Primary Ability | Dexterity and Constitution |
---|---|
Hit Point Die | 1D8 per Jaeger level |
Saving Throw Proficiencies | Dexterity and Inteligence |
Skill Proficiencies | Choose two: Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Tool Proficiencies | |
Armor Training | Light and Medium Armor |
Starting Equipment | Choose A or B: (A) |
Think about the nature of your abilities and what gave rise to them as you construct your jaeger character. Were you one of the numerous orphans whose bodies were experimented on in the jaeger research project? Did you voluntarily join the ranks of hunters, or were you abducted and brainwashed into the ideal soldier? Alternatively, you might have defied the established order and joined the jaegers by a different route, perhaps after finding an eldritch carving and engraving it on your flesh. You might be self-taught—a loner who learned combat skills, tracking, or even a magical connection to the cosmos through the necessity of surviving the hunts. Alternatively, you might have learned from the comrades you now consider family.
What fuels you? Is it a visceral hatred of the beasts that slaughtered your loved ones? Or is it a reflection of your desire to stop these monsters' devastation, committing yourself to reining in their carnage? Is your adventuring career a continuation of your work in annihilating the scourge of beasts, or a significant change? What made you join a band of adventurers? Do you enjoy the break from the hunt that new allies provide, or do you find it difficult to teach them the jaeger ways?
Due to the complicated nature in the creation of a Jaeger, a character cannot Multiclass in or out of the class.
As a Jaeger, you gain the following class features when you reach the specified Jaeger levels. These features are listed in the Jaeger Features table.
Jaeger Features
Level | Proficiency Bonus | Class Features | Focus Points | Momentum Die |
---|---|---|---|---|
1 | +2 | Flexible Combatant, Focus, Eldritch Hunter, Weapon Mastery | 1 | - - - |
2 | +2 | Momentum, Fighting Style | 2 | D6 |
3 | +2 | Jaeger Subclass | 2 | D6 |
4 | +2 | Ability Score Improvement | 2 | D6 |
5 | +3 | Extra Attack | 3 | D6 |
6 | +3 | Hunter's Pursuit | 3 | D6 |
7 | +3 | Subclass Feature | 3 | D6 |
8 | +3 | Ability Score Improvement | 3 | D6 |
9 | +4 | Evasion | 4 | D6 |
10 | +4 | Ability Score Improvement | 4 | D6 |
11 | +4 | Lethal Tempo | 4 | D8 |
12 | +4 | Ability Score Improvement | 4 | D8 |
13 | +5 | Relentless Pursuit | 5 | D8 |
14 | +5 | Subclass Feature | 5 | D8 |
15 | +5 | Inured to Madness | 5 | D8 |
16 | +5 | Ability Score Improvement | 5 | D8 |
17 | +6 | Subclass Feature | 6 | D10 |
18 | +6 | Eternal Watch | 6 | D10 |
19 | +6 | Epic Boon | 6 | D10 |
20 | +6 | Always Ready | 6 | D10 |
You can draw or stow two one- handed weapons when you would normally be able to draw or stow only one, and you can reload weapons with the loading, reload, or barrel properties without a free hand. Additionally, if you are carrying a one-handed melee weapon in one hand, and a one-handed ranged weapon in the other, you do not have disadvantage from being within 5 feet of a hostile creature on attacks made with that ranged weapon.
Your concentration during battle is razor sharp, letting you keenly focus during critical moments. You have 1 Focus Point. You gain additional Focus Points at 2nd, 5th, 9th, 13th, and 17th level, as shown on the Jaeger table. You can expend Focus Points to use Focus Arts. You learn two such Focus Arts: Weapon Parry and Dodge Step. You learn one additional Focus Art of your choice at 2nd, 7th, 13th, and 17th level. Your Focus Art options are detailed at the end of the class description.
You regain all expended Focus Points when you finish a short or long rest. When you roll a 20 on a saving throw or an attack roll against a hostile creature, you regain 1 Focus Point. When you roll initiative and have no Focus Points remaining, you regain 1 Focus Point.
When you take the Search or Study action to track or identify an aberration, celestial, fiend, monstrosity, or undead, you can add your proficiency bonus to the ability check. If you are already proficient in the ability check, you can double your proficiency bonus.
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Shortswords and Pistols. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
Any time you expend a Focus Point, you gain 1 Momentum die, which is a d6. This die changes as you gain Jaeger levels, as shown in the Jaeger table. You can have a maximum number of Momentum dice equal to your proficiency bonus + your Strength or Dexterity modifier (whichever is higher). Whenever you gain a Momentum die, or if you attack or end your turn within 5 feet of a hostile creature, all of your Momentum dice last until the end of your next turn.
While you have 1 or more Momentum dice, you can expend all of your Momentum dice to execute a Finisher. You know the Brutal Finisher. You learn one additional Finisher (listed at the end of the class description) of your choice at 4th, 6th, 8th, and 12th level, and may gain others through Jaeger Chapter features.
You gain a Fighting Style feat of your choice (see chapter 5 of the PHB for feats). Instead of choosing one of those feats, you can choose the option below.
Focused Fighting. You learn an additional Focus Art, and you gain 1 additional Focus Point.
You gain a Jaeger subclass of your choice. The Absolute Chapter, Heretic Chapter, Marauder Chapter, Salvation Chapter, and Sanguine Chapter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Jaeger levels. For the rest of your career, you gain each of your subclass’s features that are of your Jaeger level or lower.
You gain the ability to activate a magical sight at will (no action required), allowing you to effortlessly pierce the gloom and see what lurks within. For 1 hour, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases to 120 feet. This vision lets you see normally in dim light and darkness, both magical and nonmagical.
When you reach 7th level, you also gain the effect of see invisibility for the duration, and when you reach 13th level, you additionally gain the effect of true seeing for the duration.
Once you use this feature, you can’t use it again until you finish a long rest.
You gain the Ability Score Improvement feat (see chapter 5 of the PHB) or another feat of your choice for which you qualify. You gain this feature again at Jaeger levels 8, 10, 12, and 16.
You gain advantage on Investigation checks made to find secret passages, interpret markings or messages left by other creatures on walls or surfaces, or determine the fate of creatures from blood stains and remains.
You can attack twice instead of once whenever you take the Attack action on your turn.
At the start of your turn, you can expend 1 Focus Point to immediately move up to half your speed without using any of your movement and without provoking opportunity attacks.
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
The first time you hit a creature on your turn, you gain 1 Momentum die. You gain 1 additional Momentum die any time you reduce a creature to 0 hit points.
When you use your Hunter's Pursuit, if you end your movement next to a hostile creature, you regain the expended Focus Point.
You gain advantage on saving throws against being charmed or frightened, and against effects that cause madness. If you fail a saving throw against madness, you can expend 1 Focus Point to reroll the die. You must use the new roll.
You are always under the effect of your Piercing Gaze.
You gain an Epic Boon feat (see chapter 5 of the PHB) or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Once per round (beginning at the start of each of your turns), you gain one additional reaction, which you can only use on a Focus Art that requires a reaction (such as Weapon Parry or Dodge Step). When you expend a Focus Point on this special reaction, you immediately regain the expended Focus Point.
Focus Art, Special
When you make a jump, you can expend 1 Focus Point to double your jumping distance for that jump, and you can ignore difficult terrain until the end of your turn. When you use this Focus Art, the maximum distance you can jump isn't limited by your walking speed.
Focus Art, Reaction
As a reaction to being attacked by a creature you can see, if your speed is not 0, you can expend 1 Focus Point to move 5 feet without provoking opportunity attacks and make a Dexterity saving throw with a DC equal to the attacker's attack roll (including modifiers). On a success, you evade completely and take no damage. On a failure, you halve the attack's damage against you.
Focus Art, Bonus Action
As a bonus action, you expend 1 Focus Point and touch a weapon you're carrying. Choose between acid, cold, fire, or lightning. For 1 minute, the weapon deals that damage type instead of it's normal type.
Focus Art, Reaction
As a reaction to making a saving throw against being charmed, frightened, or having your mind read or influenced (such as by Modify Memory), you can expend 1 Focus Point to gain advantage on the roll. If you already have advantage on the roll, you can reroll on of the dice once.
Focus Art, Bonus Action
As a bonus action, you can expend 1 Focus Point and gain 1 additional Momentum die (gaining 2 Momentum dice in total, which includes the die gained through the Momentum feature from expended the Focus Point of Flourish).
Focus Art, Reaction
As a reaction to becoming grappled or restrained by an effect that has an escape DC or to making a contested roll against these conditions, you can expend 1 Focus Point to attempt to immediately escape the effect, making an Athletics or Acrobatics check against the escape DC, or to gain advantage on the contested roll.
Focus Art, Bonus Action
As a bonus action, you can expend 1 Focus Point to take the Dash action.
Focus Art, Bonus Action
As a bonus action, you can expend 1 Focus Point to make an Investigation check against a creature you can see within 60 feet of you, contested by its Deception check. On a success, you learn its creature type, AC, any resistances or immunities it has to damage or conditions, and any spells it is under the effect of.
Alternatively, when you take this bonus action, you can take the Search action.
Focus Art, Reaction
As a reaction to being hit by a creature you can see within range of a weapon you are holding, you can expend 1 Focus Point to make a special weapon attack against that creature. This attack does no damage, but instead blocks an amount of damage from the incoming attack equal to the weapon's damage roll (including your ability modifier), unless your attack roll is a 1. On a 20, any weapon damage dice are rolled twice (like a critical hit would be), and if this total fully blocks the incoming attack, the target is stunned until the start of its next turn.
Finisher, Special
When you hit a creature with an attack, you can expend all of your Momentum dice to force the target to make a saving throw, suffering a condition for 1 minute on a failure. The DC of the save is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. The type of saving throw and the condition depends on the number of Momentum dice you have when you use this Finisher. You can choose to inflict a condition that requires fewer Momentum dice than you expended, but all Momentum dice are expended regardless of the condition selected.
The target can repeat its saving throw against the condition at the end of each of its turns, ending the effect on a success. If the condition inflicted is Prone, they do not need to pass a subsequent save and can end the condition by standing as normal instead.
If the target fails its initial save against the effect, you regain 1 Focus Point
Momentum Dice | Saving Throw | Condition |
---|---|---|
1 | Strength | Prone |
2 | Constitution | Blinded |
3 | Strength | Restrained |
4 | Constitution | Stunned |
5+ | Constitution | Paralyzed |
Finisher, Special
When you hit a creature with an attack, you can expend all of your Momentum dice and add them to the damage roll. If you reduce the target to 0 hit points with this Finisher, or the target is reduced to 0 hit points before the start of your next turn, you regain 1 Focus Point.
Finisher, Bonus Action
As a bonus action, you expend all of your Momentum dice to move 10 feet per die expended before making a melee weapon attack. On a hit, add the expended Momentum dice to the attack’s damage roll. If you move at least 30 feet using the Finisher, you regain 1 Focus Point.
Finisher, Special
When you hit a creature with an attack, you can expend all of your Momentum dice to rend a vicious bleeding wound. At the end of each of the creature's turns, it loses hit points equal to the Momentum dice expended. Each time it takes damage from this effect, the number of dice of damage it takes at the end of its next turn is reduced by 1, and the bleeding stops when the number of dice would be reduced to 0. A bleeding creature can make a Constitution saving throw at the end of each of its turns, after taking the damage, ending the effect on a success. The DC of the save is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus + half the number of dice remaining, rounded down.
Applying a new bleed while the target is still bleeding does not stack, but instead refreshes the number of dice of damage taken from the bleed to the higher of the two values.
Finisher, Reaction
As a reaction when a creature within 20 feet of you becomes paralyzed, restrained, or stunned, you can expend all of your Momentum dice and make a single weapon attack with a firearm you are holding. On a hit, the target takes damage equal to the weapon's damage roll plus the expended Momentum dice, it is knocked prone, and you regain 1 Focus Point.
Finisher, Bonus Action
As a bonus action, you expend all of your Momentum dice to form a spectral beast claw around one hand and make a melee weapon attack with it against a creature within 5 feet of you. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls of this attack. On a hit, the target takes magical slashing damage equal to 1d12 + your Strength modifier + the Momentum dice expended. This attack has a higher critical hit range based on the number of Momentum dice expended, reducing the roll needed by 2 for each die, up to a maximum of scoring a critical hit on a 10-20 with 5 Momentum dice.
If the Finisher is a critical hit, you regain 1 Focus Point.
Finisher, Bonus Action
As a bonus action while you are holding a firearm, you can expend all of your Momentum dice to reload and fire a spray of shots at blinding speed. Each creature in a 30- foot cone must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, a creature takes piercing damage equal to the Momentum dice expended. If the Finisher damages 2 or more creatures, you regain 1 Focus Point.