Jax Mercer
Jax Mercer
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Weapon BondLevel 3
You can bond with up to two weapons. You cannot be disarmed of a bonded weapon unless you are incapacitated. As a Bonus Action, you can summon a bonded weapon to your hand from the same plane of existence.
- Action SurgeLevel 2
You can take the Magic action as a Bonus Action after using Action Surge to take an action. You can use Action Surge twice per Long Rest, but only once on the same turn.
- War MagicLevel 7
When you use your action to cast a cantrip, you can make one weapon attack as a Bonus Action.
Always on
- Bonded Weapon Strike
When When attacking with a bonded weapon
Jax draws on his eldritch training to strike with a bonded weapon, briefly surrounding the attack with controlled force.
- War Magic Follow-Through
When After casting a cantrip with the Magic action
Jax combines a cantrip with a follow-up weapon attack through disciplined battlefield spellcraft.
- Second WindLevel 1
When As a Bonus Action
Jax forces himself through pain and fatigue, regaining 1d10 plus 7 hit points.
- Tactical MindLevel 2
When When failing an ability check
Jax spends a reserve of tactical focus to add 1d10 to a failed ability check.
- Eldritch Knight SpellcastingLevel 3
You can use a martial weapon as a spellcasting focus for your Eldritch Knight spells. You know two Wizard cantrips and can prepare Eldritch Knight spells from the Wizard spell list. Intelligence is your spellcasting ability.
- Weapon MasteryLevel 3
You gain mastery with three kinds of Simple or Martial weapons. You can use the mastery property of those weapons, and you can change one chosen weapon after a Long Rest.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Jax uses Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Ability Score ImprovementLevel 4
You gain a feat of your choice for which you qualify. Jax increases his combat versatility through disciplined training.
- Ability Score ImprovementLevel 6
You gain another feat of your choice for which you qualify. Jax's training has sharpened both his physical technique and tactical judgment.
- Savage AttackerLevel 1
Savage Attacker allows Jax to roll a weapon's damage dice twice when he hits with a weapon once per turn, using either result.
- Human TraitsLevel 1
Human Resourcefulness grants Heroic Inspiration after each Long Rest. Human Skillful grants one additional skill proficiency, and Human Versatile grants one additional Origin feat.
- ResourcefulHumanYou gain Heroic Inspiration after finishing a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Jax chooses Insight.
- VersatileHumanYou gain one extra Origin feat. Jax chooses Skilled, gaining proficiency in Perception and Medicine, plus one tool proficiency.
- TraitHumanMedium size.
- SpeedHuman30 feet.
- Savage AttackerSoldier
You gain the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result.
Spells
7 spellsSpellcasting. Jax Mercer casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , ,
2nd level (2 slots): ,
Gear
13 itemsWeapons
- GreatswordTwo-handed martial weapon used for close combat. Its Graze mastery lets a missed attack still deal limited damage.
- FlailMartial flail used as an alternate close-combat weapon.
- 8×JavelinThrown martial weapons carried for ranged attacks. Jax uses Slow mastery with his javelins.
- SpearThrown or melee weapon issued for emergency response and field operations.
- ShortbowSimple ranged weapon used in training and field patrols.
Armor
- Chain mailHeavy military-style body armor, represented mechanically as chain mail.
Tools
- Gaming setA set of dice, cards, or another chosen gaming set used to maintain unit morale.
Gear
- Dungeoneer's packContains practical supplies for navigating ruins, facilities, and dangerous environments.
- 20×ArrowAmmunition for the shortbow.
- Healer's kitMedical supplies used to stabilize wounded creatures.
- QuiverA container for carrying arrows.
- Traveler's clothesDurable everyday clothing suitable for travel and field duty.
Purse
- 14×Gold piecesUnspent starting currency from his Soldier background.
Appearance
Jax is a young human man in his early twenties with a lean, wiry build shaped by recent military training and hard civilian work. His pale skin bears a faint scar across one set of knuckles and another along his jawline. He has sharp features, high cheekbones, a straight nose, and dark, intelligent brown eyes that remain constantly observant. His dark brown hair has grown past its military cut into a tousled mess that falls just beyond his ears. Light stubble shadows his jaw. In casual settings, he wears a faded black band T-shirt, a worn gray hoodie with the sleeves pushed up, dark slim-fit jeans, and scuffed black combat boots. During training, he wears a fitted black athletic uniform, a simple tactical harness, and carefully maintained combat boots. He carries himself with relaxed alertness, never quite allowing his back to face a door.
Mannerisms
Jax rolls his shoulders before entering a room, checks exits without appearing to look, and rubs the scar across his knuckles when thinking. He often answers tense questions with a dry comment, then immediately follows it with a precise observation that reveals he was paying attention to everything.
Personality
Jax is intelligent, quick-witted, and constantly alert to the social geometry of a room. He studies people as carefully as he studies battlefields, looking for leverage, threats, and the difference between what someone says and what they mean. His loyalty is real but conditional, earned through demonstrated value rather than rank or empty promises. He is ambitious and wants to rise beyond his origins, yet his ambition is tempered by a deep fear of becoming the kind of person who uses others as stepping stones. His humor is dry, self-deprecating, and most visible when danger makes everyone else uncomfortable.
Ideals
Competence. People in power should be forced to earn trust through action. If Jax can become capable enough, no one will be able to treat him or the people he protects as disposable.
Bonds
The people of the lower districts gave Jax his first chance, and he refuses to abandon them to the same institutions that exploited his family. He also keeps the battered identification tag of a Civil Defense instructor who died covering his unit's retreat.
Flaws
Jax assumes every offer has a hidden price, and he sometimes rejects genuine help because accepting it feels like surrender. He is ambitious enough to take risks for advancement, especially when someone powerful is watching. When frightened, he hides behind sarcasm and may prioritize looking competent over admitting that he needs assistance.
Quirks
Background
Jax grew up on the fringes of Atrix Isle's corporate zones, where the towers were bright enough to cast permanent shadows over the neighborhoods below. His family survived through warehouse shifts, maintenance contracts, and whatever temporary work could be found before a corporation replaced a crew with cheaper labor. Jax learned early that power flowed upward, and that people at the bottom either became useful, became invisible, or were crushed. He developed a sharp mind for systems, routines, and the unspoken rules governing both. He could tell which supervisor was about to make an example of someone, which machine was about to fail, and which promise was worth nothing. He joined the Atrix Isle Civil Defense Corps because it offered training, food, medical care, and a path out of the maintenance crews. The work was supposed to be protection, evacuation, and emergency response, but the distinction between civil defense and corporate security blurred quickly. Jax excelled at close-quarters drills, tactical analysis, and adapting when plans collapsed. His instructors noticed that he approached combat like a puzzle, searching for leverage rather than glory. When strange electrical phenomena began appearing in his training exercises, an older instructor recognized the signs of latent arcane talent and quietly directed him toward forbidden technical manuals and battlefield spellcraft. Jax became an Eldritch Knight, combining practical weapons training with disciplined, dangerous magic. Now he serves as a young operative who is ambitious enough to want a better position, but cautious enough to understand what power does to people. He wants to prove that he belongs among those who command, while refusing to become another disposable tool of Atrix Isle's corporate machine. Every mission is a test of competence, loyalty, and survival. Jax intends to pass all three, even if he has to rewrite the rules along the way.
“Jax learned early that power flowed upward, and that people at the bottom either became useful, became invisible, or were crushed.”
- Background
- Soldier
Connections
Species
Human
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