# Jaeger



# 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.

# 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.

# 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.

# 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.

# 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.

# 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

# 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