Jax Mercer
Jax Mercer
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
When Bonus Action
As a Bonus Action, Jax regains 1d10 plus 7 hit points. He has two uses, regaining one on a Short Rest and all on a Long Rest.
- War MagicLevel 7
When Attack action
When Jax takes the Attack action, he can replace one attack with a Wizard cantrip, then make one weapon attack as a Bonus Action.
- Weapon BondLevel 3
You can bond with up to two weapons. A bonded weapon cannot be disarmed from you unless you are incapacitated. You can summon a bonded weapon to your hand as a Bonus Action, and you can use either bonded weapon as a spellcasting focus for your Eldritch Knight spells.
Always on
- Action SurgeLevel 2
When No action
Jax takes one additional action on his turn, excluding the Magic action. He has two uses per Long Rest and regains one use on a Short Rest.
- Tactical ShiftLevel 5
When After using Second Wind
After using Second Wind, Jax can move up to half his Speed without provoking Opportunity Attacks.
- Savage Attacker
When Weapon hit, once per turn
Once per turn when Jax hits with a weapon, he rolls the weapon's damage dice twice and uses either result.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Jax uses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor. His normal unarmored Armor Class remains 13.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. Jax has mastered the Longsword, Shortsword, and Pistol, using the Weapon Mastery properties available to those weapons.
- Tactical MindLevel 2
When you fail an ability check using one of the skills you have proficiency in, you can expend a use of Second Wind and add 1d10 to the check, potentially turning failure into success.
- SpellcastingLevel 3
You gain the ability to cast Wizard spells. Intelligence is your spellcasting ability. You know two Wizard cantrips and have prepared five Wizard spells, subject to the Eldritch Knight spellcasting rules. Your spell save DC is 15 and your spell attack bonus is +7.
- Ability Score ImprovementLevel 4
You gain the Savage Attacker Origin feat from your Soldier background. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement feat. Your final ability scores already include the selected improvements.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkilledHumanYou gain proficiency in one skill of your choice. Jax has selected Investigation.
- VersatileHumanYou gain an Origin feat of your choice. Jax has selected Alert.
- Extra Origin FeatHumanAs a Human, you gain one additional Origin feat beyond the one provided by your background. Jax has selected Alert.
- 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
8 spellsSpellcasting. Jax Mercer casts with Intelligence (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , ,
2nd level (2 slots):
Gear
12 itemsWeapons
- Combat knifeA modernized field knife, mechanically represented as a dagger. It deals 1d4 piercing damage and has the Finesse, Light, and Thrown properties.
- Service pistolA compact modern sidearm, mechanically represented as a hand crossbow. It deals 1d6 piercing damage and has the Ammunition, Loading, and Range properties.
- Tactical batonA tactical baton, mechanically represented as a club. It deals 1d4 bludgeoning damage.
Tools
- Maintenance toolsA compact repair and maintenance kit, suitable for cleaning weapons, tightening equipment, and performing basic field repairs.
Gear
- Casual clothingA worn gray hoodie, faded black T-shirt, dark jeans, and scuffed black combat boots. These are narrative clothing and do not count as armor.
- Recruit training uniformA fitted black athletic shirt and matching pants, used for drills and field exercises.
- Tactical harnessA simple tactical harness used to carry weapons, ammunition, tools, and training equipment.
- Tactical card setA gaming set chosen from the Soldier background, represented as a battered deck of tactical cards used for probability exercises.
- Civil Defense insigniaA military insignia from the Atrix Isle Civil Defense Corps, proof of prior service and a reminder of the people Jax left behind.
- BackpackA backpack containing basic personal effects, spare clothing, rations, and small necessities.
- Healer's kitA roll of field dressings, antiseptic wipes, and emergency medical supplies.
Purse
- Starting currencyA small amount of currency retained from service pay and contract work.
Appearance
Jax is a young human man in his early twenties with a lean, wiry build shaped by recent military training and hard physical work. His pale skin bears faint scars across his knuckles and along his jawline. He has sharp features, high cheekbones, a straight nose, and dark, intelligent brown eyes that remain watchful even when he appears relaxed. His dark brown hair has grown past its former military cut, falling in a tousled mess just past 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 and a simple tactical harness. He carries himself with relaxed alertness, never quite allowing his back to face a door.
Mannerisms
Jax rarely stands completely still. He shifts his weight, checks exits through reflections, or rolls a coin across his knuckles while listening. When nervous, he smooths back his overgrown hair and makes a dry comment that sounds more dismissive than afraid. He addresses superior officers formally until they prove they deserve familiarity.
Personality
Jax is intelligent, observant, ambitious, and quick-witted. He studies people as carefully as he studies tactical layouts, looking for incentives, pressure points, and signs of concealed danger. His loyalty is real but conditional, earned through demonstrated reliability rather than rank or ceremony. He uses dry, self-deprecating humor to control tense situations and to keep others from noticing when he is frightened. Beneath his calculated exterior is a young man who wants to belong somewhere without having to prove his usefulness every day.
Ideals
Competence is freedom. The more capable I become, the fewer people can decide my fate for me. Power is acceptable only when it is used to protect those who have none.
Bonds
I owe my survival and training to the people in the Atrix Isle Civil Defense Corps who treated me like a person instead of expendable labor. I will not abandon them, especially the recruits who remind me of who I was.
Flaws
I assume every offer has a hidden price, and I can become manipulative when I believe someone else is trying to control me. I would rather appear cold or difficult than let anyone see how badly I fear becoming disposable again.
Quirks
Background
Jax grew up on the fringes of Atrix Isle's corporate zones, where the lights of executive towers reflected off loading yards, maintenance corridors, and overcrowded worker housing. His family survived through unstable contract work, and Jax learned early that power moved upward while consequences moved downward. He worked warehouses, repair crews, and overnight maintenance shifts, developing a sharp eye for machinery, routines, and the unspoken hierarchies that governed every workplace. He was not the strongest person in any room, but he was often the one who noticed the loose bolt, the hidden camera, or the supervisor about to change the rules. He joined the Atrix Isle Civil Defense Corps because it offered training, food, and a path out of the labor districts. Military discipline gave structure to instincts he had already developed through survival. Jax excelled at tactical analysis, close-quarters drills, and adapting under pressure, though he struggled with unquestioning obedience. During advanced training, he discovered an unusual aptitude for arcane combat systems, combining rigorous weapon technique with controlled bursts of eldritch energy. His instructors recognized him as an Eldritch Knight, but Jax remains wary of titles and institutions. He wants advancement, not glory, and he intends to earn enough influence that no corporation, officer, or bureaucrat can casually decide who gets sacrificed next.
“His family survived through unstable contract work, and Jax learned early that power moved upward while consequences moved downward.”
- Background
- Soldier
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Jax Mercer into a sheet
A high-res, share-ready sheet you can post or print.