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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.