SG Jager Class
SG Jager Class
Quick Build
You can make a Jaeger quickly by following these
guidelines. First, make Dexterity your highest
ability score, following Constitution, and then
Intelligence. Second, pick a background,
preferably one that involves the city of Luyarnha.
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The Jaeger Table
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Momentum Fighting Style
Starting at 2nd level, any time you spend a Focus Point At 2nd level, you adopt a style of fighting as your
you gain one Momentum die, which is a d6. This die specialty. Choose one of the following options. You
changes as you gain Jaeger levels, as shown in the class can’t take a Fighting Style option more than once, even
table. While you have one or more Momentum dice, you if you later get to choose again.
can expend all the Momentum dice you have to execute
a Finisher. You learn Brutal Finisher. You learn one Dueling
additional Finisher (listed at the end of the class) of When you are wielding a melee weapon in one hand
your choice at 4th, 6th, 8th, and 12th levels, and may and no other weapons, you gain a +2 bonus to damage
gain others through subclass features. rolls with that weapon.
You can have a maximum number of Momentum dice Great Weapon Fighting
equal to your proficiency bonus + your Strength or When you roll a 1 or 2 on a damage die for an attack
Dexterity modifier (whichever is higher). Your you make with a melee weapon that you are wielding
Momentum dice last for 1 minute. If you end your turn with two hands, you can reroll the die and must use the
more than 5 feet away from an enemy, or end your turn new roll. The weapon must have the two-handed or
without making an attack or without gaining a versatile property for you to gain this benefit.
Momentum stack, you lose all your Momentum stacks.
Flexible Fighting
Brutal Finisher You can engage in two-weapon fighting with any
Finisher weapons you can wield in one hand, including one-
handed ranged weapons and weapons without the light
When you hit a target creature with an attack, you can property. When you do so, you gain a +1 bonus to the
expend all your Momentum Dice, rolling them and damage rolls of both weapons.
adding them to the damage roll. If you reduce the
target to zero with this finisher, you regain 1 expended
Focus Point.
Once you use this ability, you cannot use it again until Inured to Madness
you complete a long rest.
At 15th level, you gain advantage on saving throws
against being Charmed or Frightened, or against effects
Seasoned Survivor that cause madness. If you fail a saving throw against
madness, you can expend 1 focus point to reroll the
At 4th level, you gain advantage on Intelligence die. You must use the new roll.
(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 Eternal Watch
from blood stains and remains.
Starting at 18th level, you are always under the effect
of Piercing Gaze.
Extra Attack
Beginning at 5th level, you can attack twice, instead of Always Ready
once, whenever you take the Attack action on your turn.
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 reaction Hunter Art (such
as Active Parry or Quick Dodge). When you expend a
Focus Point on this special reaction, you regain the
expended Focus Point.
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Chapters Mobile Pursuer
At 14th level, when you use your Hunter's Pursuit, you
ignore difficult terrain, can pass through hostile
"Your foe is well equipped, well-trained, battle- creatures, and move at your walking full speed while
hardened. He believes his blasphemous god is on climbing or swimming.
his side. Let him believe what he will. We have the
jaegers on ours."
The Hunt
- Vicar Priscilla
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 every time you spend a
Focus Point, you gain two stacks of Momentum, instead
Absolute Chapter of one.
Jaegers of the Absolute Chapter aim for the perfect This effect ends early if you become incapacitated, or
hunt - to kill their prey without suffering a single hit. end it early as a bonus action. Once you use this ability,
Quick hands, quick feet, and quick minds, they never you cannot use it again until you complete a long rest.
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.
Unencumbered Movement
Additionally 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 taking the Dodge Step
action 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 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.
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
Heretic Magic
Additionally 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.
Pact Magic
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.
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Spellcasting Ability
Intelligence is your spellcasting ability for your warlock “We are few, and our enemies many, but for
spells, since you learn your spells through study and each one of us that falls, we shall bring
memorization. You use your Intelligence whenever a hundreds of them to the grave.”
spell refers to your spellcasting ability. In addition, you
- Unknown
use your Intelligence modifier when setting the saving
throw DC for a warlock spell you cast and when making
an attack roll with one.
17th 3 6 2 3rd
18th 3 7 2 3rd
19th 3 7 2 4th
20th 3 7 2 4th
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Marauder Chapter Leap Attack
At 7th level, once per turn, if you move more than 15
A Jaeger of this Chapter embodies raw slaughter.
feet toward a creature (or fall 10 feet or more) before
Vengeance, wrath, and death, all rolled into one swing
making a weapon attack against them, you deal
that never ceases, endlessly scything through monsters,
additional damage on hit equal to your Momentum Dice.
leaving a bloody wake of destruction. Each marauder is
a symbol of the Chapter's determination and ferocity,
When falling, you can make this attack prior to hitting
striking fear into the hearts of their enemies with every
the ground if there is a target creature in range where
swing of their weapon. They are unstoppable warriors,
you would fall. On hit any falling damage you take is
driven by a thirst for vengeance and the need to
reduced by half, and you do not fall prone from the fall.
protect humanity from the monstrous. They are a
relentless force of destruction, cutting down their foes
with brutal efficiency. No monster is safe from their
wrath, and they will stop at nothing to ensure the Fell the Leviathan
survival of their people.
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
Path of Gore knocked prone. Creatures that are Large or larger have
disadvantage on this saving throw.
Starting at 3rd level, you learn the Great Cleave
Finisher. This does not count against your Finishers
known.
Titanic Strength
Great Cleave Starting at 17th level, your strength is so great that
Finisher, special you can wield a two-handed weapon in one hand, and
can use two-weapon fighting even when the weapons
When you hit a creature with an attack using a weapon you are wielding aren't light (including using two-
with the two-handed property, you can expend all your handed weapons).
Momentum dice. When you do so, the attack deals
additional damage equal to one Momentum Die, and If you choose to use two-hands to wield a two-handed
cleaves a number of adjacent targets within reach equal weapon, when you roll damage with it, you deal bonus
to the number of dice expended. Make a new attack damage equal to half your Strength modifier
roll and damage for each creature targeted. You regain 1 (rounded up).
focus point for each creature this reduces to 0, up to
your maximum number of Focus Points. Additionally, when you make a Finisher, you can use
your full titanic power to treat it as if it had twice as
much Momentum, up to a maximum of your maximum
Marauder Momentum Momentum + 1. Once you do this, you cannot do so
again until you complete a long rest.
Additionally 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, up to a d10 at 11th level, and a d12 at 17th level).
Savior's Focus
Additionally 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 regain a Focus Point like this, you
cannot regain a Focus Point this way 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 20 feet of bright
light, and an additional 20 feet of dim light. Any allied
creature that starts its turn in the bright light or enters
it for the first time during their 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 Divine
Salvation Chapter Art can target an additional creature and the amount
of hit points it restores and temporary hit points it
grants increases to 1d8.
A divine force endows jaegers of the Salvation Chapter
with the ability to defend the world from the horrors,
Additionally, if any of the targets are Frightened,
purging evil with one hand while saving the innocent
Charmed, Poisoned, or suffering from a Short Term
with the other. Favorites of the Radiant Church, they
Madness you can cleanse the condition from them,
are the light of hope in the darkness where evil dwells.
ending it.
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 Light of Hope
sanctuary to those that stand with them in their war
against the tides of madness. 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
Art of Salvation benefits for the duration:
At 3rd level, you learn the Prayer of Salvation Focus Art.
• The range of your Sanctifying Light becomes 30
This does not count against your Focus Arts known.
feet of bright light and an additional 30 feet of dim
light, and the light becomes sunlight
Prayer of Salvation • You and all creatures of your choice within the
Divine Art, bonus action bright light are under the effect of bless.
• If you expend a Focus Point on Prayer of Salvation,
As a bonus action, you expend 1 Focus. You and one you regain that Focus Point.
creature of your choice you can see within 60 feet of • Creatures in the bright light have advantage on
you regain 1d4 hit points, and gain an equal number of their death saving throws, and do not die at 3 failed
temporary hit points. saves. They continue to roll until they are stabilized, or
no longer within the bright light of this effect.
38 Art by Clayshaper
Sanguine Chapter Crimson Rage
Additionally at 3rd level, the first time you become
In order to strengthen themselves, Jaegers of the
bloodied (reduced to less than half your maximum hit
Blood Chapter rely on the essential essence that is
points), you gain 1 Focus Point and 1 Momentum dice.
blood. They achieve resilient states of unnatural life and
You cannot benefit from this feature again for 1 minute.
feed their powers with the fruits of their violence.
As a bonus action, you can expend all your momentum • Blood Puppet. You can force the target to make a
dice to drain a creature within 5 feet of blood, magically single weapon attack against a creature of your choice
consuming its vitality as your own. The target makes a as part of the forced reaction.
Constitution saving throw using your Blood Magic DC. • Bound Blood. The target is restrained until start
On a failed save, it takes necrotic damage equal to the of your next turn.
value rolled on all the expended Momentum dice. On • Enflamed Blood. The target takes fire damage
successful save, it takes half as much necrotic damage equal to the necrotic damage dealt at the start of each
damage. Success or failure, you regain hit points equal of its turns. It can repeat the saving throw it made
to half the necrotic damage dealt. against the Blood Drain at the end of each of its turns,
ending the effect on a success (it still has disadvantage
If the target is bloodied (having less than half its if it remains below half of its hit points or is bleeding).
maximum hit points) after taking the damage from this
Finisher or suffering from an effect that makes it bleed
(such as Hemorrhaging Wound), you regain 1 Focus Blood Frenzy
Point when you use this finisher on it.
Starting at 17th level, while bloodied (having less than
half your maximum hit points), you gain the following
the benefits:
“You shall not touch my brothers, beast. • Your speed is increased by 20 feet.
I shall endure a thousand deaths before • When you take the attack action, you can make an
I yield.” additional attack.
- Martyr Tulio • All hit points restored to you by your Jaeger
abilities are doubled.
• You gain the special Blood Craze Focus Art.
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Blood Craze Additional
Focus Art, Reaction
Note: Blood Craze When you make a long jump or high jump, you can
This is a Focus Art so that it works with Always expend a focus point to double your jumping distance
Ready, making the Blood Seeker fairly hard to put and you can ignore difficult terrain until the end of your
down kill at 20th level (since they can always do turn. If you use this Focus Art, the maximum distance
this once for free per turn). you can jump isn’t limited by your movement speed.
Elemental Art
Focus Art, bonus action
Focus Mind
Focus Art, reaction
Flourish
Focus Art, bonus action
Hunter's Rush
Focus Art, bonus action
1 Prone Strength
2 Blinded Constitution
3 Restrained Strength
4 Stunned Constitution
5 Paralyzed Constitution
As a bonus action, expend all your Momentum dice to As a bonus action, you form one hand into a spectral
move 10 feet per die expended before making a melee beast claw, and make a melee weapon attack with it,
weapon attack. On hit, add the expended Momentum expending all of your Momentum stacks. On hit, the
dice to the weapon damage roll. target 1d12 + your Strength modifier + one additional
Momentum die damage for each dice expended. This
attack has a higher critical hit range based on the
Hemorrhaging Wound number of Momentum dice consumed, reducing the
Finisher, special roll needed by 1 for each stack, up to a maximum of
scoring a critical strike on a d20 roll of 15 or higher at 5
When you hit a creature with an attack, you can expend stacks of momentum.
all your Momentum dice to rend a vicious bleeding
wound. At the end of the creature's turns, its hit points If the finisher is a critical hit, you regain 1 Focus Point.
are reduced by the 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 Volley Finisher
reduced by 1, and the bleeding stops when the number Finisher, bonus action
of dice would be reduced to 0.
When you are carrying a firearm, as a bonus action you
Applying a new bleed while the target is still bleeding can expend all your Momentum dice to reload and fire
does not stack, but refreshes the number of dice of a spray of shots at blinding speed. All creatures in a 30-
damage taken from the bleed to the higher of the foot cone must make a Dexterity saving throw with a
two values. DC of 8 + your Dexterity modifier + your proficiency
bonus. On failure, they take damage equal to the total
rolled on.
Opportunistic Shot
Finisher, reaction
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