Jervis The Outsider
Jervis The Outsider
Sheet
AC 22 · HP 244 · 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
30 featuresAction
- Telekinetic Movement
When Jervis uses an Action
Jervis can move a Large or smaller object or willing creature up to 30 feet horizontally or vertically without dealing damage. An unwilling creature can resist with a Strength saving throw.
- Telekinetic Master
When Jervis uses an Action to cast Telekinesis
Jervis can cast Telekinesis without components or a spell slot, using Intelligence. While concentrating on the spell, he can make one weapon attack as a Bonus Action.
- Extra AttackLevel 5
You can attack three times whenever you take the Attack action on your turn.
Bonus action
- Bulwark of Force
When Jervis uses a Bonus Action
Jervis can use a Bonus Action to activate his telekinetic barrier, granting selected allies within 30 feet half cover for 1 minute or until he is incapacitated.
- Second WindLevel 1
You can use a Bonus Action to regain Hit Points equal to 1d10 + Fighter level. You can use this feature twice per Short or Long Rest, increasing to three uses at level 15.
- Psi Warrior: Bulwark of ForceLevel 15
You gain Bulwark of Force. As a Bonus Action, you can choose creatures within 30 feet, granting them half cover for 1 minute or until incapacitated. You can also expend a Psionic Energy Die to use this ability without a Bonus Action.
- Psi Warrior: Telekinetic MasterLevel 18
You gain Telekinetic Master. You can cast Telekinesis without a spell slot or components, using Intelligence as your spellcasting ability, and can make one weapon attack as a Bonus Action while concentrating on it.
Reaction
- Protective Field
When Jervis or a creature within 30 feet takes damage
When Jervis or a creature within 30 feet takes damage, Jervis can expend a Psionic Energy Die as a Reaction to reduce the damage by the die roll plus his Intelligence modifier.
Always on
- Psionic Strike
When Jervis hits with a weapon attack
Once per turn when Jervis hits with a weapon attack, he can expend a Psionic Energy Die to deal extra Force damage equal to the die roll plus his Intelligence modifier.
- Fighting StyleLevel 1
You gain a Fighting Style feat. Jervis knows Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the weapon mastery properties of three Simple or Martial weapons. Jervis applies mastery to his modified laser rifle, longsword, and handaxe.
- Psi Warrior: Psionic PowerLevel 3
You gain a Fighter subclass, the Psi Warrior. You also gain Psionic Power, represented by four Psionic Energy Dice, each a d10. You can use them for Protective Field, Psionic Strike, and Telekinetic Movement, regaining all expended dice after a Long Rest.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Tactical ShiftLevel 5
When you use Second Wind, you can move up to half your Speed without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 6
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Psi Warrior: Telekinetic AdeptLevel 7
Psionic Energy Dice become d10s if they were not already. You gain Telekinetic Adept, allowing you to fly briefly after using Telekinetic Movement and to make an additional attack with a weapon after using Psionic Strike.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Indomitable and Tactical MasterLevel 9
You gain one additional use of Indomitable. When you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You can also replace one attack with a Tactical Mastery option, allowing Push, Sap, or Slow mastery effects with weapons lacking those properties.
- Psi Warrior: Guarded MindLevel 10
You gain Guarded Mind. You have Resistance to Psychic damage and can end the Charmed or Frightened condition on yourself by expending a Psionic Energy Die.
- Indomitable and Studied AttacksLevel 13
You gain an additional use of Action Surge, but can take only one additional action per turn with it.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 14
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Epic BoonLevel 19
You gain an Epic Boon feat. Jervis possesses Boon of Irresistible Offense, allowing his attacks to ignore Resistance and treat a damage roll of 1 on a weapon attack as a 2.
- Indomitable and Action Surge ImprovementLevel 20
You gain a fourth use of Indomitable and can use Action Surge twice per Short or Long Rest. Your Fighter level has reached its maximum.
- ResourcefulHumanAfter finishing a Long Rest, Jervis gains Heroic Inspiration.
- SkillfulHumanJervis gains proficiency in one additional skill, Investigation.
- VersatileHumanJervis gains one Origin feat of his choice, Tough.
- TraitHumanHuman resilience and adaptability are represented by his extra training and remarkable endurance.
- ResearcherSage
You have spent years studying forbidden knowledge and can usually identify where to find obscure information, who might possess it, and what kind of research or investigation would uncover it. Your expertise concerns illithid biology, psionic phenomena, spelljamming technology, and preternatural experimentation.
Spells
3 spellsSpellcasting. Jervis The Outsider casts with Intelligence (spell save DC 18, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots):
Gear
11 itemsWeapons
- Modified Illithid Laser RifleA modified illithid energy weapon, treated as a heavy crossbow for attack and damage statistics, but described as firing concentrated violet force beams.
- LongswordA finely balanced blade used when enemies breach rifle range.
- 2×HandaxeA handaxe carried as a backup tool and weapon.
Armor
- Illithid Carapace ArmorHeavy armor reconstructed from illithid carapace plating. Its alien materials are treated as plate armor for game statistics.
Tools
- Calligrapher's SuppliesA set of calligrapher's supplies used to reproduce Qualith inscriptions and decode tactile illithid writing.
- Gaming SetA simple gaming set used by Jervis and his rescued prisoners to decide watch rotations and settle disputes aboard the spelljammer.
Gear
- Telekinetic Barrier DeviceA compact device mounted over the sternum. It is represented mechanically by Jervis's Psi Warrior abilities and defensive armor configuration.
- Illithid Cybernetic ProstheticsIntegrated into Jervis's right side and lower body. The prosthetic arm is primarily narrative, while his reinforced legs justify his exceptional mobility.
- Dungeoneer's PackA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and rope.
- Scholar's PackA scholar's pack containing a backpack, book of lore, bottle of ink, ink pen, ten sheets of parchment, little bag of sand, and a small knife.
- Research NotesA collection of coded diagrams and translated notes copied from the mind flayer laboratory.
Appearance
Jervis is a tall, powerfully built human whose body bears the deliberate symmetry of a laboratory creation. His right arm is a polished black-metal prosthesis of illithid design, threaded with dim violet conduits and delicate moving tendrils. Faint surgical scars ring his skull, spine, ribs, and left eye. His left eye remains human, while the right has been replaced by a crystalline sensor that glows pale blue when analyzing machinery or living minds. He wears reinforced illithid carapace armor beneath a weathered military coat, with a compact telekinetic barrier device mounted over his sternum. His modified illithid laser rifle is secured across his back when not in use.
Mannerisms
Jervis pauses before answering simple questions, as if waiting for a second person to finish speaking inside his head. He taps the metal fingers of his prosthetic against his rifle in counted sequences, studies every doorway before entering, and refers to his crew as liberated personnel rather than friends.
Personality
Jervis is disciplined, grimly courteous, and intensely observant. He speaks to strangers as if conducting an interrogation, but he is unexpectedly gentle with frightened captives and damaged machines. His sense of humor is nearly nonexistent until Scholar's Voice makes a dry academic remark, at which point Jervis sometimes laughs despite himself. He is convinced that survival creates an obligation to rescue others.
Ideals
Liberation. No mind, body, or soul belongs to a master. Every captive must be freed, and every captor must answer for what they have done.
Bonds
The survivors he rescued are his family, his crew, and the living proof that his crusade has meaning. He will burn entire fleets to protect them, but he secretly fears that one day Scholar's Voice will use his devotion to turn them into another army of thralls.
Flaws
Jervis cannot leave a mystery unanswered, even when solving it endangers everyone around him. He is dangerously willing to use illithid devices, psionic procedures, and morally questionable experiments if they might produce an advantage. He also treats disagreement as evidence of hidden mental contamination, and Scholar's Voice has taught him to distrust his own memories.
Quirks
Background
Jervis was a dockworker, sometime mechanic, and unwillingly gifted tinkerer before the mind flayers took him. He was abducted during a raid on an isolated trade station and delivered to a hidden illithid laboratory, where scholars treated his body as a series of unanswered questions. They reinforced his bones, altered his nerves, lengthened his reflex pathways, and replaced his right arm with an experimental prosthesis. They wanted a stronger, more obedient infiltrator. Instead, they created a prisoner who could understand the machines around him. During the final procedure, an attempt to map and overwrite his memories collapsed into a psychic feedback loop. Jervis absorbed fragments of the lead researcher, an illithid scholar whose voice now speaks inside his thoughts. The voice, which he calls Scholar's Voice, knows the laboratory's secrets, the weaknesses of illithid weapons, and the routes of their spelljammer vessels. Jervis used that knowledge to escape, slaughter the facility's overseers, free the surviving captives, and seize a spelljammer. He now commands a fanatical crew of former victims, waging a relentless campaign against mind flayer enclaves across the Astral Sea. He claims the crusade is justice. Scholar's Voice occasionally suggests that it is evolution.
“They reinforced his bones, altered his nerves, lengthened his reflex pathways, and replaced his right arm with an experimental prosthesis.”
- Background
- Sage
Connections
Species
Human
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