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.
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