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Marauder Chapter

Class: Jaeger

A Jaeger of the Marauder Chapter embodies raw slaughter. Vengeance, wrath, and death, all rolled into one swing that never ceases, endlessly scything through monsters, leaving a bloody wake of destruction. Each Marauder is a symbol of the Chapter's determination and ferocity, striking fear into the hearts of their enemies with every swing of their weapon. They are unstoppable warriors, driven by a thirst for vengeance and the need to protect humanity from the monstrous hordes.

Features

Level 3: Path of Gore

You learn the Great Cleave Finisher. This does not count against your Finishers known.

Great Cleave

Finisher, Special

When you hit a creature with an attack using a weapon with the two-handed property, you can expend all of your Momentum dice. When you do so, the attack deals extra damage equal to 1 Momentum die to the target, and you cleave a number of adjacent targets within reach equal to the number of dice expended. Make a melee weapon attack against each creature targeted. You regain 1 Focus Point for each creature this reduces to 0 hit points, up to your maximum number of Focus Points.

Level 3: Marauder Momentum

While you are wielding a melee weapon with the two-handed property, the size of your Momentum die is increased by one step (from a d6 to a d8, to a d10 at 11th level, and to a d12 at 17th level).

Additionally, while you are wearing medium armor, you can add your Constitution modifier (to a maximum of +2) instead of your Dexterity modifier to determine your Armor Class.

Level 7: Leap Attack

Once per turn, if you move more than 15 feet toward a creature (or fall 10 feet or more) immediately before making a weapon attack against them, you deal extra damage on a hit equal to your Momentum die.

When falling, you can make this attack prior to hitting the ground if there is a target creature in range where you would fall. On a hit, any falling damage you take is reduced by half, and you do not fall prone from the fall.

Level 14: Fell the Leviathan

Whenever you use a Finisher, the target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone. Creatures that are Large or larger have disadvantage on this saving throw.

Level 17: Titanic Strength

Your strength is so great that you can wield a two-handed weapon in one hand, and can use two-weapon fighting even when the weapons you are wielding aren't light (including using two-handed weapons).

If you use two hands to wield a two-handed weapon, your attacks with it deal extra damage equal to half your Strength modifier (rounded up) on a hit.

Additionally, when you use a Finisher, you can double the number of Momentum dice you have (to no more than your maximum Momentum dice + 1). Once you've doubled your dice, you can't do so again until you finish a long rest.


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