Jaeger
- Jaeger overview
- Jaeger class features
- Absolute Chapter
- Heretic Chapter
- Marauder Chapter
- Salvation Chapter
- Sanguine Chapter
- Additional Focus Arts
- Finishers
- Jaeger feats
Jaeger overview
As a jaeger, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Jaeger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Jaeger level after 1st
Proficiencies
Armor: Light armor,medium armor
Weapons: Simple weapons,martial weapons, firearms.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation,Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Two martial weapons (a) a pistol and pouch of 20 bullets or (b) any two simple weapons
(a) scale mail or (b) leather armor
(a) a dungeoneer’s pack or (b) an explorer’s pack
Jaeger class features
Flexible Combatant
Beginning at 1st level, you can draw or stow two onehanded
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.
Focus
Starting at 1st level, 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.
When you roll a 20 on a saving throw or attack roll
against a hostile creature, you regain 1 expended
Focus Point. You regain all expended Focus Points
when you finish a short or long rest.When you roll
initiative and have no Focus Points remaining, you
regain 1 Focus Point.
Weapon Parry
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
(include ability modifier), unless your attack roll is a 1.
On a 20, any weapon damage dice are doubled (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.
Dodge Step
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.
Eldritch Hunter
Also at 1st level, when you make an ability check 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.
Momentum
Starting at 2nd level, any time you expend a Focus Point
you gain one 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 one or more Momentum dice, you can
expend all of your Momentum dice to execute a Finisher.
You know 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.
Brutal Finisher
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, you regain 1 expended Focus Point.
Fighting Style
At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even
if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack
you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use the
new roll. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Flexible Fighting
You can engage in two-weapon fighting with any
weapons you can wield in one hand, including onehanded
ranged weapons and weapons without the light
property.When you do so, you gain a +1 bonus to the
damage rolls of both weapons.
Focused Fighting
You learn an additional Focus Art, and you gain 1
additional Focus Point.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Jaeger Chapter
When you reach 3rd level, you choose a Jaeger Chapter
that suits the means by which you intend to further
your powers. Select one of the following: Absolute
Chapter, Heretic Chapter,Marauder Chapter, Salvation
Chapter, or Sanguine Chapter.
Piercing Gaze
Also at 3rd level, 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 with 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score
of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.
Seasoned Survivor
At 4th level, you gain advantage on Intelligence
(Investigation) ability checks 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Hunter's Pursuit
Starting at 6th level, 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 for
the turn and without provoking opportunity attacks.
Evasion
Beginning at 9th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon's fiery
breath or an ice storm spell.When you are 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.
Lethal Tempo
Starting at 11th level, 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.
Relentless Pursuit
Starting at 13th level, when you use your Hunter's
Pursuit, if you end your movement next to a hostile
creature, you regain the expended Focus Point.
Inured to Madness
At 15th level, you gain advantage on saving throws
against being charmed or frightened, or 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.
Eternal Watch
Starting at 18th level, you are always under the effect
of Piercing Gaze.
Always Ready
Starting at 20th level, once per round (starting at the
start of your turn), you gain one additional reaction,
which you can only use on a Hunter Art that uses 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.
Absolute Chapter
Jaegers of the Absolute Chapter aim for the perfect hunt
- to kill their prey without suffering a single hit. Quick
hands, quick feet, and quick minds, they never stay still -
always one step ahead, always striking with lethal
accuracy. They are masters of their craft, refining the
core techniques of a jaeger to absolute perfection.
Members of the Absolute Chapter are respected by their
allies and feared by their enemies.
Counter Strike
Starting at 3rd level, when you use the Weapon
Parry Focus Art, your damage roll increases by an
amount equal to half your level in this class
(rounded down). If the amount of damage you
block exceeds the damage their attack would
deal, and your attack roll would hit their AC,
the target takes damage equal to the remainder of
the damage roll.
Whenever you expend a Focus Point on a Focus Art,
you gain advantage on your next weapon attack roll
before the end of your next turn.
Unencumbered Movement
Also at 3rd level, while you are wearing light armor or
no armor, your speed increases by 10 feet, and the
distance you can move when using the Dodge Step
Focus Art increases by 5 feet.
Encircling Strike
At 7th level, if you move to the opposite side of a
creature from where you started your turn, or are
directly on the opposite side of a creature from an
allied creature of yours, you deal additional damage to
the target equal to your Momentum die the first time
you hit it with a melee weapon attack.
Mobile Pursuer
At 14th level, when you move as part of your Hunter's
Pursuit, you ignore difficult terrain, can pass through
hostile creatures, and don’t need to spend extra
movement to climb or swim.
The Hunt
Starting at 17th level, you can declare a hunt (no action
required). For 1 minute, you are under the effect of
freedom of movement and each time you expend a
Focus Point, you gain 2 Momentum dice, instead of 1.
This effect ends early if you become incapacitated, or
end it early as a bonus action. Once you use this feature,
you can’t use it again until you finish a long rest.
Heretic Chapter
The Heretic Chapter's jaegers are despised by both
religious organizations and their adherents. In a world
where acts of faith are required to harness divine powers,
these jaegers instead rip these powers from the very gods,
tearing away their divine fabric. Through blasphemous
rituals, strange ingestions, and direct grafting of powers
onto their souls, heretics bind the powers of greater
beings to their will. This is a path that calls for a certain
madness that is only found in the most ardent of hunters,
those who feel the burning need to reach the pinnacle of
power and will do anything to achieve it. Some seek such
power for its own sake, but most want it to put an end to
the nightmare.
Heretic Magic
At 3rd level, you bend the dark powers of those you
hunt to your service through blasphemous occult
rituals,making them your own. You gain the ability to
cast spells.
Cantrips.
You learn two cantrips of your choice from the warlock
spell list. You learn an additional warlock cantrip of
your choice at 10th level.
Spell Slots
The Heretic Spellcasting table shows how many spell
slots you have, as well as the level of those spell slots.
All of your slots are of the same level. To cast one of
your warlock spells of 1st level or higher, you must
expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice
from the warlock spell list. The Spells Known column of
the Heretic Spellcasting table shows when you learn a
new spell of your choice from the warlock spell list. A
spell you choose must be of a level you can cast.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock
spells, since you learn your spells through study and
memorization. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving
throw DC for a warlock spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Heretic
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 2 2 1st
6th 2 3 2 1st
7th 2 3 2 2nd
8th 2 3 2 2nd
9th 2 4 2 2nd
10th 3 4 2 2nd
11th 3 4 2 2nd
12th 3 5 2 2nd
13th 3 5 2 3rd
14th 3 5 2 3rd
15th 3 6 2 3rd
16th 3 6 2 3rd
17th 3 6 2 3rd
18th 3 7 2 3rd
19th 3 7 2 4th
20th 3 7 2 4th
Arcane Arts
At 3rd level, you learn the Spell Flurry Focus Art. This
does not count against your Focus Arts known.
Spell Flurry
Focus Art, Bonus Action
When you cast a spell, you can expend 1 Focus Point to
make a single weapon attack as a bonus action.
Shrouded Steps
At 7th level, when you use Dodge Step, Hunter's Rush,
or other jaeger abilities that allow you to move without
expending your movement (such as Chasing Finisher),
you can teleport the distance moved instead.When
doing so you always succeed on the saving throw for
Dodge Step.
Mystical Momentum
Beginning at 14th level, when you expend a spell slot,
you gain a number of Momentum dice equal to the
level of the spell slot spent.
Darkness Within
Starting at 17th level, you can unleash the twisted
powers you've bound to your soul, taking on a terrifying
aspect as a bonus action. For 1 minute, you sprout
wings of shadow and become wreathed in darkness.
You gain the following effects:
• The area within 10 feet around you dims. Bright
light becomes dim light, and dim light becomes
darkness.
• You are heavily obscured by swirling shadows.
• You gain a flying speed of 30 feet.
• You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks that aren't
silvered.
These effects end early if you become incapacitated, or
end this feature early as a bonus action. Once you use
this feature, you can’t use it again until you finish a
long rest.
Marauder Chapter
A jaeger of this 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.
Path of Gore
Starting at 3rd level, 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
additional damage equal to 1 Momentum die, and
cleaves 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.
Marauder Momentum
Also at 3rd level, 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 in place of your
Dexterity modifier (to a maximum of +2) when
calculating your AC.
Leap Attack
At 7th level, 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 additional damage on a hit equal to
your Momentum Dice.
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.
Fell the Leviathan
Starting at 14th level, whenever you use a Finisher, the
target must make a Strength saving throw against 8 +
your Strength modifier + your proficiency bonus, or be
knocked prone. Creatures that are Large or larger have
disadvantage on this saving throw.
Titanic Strength
Starting at 17th level, 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 twohanded
weapons).
If you choose to use two hands to wield a two-handed
weapon, when you roll damage with it, you deal bonus
damage equal to half your Strength modifier
(rounded up).
Additionally, when you use a Finisher, you can use your
full titanic power to treat it as if it had twice as many
Momentum dice, up to a number equal to your
maximum Momentum dice + 1. Once you use this, you
can’t do so again until you finish a long rest.
Salvation Chapter
A divine force endows jaegers of the Salvation Chapter
with the ability to defend the world from the horrors,
purging evil with one hand while saving the innocent
with the other. Favorites of the Radiant Church, they are
the light of hope in the darkness where evil dwells.
Members of the Salvation Chapter know that prevention
is always better than cure, and that murder is the most
effective method of prevention. In their zealous
righteousness, they offer hope of sanity and sanctuary to
those that stand with them in their war against the
tides of madness.
Art of Salvation
At 3rd level, you learn the Prayer of Salvation Focus Art.
This does not count against your Focus Arts known.
Prayer of Salvation
Divine Art, bonus action
As a bonus action, you expend 1 Focus Point. You and
one creature of your choice you can see within 60 feet
of you regain 1d4 hit points, and gain an equal number
of temporary hit points.
Savior's Focus
Also at 3rd level, you find new strength in the most
desperate hours.When an allied creature you can see or
hear is reduced to 0 hit points, you regain 1 Focus
Point. Once you use this feature, you can’t do so again
for 1 minute.
Sanctifying Light
Starting at 7th level, when you expend a Focus Point,
you can choose to emit a glow of divine light until the
end of your next turn, illuminating a 20-foot radius in
bright light and an additional 20 feet in dim light. Any
allied creature that starts its turn in the bright light or
enters it for the first time on its turn gains 1d4 + your
proficiency bonus hit points. This light is extinguished
if you become incapacitated.
Purifying Salvation
Starting at 14th level, your Prayer of Salvation Focus
Art can target an additional creature, and the amount
of hit points it restores and temporary hit points it
grants increases to 1d8.
Additionally, if any of the targets are charmed,
frightened, poisoned, or suffering from a short-term
madness, you can cleanse the condition from them,
ending it.
Light of Hope
Starting at 17th level, as a bonus action, you can
unleash a blinding light from within for 1 minute,
illuminating the darkness. You gain the following
benefits for the duration:
• The radius of your Sanctifying Light becomes 30
feet of bright light and an additional 30 feet of dim
light, and the light becomes sunlight. You and all
creatures of your choice within the bright light are
under the effect of bless. Creatures in the bright light
have advantage on death saving throws, do not die at
three failed saves, and continue to roll until they are
stable. A creature that is no longer within the bright
light of this effect and is not stable dies if they have
failed three death saving throws.
• When you use Prayer of Salvation, you immediately
regain the expended Focus Point.
These benefits end early if you become incapacitated,
or end this feature early as a bonus action. Once you
use this feature, you can’t use it again until you finish a
long rest.
Sanguine Chapter
In order to strengthen themselves, jaegers of the Blood
Chapter rely on the essential essence that is blood.
They achieve resilient states of unnatural life and feed
their powers with the fruits of their violence. Although
some may consider them to be monsters in and of
themselves, when faced with the horrors that lurk in
the dark recesses of the world, their abilities can hold
the line and preserve the tenuous flame of life when it
should have long since been extinguished, keeping
themselves and their allies alive while draining the
strength of their adversaries in an endless crimson
parade of blood.
Vital Consumption
Starting at 3rd level, you gain the ability to draw power
from the flowing blood of your foes, and learn the
Blood Drain Finisher, which does not count against your
Finishers known. Some of your abilities use a Blood
Magic save DC, which is calculated as follows:
Blood Magic DC = 8 + your Intelligence or Constitution
modifier (your choice) + your proficiency modifiers.
Blood Drain
Finisher, bonus action
As a bonus action, you can expend all of your
Momentum dice to drain a creature within 5 feet of
blood,magically consuming its vitality as your own.
The target makes a Constitution saving throw against
your Blood Magic save DC. On a failed save, it takes
necrotic damage equal to the value rolled on all the
expended Momentum dice. On successful save, it takes
half as much necrotic damage damage. Success or
failure, you regain hit points equal to half the necrotic
damage dealt.
If the target is bloodied (has fewer than half its
maximum hit points) after taking the damage from this
Finisher or if you use this Finisher against a creature
suffering from an effect that makes it bleed (such as
Hemorrhaging Wound), you regain 1 Focus Point.
Crimson Rage
Also at 3rd level, the first time you become bloodied
(have fewer than half your maximum hit points), you
gain 1 Focus Point and 1 Momentum die. You cannot
benefit from this feature again for 1 minute.
Blood Hex
Starting at 7th level, when you use your Blood Drain
Finisher and the target fails its saving throw, you can
invoke a blood hex, selecting one of the following
effects:
• Blood Puppet. The target must use its reaction to
move up to 5 feet in a direction of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood. The target's movement speed is
reduced by half until the start of your next turn.
• Burning Blood. The target takes additional fire
damage equal to half necrotic damage dealt.
Empowered Blood Hex
Starting at 14th level, you can invoke more powerful
blood hexes. You gain the following options, each of
which are improved versions of the hexes granted by
Blood Hex, but cost 2 Focus Points to invoke.
• Blood Puppet (Empowered). The target must
use its reaction to move up to 5 feet and make a single
weapon attack against a creature of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood (Empowered). The target is
restrained until the start of your next turn.
• Burning Blood (Empowered). The target takes
fire damage equal to the necrotic damage dealt at the
start of each of its turns. It can repeat the saving throw
it made against the Blood Drain Finisher at the end of
each of its turns, ending the effect on a success.
Blood Frenzy
Starting at 17th level, while bloodied (have fewer than
half your maximum hit points), you gain the following
the benefits:
• Your speed is increased by 20 feet.
• When you take the attack action, the number of
attacks you make increases to three.
• All hit points you regain from your jaeger abilities
are doubled.
• You can use the Blood Craze Focus Art.
Blood Craze
Focus Art, Reaction
As a reaction to being reduced to 0 hit points, you
can expend 1 Focus Point to be reduced to 1 hit
point instead.
Note: Blood Craze
This is a Focus Art, so it works with Always Ready
(which grants an additional reaction), making the
Sanguine Chapter fairly difficult to stop at 20th level
Additional Focus Arts
Aerial Vault
Focus Art, special
When you make a long jump or high 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
movement speed.
Elemental Art
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.
Focus Mind
Focus Art, reaction
As a reaction to making a saving throw against being
charmed, frightened, or having your mind read or
influenced, you can expend 1 Focus Point to gain
advantage on the roll. If you already have advantage on
the roll, you can reroll one of the dice once.
Flourish
Focus Art, bonus action
As a bonus action, you 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 expending the Focus Point on Flourish).
Hunter's Rush
Focus Art, bonus action
As a bonus action, you can expend 1 Focus Point to
take the Dash action.
I Don't Want To Be Eaten Today
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 gain advantage on the contested roll.
Jaeger's Assessment
Focus Art, bonus action
As a bonus action, you can expend 1 Focus Point to
make an Intelligence (Investigation) check against a
hostile creature you can see within 60 feet, contested
by its Charisma (Deception) check. On 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.
Finishers
Breaking Blow
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, or suffer 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 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 expend, 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
able to).
If the target fails their initial save against the effect, you
regain 1 Focus Point.
Chasing Finisher
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 hit, add the expended
Momentum dice to the weapon damage roll.
Hemorrhaging Wound
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 number of 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.
Applying a new bleed while the target is still bleeding
does not stack, but refreshes the number of dice of
damage taken from the bleed to the higher of the
two values.
Opportunistic Shot
Finisher, reaction
As a reaction to a creature within 20 feet becoming
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 hit, add the
expended Momentum dice to the weapon damage roll.
Vicious Finisher
Finisher, bonus action
As a bonus action, you form one hand into a spectral
beast claw and make a melee weapon attack with it,
and expend all of your Momentum dice. On hit, the
target takes slashing damage equal to 1d12 + your
Strength modifier + 2 Momentum dice for each die
expended. This attack has a higher critical hit range
based on the number of Momentum dice expended,
reducing the roll needed by 1 for each die, up to a
maximum of scoring a critical hit on a 15-20 with 5
Momentum dice.
If the Finisher is a critical hit, you regain 1 Focus Point.
Volley Finisher
Finisher, bonus action
When you are carrying a firearm, as a bonus action, 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 against a
DC of 8 + your Dexterity modifier + your proficiency
bonus. On failure, a creature takes piercing damage
equal to the total rolled on the Momentum dice.
Jaeger feats
During the hunt you are capable of bursts of focus when
you need them most. You gain the following benefits:
• Increase your Dexterity or Wisdom score by 1, to
a maximum of 20.
• You gain 1 Focus Point (adding to your existing
Focus Points if you already have Focus Points), and
learn one new Focus Art, choosing from Weapon
Parry, Dodge Step, or any of the Jaeger’s Additional
Focus Arts.
Brutal Attacker
Prerequisite: Strength 18, Jaeger
You master a reckless approach that maximizes your
offensive capabilities.
• You can wield a two-handed weapon in one hand,
as long as your other hand is empty or wielding a one
handed weapon.
• When you reduce a creature to 0 hit points, your
next attack roll before the end of your next turn gains
advantage.