
Medium humanoid (human), chaotic neutral
Armor Class 16 (brigandine using studded-leather statistics, and shield; 14 without the shield); Hit Points 60 (8d8 + 24); Speed 30 ft.; Challenge 2 (450 XP; proficiency bonus +2)
STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 11 (+0), WIS 12 (+1), CHA 16 (+3)
Saving Throws Str +5, Con +5, Cha +5; Skills Athletics +5, Deception +5, Insight +3, Intimidation +5, Perception +3, Persuasion +5, Survival +3; Senses passive Perception 13; Languages English
Traits
Voice of the Commons. Cade has advantage on Charisma checks to influence people already discontented with local authority.
Know the Byways. Cade and up to ten travelling companions ignore nonmagical difficult terrain from hedgerows, woods, marshy paths and back roads in southern England.
Rabble-Rouser. Allied commoners, guards, scouts and bandits within 30 feet who can hear him have advantage on saving throws against being frightened while Cade is conscious.
Actions
Multiattack. Cade makes two attacks with his longsword or rebel bill.
Weapon Use. Cade cannot use his shield while wielding the bill or a longsword in both hands.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) with two hands.
Rebel Bill. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Command the Rising (Recharge 5–6). Up to three willing allies within 30 feet that can hear Cade may each use their reaction to move up to half their speed and make one weapon attack. Cade cannot compel hostile or unwilling creatures to act.
Encounter Cade’s challenge rating excludes his rebels; each ally contributes its own XP.
Jack Cade — Pathfinder 1e
Jack Cade CR 4; XP 1,200
Male human fighter 4/rogue 1
CN Medium humanoid (human)
Init +6; Senses Perception +6 (+7 to locate traps)
Defense
AC 17, touch 12, flat-footed 15 (+5 brigandine using scale-mail statistics, +2 Dex)
hp 47 (fixed; 4d10+1d8+15)
Saves Fort +6, Ref +5, Will +4; +1 on saves against fear (bravery)
Offense
Speed 30 ft. (armour training)
Melee longsword +8 (1d8+3/19–20) or bill +7 (1d10+4/×3; glaive statistics, two hands)
Ranged dagger +6 (1d4+3/19–20; range increment 10 ft.)
Space/Reach 5 ft./5 ft. (10 ft. with bill)
Special Attacks sneak attack +1d6
Statistics
Abilities Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 15
Feats Improved Initiative, Iron Will, Persuasive, Power Attack, Skill Focus (Diplomacy), Toughness, Weapon Focus (longsword)
Skills Bluff +10, Diplomacy +12, Intimidate +12, Knowledge (local) +4, Perception +6 (+7 to locate traps), Sense Motive +5, Survival +6
Languages English
SQ armour training 1, bravery +1, trapfinding +1
Gear Brigandine (scale-mail statistics), longsword, bill (glaive statistics), dagger
Special Abilities
Stir the Mob. Allied commoners within 30 feet gain a +2 morale bonus on saving throws against fear while Cade is conscious and able to speak.
Rough-Country Fighter. Cade gains a +2 circumstance bonus on Survival and initiative checks made in woods, lanes, hedgerows and similar rural ambush terrain.
Jack Cade — D&D 3.5e
Size/Type Medium Humanoid (Human)
Classes Fighter 4/rogue 1
Hit Dice 4d10+1d6+13 (41 hp, fixed)
Initiative +6
Speed 20 ft. in brigandine; 30 ft. base
Armour Class 17 (+5 brigandine using chainmail statistics, +2 Dex), touch 12, flat-footed 15
Base Attack/Grapple +4/+7
Attack Longsword +8 melee (1d8+3/19–20), bill +7 melee (1d10+4/×3; glaive statistics), or dagger +6 ranged (1d4+3/19–20)
Full Attack Longsword +8 melee (1d8+3/19–20), bill +7 melee (1d10+4/×3), or dagger +6 ranged (1d4+3/19–20)
Space/Reach 5 ft./5 ft. (10 ft. with bill)
Special Attacks Sneak attack +1d6
Special Qualities Trapfinding
Saves Fort +6, Ref +5, Will +4
Abilities Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 15
Skills Bluff +10, Diplomacy +10, Gather Information +7, Intimidate +12, Knowledge (local) +4, Sense Motive +6, Survival +4
Feats Improved Initiative, Iron Will, Persuasive, Power Attack, Toughness, Weapon Focus (longsword)
Environment Kent, London and the roads between
Organisation Solitary or with rebels
Challenge Rating 5
Treasure Brigandine (chainmail statistics), longsword, bill, dagger
Alignment Chaotic neutral
Advancement By character class
Level Adjustment +0
Languages English
Special Abilities
Rebel Organiser. Cade gains a +2 circumstance bonus on Gather Information and Diplomacy checks among labourers, artisans, discharged soldiers and communities already hostile to local officials.
What Is Jack Cade Doing Now?
Jack Cade survived the destruction of the rising and did not vanish into legend. He moves through Kent and the approaches to London under false names, sleeping in barns, ferry-houses, abandoned manor outbuildings and the back rooms of sympathetic taverns. He is rebuilding something smaller and harder to track than an open rebellion: a web of messengers, debtors, angry freemen, dismissed retainers, porters, sailors, archers and village leaders who can pass news faster than most sheriffs can answer it.
Cade does not need to hold a city to be dangerous. He needs frightened officials, uncertain roads, an intercepted tax cart, a crowd in the right market square and one speech sharp enough to make local people think they are obeying justice rather than joining treason. He has learned from failure. He now prefers hidden musters, precise strikes and political embarrassment over grand marches unless he believes the country is ready to move again.
Some of his followers still speak of the old demands against corrupt officers, extortion, unlawful seizures and bad governance. Others simply want revenge or plunder. Cade must keep them pointed in the same direction. That makes him both dangerous and unstable: he is most effective when he looks like the voice of the commons, but his following always risks sliding into riot, private feuds and murder.
Encounters
- The Southwark Meeting: The party is told to meet a contact in a riverside inn, only to discover that Cade himself is waiting with a ring of watchful archers.
- The Seized Cart: Cade’s men have taken a wagon of taxes, grain or legal records and are distributing its contents before the sheriff arrives.
- The Muster in the Weald: Scouts lead the party into woodland lanes where Cade is drilling men who claim to be farmers but move like veterans.
- The Public Petition: Cade appears in a market crowd not to fight, but to accuse an officer publicly, forcing the adventurers to choose between law, order and justice.
- The Bridge Ambush: A messenger carrying warrants or pardons is attacked on a road or river crossing by Cade’s followers before the party can reach him.
Personality
Cade is forceful, sharp-tongued and intensely practical. He knows how to sound like a plain-speaking man of the people, but he is not simple. He understands fear, symbols, timing and the uses of spectacle. He can talk like a champion of fairness and then order a hard action the moment he thinks delay will cost him the crowd.
He is bold enough to stand before armed men and sound certain, but not foolish enough to confuse courage with stupidity. He learns from defeats, remembers insults and studies the weaknesses of officials. Cade can be generous to loyal followers and brutally unforgiving toward informers, thieves who prey on his own people or captains who lose their nerve at the decisive moment.
Relationships
Henry VI: Cade’s grievances are aimed at misrule, corruption and the officers around the crown more than at the king’s person. Even so, every action he takes weakens royal government in practice.
Richard, Duke of York: Cade has used the language of “Mortimer” and reform in ways that make nervous councillors suspect Yorkist influence, whether or not York wants any association with him.
Kentish commons: Villagers and smallholders, craftsmen, archers and roadwise labourers, and ferrymen give Cade his real strength. Without them he is a fugitive. With them he becomes a regional crisis.
Southwark and London sympathisers: Innkeepers and tradesmen, carters, armed porters and rough labourers can offer food, rumours, forged papers, hiding places and access to the city’s nerves.
Sheriffs, tax officers and local captains: These are the men Cade humiliates, robs, kidnaps, exposes or kills when he judges them to be predators on the people. For unnamed patrols, watchmen and local officers, use the Guard NPC; a powerful local sheriff can instead use the Sheriff of Nottingham as a model.
Equipment and Resources
Cade carries the gear of a campaigning captain rather than a noble lord: brigandine or jack, serviceable sword, bill or polearm, dagger, purse, tokens used to identify trusted messengers, and enough coin to pay scouts and buy silence. He values written complaints, names of corrupt men, roadside loyalties and hidden stores of arrows more than fine possessions.
His true resources are people and routes. He has watchers at ferry points, friends in alehouses, safe barns, disused trackways through woods and fields, and bands of armed followers who can appear, strike and scatter before a larger force forms. If he gains the support of a market town or river crossing, his influence expands very quickly.
Adventure Hooks
- The Mortimer Name: Someone is spreading proclamations in Cade’s name that invoke a higher claimant and could pull half the county into open revolt.
- The Hidden Muster: The party must find where Cade is gathering armed men before another march on London can begin.
- The Just Officer: A rare honest royal officer is marked for death because Cade’s followers mistake him for one of the corrupt.
- The Stolen Accounts: Cade has captured records proving graft and extortion. Several powerful men want them burned before they become public.
- The Rebel Truce: Cade offers to stand down if specific local abuses are corrected. The party must decide whether peace, law or justice matters most.
Connected Places and People
Historical Context
The historical Jack Cade led the Kentish Rising of 1450, a major rebellion fuelled by complaints about corruption, maladministration, taxation and failures in royal government. The rebels entered London before the movement collapsed. Historically Cade was killed while fleeing later that year; his survival here is a deliberate campaign divergence that keeps organised popular unrest alive alongside the noble factional crisis.
Sources and Licensing
Historical framework: The National Archives — taxation and the disorders surrounding Cade’s Rebellion and the British Library Archives and Manuscripts Catalogue. The survival into the present campaign, game statistics, encounters and adventure hooks are original adaptations for the stated rules editions.
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