Hit Points
Vaardigheden
Jaeger
| Niveau | Proficiency Bonus | Eigenschappen | Focus Points | Momentum Die |
|---|---|---|---|---|
| 1 | + 2 | Flexible Combatant Focus Eldritch Hunter | 1 | — |
| 2 | + 2 | Flexible Combatant Focus Eldritch Hunter | 2 | 1d6 |
| 3 | + 2 | Flexible Combatant Focus Eldritch Hunter | 2 | 1d6 |
| 4 | + 2 | Flexible Combatant Focus Eldritch Hunter | 2 | 1d6 |
| 5 | + 3 | Flexible Combatant Focus Eldritch Hunter | 3 | 1d6 |
| 6 | + 3 | Flexible Combatant Focus Eldritch Hunter | 3 | 1d6 |
| 7 | + 3 | Flexible Combatant Focus Eldritch Hunter | 3 | 1d6 |
| 8 | + 3 | Flexible Combatant Focus Eldritch Hunter | 3 | 1d6 |
| 9 | + 4 | Flexible Combatant Focus Eldritch Hunter | 4 | 1d6 |
| 10 | + 4 | Flexible Combatant Focus Eldritch Hunter | 4 | 1d6 |
| 11 | + 4 | Flexible Combatant Focus Eldritch Hunter | 4 | 1d8 |
| 12 | + 4 | Flexible Combatant Focus Eldritch Hunter | 4 | 1d8 |
| 13 | + 5 | Flexible Combatant Focus Eldritch Hunter | 5 | 1d8 |
| 14 | + 5 | Flexible Combatant Focus Eldritch Hunter | 5 | 1d8 |
| 15 | + 5 | Flexible Combatant Focus Eldritch Hunter | 5 | 1d8 |
| 16 | + 5 | Flexible Combatant Focus Eldritch Hunter | 5 | 1d8 |
| 17 | + 6 | Flexible Combatant Focus Eldritch Hunter | 6 | 1d10 |
| 18 | + 6 | Flexible Combatant Focus Eldritch Hunter | 6 | 1d10 |
| 19 | + 6 | Flexible Combatant Focus Eldritch Hunter | 6 | 1d10 |
| 20 | + 6 | Flexible Combatant Focus Eldritch Hunter | 6 | 1d10 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
simple
martial
Startuitrusting
Klasse-eigenschappen
Flexible Combatant (Level 1)
Beginning at 1st level, you can draw or stow two one-handed 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 (Level 1)
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.
You regain all expended Focus Points when you finish a short or long rest. When you roll a 20 on a saving throw or an attack roll against a hostile creature, you regain 1 Focus Point. When you roll initiative and have no Focus Points remaining, you regain 1 Focus Point.
Eldritch Hunter (Level 1)
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 (Level 2)
Starting at 2nd level, any time you expend a Focus Point, you gain 1 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 1 or more Momentum dice, you can expend all of your Momentum dice to execute a Finisher. You know the 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.
Note:
Momentum functions like a barbarian's rage—as long as you meet one of the criteria, you keep all your Momentum dice until the end of your next turn. Did you gain a Momentum die? If yes, keep your momentum dice. Did you attack a hostile creature? If yes, keep your Momentum dice. Did you end your turn within 5 feet of a hostile creature? If yes, keep your Momentum dice.
Fighting Style (Level 2)
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.
Jaeger Chapter (Level 3)
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 (Level 3)
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 out to 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 (Level 4)
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.
If your DM allows the use of feats, you may instead take a feat.
Seasoned Survivor (Level 4)
At 4th level, you gain advantage on Investigation checks made 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 (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Pursuit (Level 6)
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 and without provoking opportunity attacks.
Jaeger Chapter Feature (Level 7)
At 7th level, you gain one feature granted by your Jaeger Chapter.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Evasion (Level 9)
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.
Ability Score Improvement (Level 10)
When you reach 10th 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.
If your DM allows the use of feats, you may instead take a feat.
Lethal Tempo (Level 11)
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.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Relentless Pursuit (Level 13)
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.
Jaeger Chapter Feature (Level 14)
At 14th level, you gain one feature granted by your Jaeger Chapter.
Inured to Madness (Level 15)
At 15th level, you gain advantage on saving throws against being charmed or frightened, and 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.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Jaeger Chapter Feature (Level 17)
At 17th level, you gain one feature granted by your Jaeger Chapter.
Eternal Watch (Level 18)
Starting at 18th level, you are always under the effect of your Piercing Gaze.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Always Ready (Level 20)
Starting at 20th level, once per round (beginning at the start of each of your turns), you gain one additional reaction, which you can only use on a Focus Art that requires 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.
Subklasses
Subklasse-eigenschappen
Absolute Chapter
Absolute Chapter (Level 3)
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 (Level 7)
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 extra damage to the target equal to your Momentum die the first time you hit it with a melee weapon attack.
Mobile Pursuer (Level 14)
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 (Level 17)
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
Heretic Chapter (Level 3)
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 dark powers 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 spell 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. Additionally, when you finish a long rest, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
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
Spell
Heretic Spellcasting
Arcane Arts
Also at 3rd level, you learn the Spell Flurry Focus Art. This does not count against your Focus Arts known.
Spell Flurry
bonus action
When you cast a cantrip or a spell of 1st level or higher, you can expend 1 Focus Point to make a single weapon attack as a bonus action.
Shrouded Steps (Level 7)
At 7th level, when you use a jaeger feature that allows you to move without spending your movement (such as Jaeger's Rush or Chasing Finisher), you can teleport the distance moved instead. When you do so for Dodge Step, you automatically succeed on the the saving throw to evade the attack.
Mystical Momentum (Level 14)
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 expended.
Darkness Within (Level 17)
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 of 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
Marauder Chapter (Level 3)
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.
Path of Gore
Starting at 3rd level, you learn the Great Cleave Finisher. This does not count against your Finishers known.
Great Cleave
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.
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 (to a maximum of +2) instead of your Dexterity modifier to determine your Armor Class.
Leap Attack (Level 7)
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 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.
Fell the Leviathan (Level 14)
Starting at 14th level, 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.
Titanic Strength (Level 17)
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 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.
Salvation Chapter
Salvation Chapter (Level 3)
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
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 each regain 1d6 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 (Level 7)
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. The light is sunlight. Any allied creature that enters the bright light for the first time on a turn or starts its turn there gains 1d6 + your proficiency bonus hit points. This light is extinguished if you become incapacitated.
Purifying Salvation (Level 14)
Starting at 14th level, your Prayer of Salvation Focus Art can target an additional creature, and the number of hit points it restores and temporary hit points it grants increases to 1d12.
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 (Level 17)
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 increases to 30 feet of bright light and 30 feet of dim light. You and each creature 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 becomes stable with three successful saves, even if they have three or more failed saves. A creature that is no longer within the bright light of this effect and is not stable dies if they have failed three or more 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
Sanguine Chapter (Level 3)
In order to strengthen themselves, jaegers of the Sanguine 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, sentiment quickly changes. A jaeger's 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. You 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
Blood Drain
bonus action
As a bonus action, you can expend all of your Momentum dice to drain the blood of a creature within 5 feet of you magically consuming its vitality as your own. The target must make a Constitution saving throw against your Blood Magic save DC. On a failed save, it takes necrotic damage equal to the number rolled on each of the expended Momentum dice. On successful save, it takes half as much damage. Success or failure, you regain hit points equal to half the necrotic damage dealt.
If the target is bloodied (has half its maximum hit points or fewer) 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, when you become bloodied (have half your maximum hit points or fewer), you regain 1 Focus Point and gain 1 Momentum die. You cannot benefit from this feature again for 1 minute.
Blood Hex (Level 7)
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, it cannot move).
- Bound Blood
The target's speed is reduced by half until the start of your next turn.
- Burning Blood
The target takes fire damage equal to half the necrotic damage dealt.
Empowered Blood Hex (Level 14)
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, it cannot move).
- Bound Blood (Empowered)
The target is restrained until the start of your next turn.
- Burning Blood (Empowered)
At the start of each of its turns, the target takes fire damage equal to the necrotic damage dealt. The target 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 (Level 17)
Starting at 17th level, while bloodied (have half your maximum hit points or fewer) 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
reaction
As a reaction to being reduced to 0 hit points but not killed outright, you can expend 1 Focus Point to drop 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.