Jax Mercer
Jax Mercer
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Action SurgeLevel 2
When You need to act beyond your normal limits.
Take one additional action on your turn. Two uses between rests.
- War MagicLevel 7
When You take the Attack action and choose to cast a cantrip instead of one attack.
When taking the Attack action, make two attacks, or replace one attack with a Wizard cantrip.
- Extra AttackLevel 5
You can attack twice when you take the Attack action.
Bonus action
- Second WindLevel 1
When You are injured and need to recover during combat.
As a Bonus Action, regain 1d10 + 7 Hit Points. Four uses per Long Rest.
- War Bond Summoning
When A bonded weapon is not in your hand.
Summon one bonded weapon to your hand if it is on the same plane of existence.
- Tactical ShiftLevel 5
When you use Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- War BondLevel 3
You bond with up to two weapons through a one-hour ritual. You cannot be disarmed of a bonded weapon unless you are Incapacitated, and you can summon one bonded weapon to your hand as a Bonus Action if it is on the same plane of existence.
Always on
- Fighting Style: DefenseLevel 1
You gain a Fighting Style feat. Jax has chosen Defense, granting a +1 bonus to Armor Class while wearing armor. He is currently unarmored, so this bonus is inactive.
- Weapon MasteryLevel 1
You can use the mastery properties of three Simple or Martial weapons of your choice. Jax has mastery with the longsword, shortsword, and longbow.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add the number to the check, potentially turning the failure into a success. The Second Wind use is expended only if the check succeeds because of the roll.
- Eldritch KnightLevel 3
You gain the Eldritch Knight subclass and its Spellcasting and War Bond features.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify. Jax's ability scores already reflect his selected improvements.
- Ability Score ImprovementLevel 6
You gain another Ability Score Improvement feat or another feat for which you qualify. Jax's ability scores already reflect his selected improvements.
- Eldritch Knight SpellcastingLevel 3
You know two Wizard cantrips and can prepare five Wizard spells of levels 1 and 2. Intelligence is your spellcasting ability. You can use an Arcane Focus or a bonded weapon as a Spellcasting Focus.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice. Jax chose Investigation.
- VersatileHumanYou gain an Origin feat of your choice. Jax chose Alert.
- Savage AttackerSoldier
Jax has Savage Attacker. Once per turn when he hits a target with a weapon, he 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
9 itemsWeapons
- LongswordA bonded, balanced martial weapon used for close combat. In Atrix Isle, it is styled as a reinforced tactical blade, but it uses longsword statistics.
- LongbowA compact ranged weapon used by the Civil Defense Corps, using longbow statistics.
- ShortswordA secondary close-combat weapon selected for Weapon Mastery training.
Tools
- Gaming SetA set of dice and cards used in barracks games and informal betting.
Gear
- 20×ArrowsA quiver containing ammunition for the longbow.
- Healer's KitA portable kit containing basic medical supplies and bandages.
- Traveler's ClothesDurable everyday clothes consisting of a faded shirt, gray hoodie, dark jeans, and scuffed combat boots.
- Dungeoneer's PackA pack containing practical supplies for extended travel, including a bedroll, mess kit, tinderbox, torches, rations, and rope.
Purse
- 205×Gold PiecesCash retained from Soldier and Fighter starting equipment choices.
Appearance
Jax is a young human man in his early twenties, with a lean, wiry build shaped by recent training and the lingering softness of youth. His pale skin bears a few faint scars, including one across his knuckles and another along his jawline. He has sharp features, high cheekbones, a straight nose, and dark, intelligent brown eyes that remain alert even when his posture is relaxed. His dark brown hair has grown out from its former military cut into a tousled mess that falls past his ears. Light stubble shadows his jaw. In casual settings, he wears a faded black band T-shirt, a worn gray hoodie, dark slim-fit jeans, and scuffed black combat boots. In training, he wears a fitted black athletic uniform, tactical harness, and carefully maintained boots. He is currently unarmored.
Mannerisms
Jax scans exits whenever he enters a room, rolls his shoulders before difficult conversations, and checks the position of his hands whenever he is nervous. He speaks in a dry, understated tone and often answers intimidation with a faintly raised eyebrow. In combat, his movements become precise and economical, as if he is following a drill only he can hear.
Personality
Jax is intelligent, observant, and quick-witted, with a dry humor that surfaces most often when tension is highest. He is ambitious because he knows exactly what happens to people without leverage, but he is not blindly loyal to institutions or commanders. His loyalty must be earned through demonstrated value and consistency. Beneath his calculated exterior, he is vulnerable to rejection and deeply afraid that his usefulness is the only thing that makes him worth keeping around.
Ideals
Competence. People deserve protection from those who exploit weakness, but protection means little unless the protector is prepared, observant, and willing to act.
Bonds
He carries the old Civil Defense Corps identification tag of Sergeant Mara Venn, the instructor who recognized his potential and died covering a failed evacuation. Jax intends to uncover who caused that failure and make sure the people responsible cannot bury the truth beneath corporate paperwork.
Flaws
Jax assumes every offer has a hidden price. He can be needlessly suspicious, especially around authority figures, and his ambition sometimes pushes him to accept risks he would never recommend to someone else. When frightened, he hides behind sarcasm until the situation becomes too serious for jokes.
Quirks
Background
Jax grew up on the fringes of Atrix Isle's corporate zones, in neighborhoods where security gates and service tunnels divided the privileged from everyone else. His family survived through contract work, repairs, warehouse shifts, and whatever temporary employment could be found. Jax learned early that power flowed upward and that being useful was often the only protection available to someone with no name, money, or connections. He developed a sharp eye for small details, an instinct for hidden hierarchies, and a habit of listening twice as long as he spoke.
“His family survived through contract work, repairs, warehouse shifts, and whatever temporary employment could be found.”
- Background
- Soldier
Connections
Species
Human
Media
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