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SG Jager Class

Jaegers are skilled warriors that defend the city of Luyarnha from dangerous beasts. They are trained to work as a team, relying on each other for survival against relentless monsters. Jaegers have superhuman abilities that allow them to dodge powerful blows and swiftly kill enemies. They are the ideal defenders of Luyarnha and the sole reason the city still stands against the nightmarish tides of beasts.

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0% found this document useful (0 votes)
3K views17 pages

SG Jager Class

Jaegers are skilled warriors that defend the city of Luyarnha from dangerous beasts. They are trained to work as a team, relying on each other for survival against relentless monsters. Jaegers have superhuman abilities that allow them to dodge powerful blows and swiftly kill enemies. They are the ideal defenders of Luyarnha and the sole reason the city still stands against the nightmarish tides of beasts.

Uploaded by

jam.reece95
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Jaeger Class Details v0.

An unassuming human pounces in the night, his blade Bonds of Blood


and revolver at the ready. A gunshot, followed by the
sound of metal against flesh, and the splattering of One who hunts beasts is a “hunter”, as they are
blood over cobblestone. He snickers before plunging his commonly called by civilized society, but few hunters
blade anew into his battered prey. have the jaeger class. Bestowed powers beyond that of
mere mortals, jaegers can come from any walk of life,
An elegant manikin vaults atop a maddened monster, having the appearance of any normal being, which
before putting the barrel of her cannon against its skull, allows them to blend with crowds, only unleashing their
and pulling the trigger. She always loved explosions. abilities in times of need. They act as guardians for
people who are unable to defend themselves, and they
Battleaxe in hand, a massive tiefling brutally serve as the bloody sword of vengeance in a world that
decapitates a beast, then leaps towards another, is hell-bent on destroying itself. Life in the city-state of
plunging the silvered weapon in the creature’s chest, Luyarnha is fraught with peril: gang warfare, infectious
ripping a gashing wound from neck to groin. madness, and harrowing beasts. Amidst this chaos,
jaegers are the first to charge into battle, so that their
Jaegers are defined by their efficiency in battle, with brothers and sisters can survive to live another day.
their mastery over both steel and gunpowder they lay
waste to all who oppose them. More than just soldiers, Jaegers rarely leave their home city of Luyarnha - they
their skills represent the last wall of defense of a world would rather die than see it fall to the scourge.
fated to extinction - they are unstoppable and Following the jaeger’s creed, they never hunt by
unbreakable. They strike fear in the heart of their foes, themselves, unless forced to - ‘survive together, or die
and bring hope to those they protect. together’. The nights can be brutal and the beasts are
relentless, against such a ferocious onslaught, only a
united front can hope to survive. As a result, jaegers are
Engineered Perfection aware of the importance of teamwork and never charge
into battle alone, save to retrieve fallen allies. The
In the ease and safety that contemporary advancements bonds formed during the hunts are stronger than those
bring, city dwellers frequently forget how fortunate of many families. Blood is thicker than water, and the
their lives are. They have all but forgotten the life of gods know that blood is shed when the hunt rages on.
pain that would befall them if the system failed. Which
is precisely what took place in Luyarnha .

The urbanites were left defenseless when the scourge


swept the streets of the city, snapping like twigs in the
face of such ferocity. While the denizens of the town
struggled against insurmountable odds, the church and “There is nowhere left to hide. We know
the nobility didn’t remain inert, instead, they put their you now. We shall hunt you in every plane
everything into engineering the ideal weapon, of existence. We shall cleanse these walls,
something capable of annihilating the beasts plaguing then we shall cleanse the world. So look
the city. This weapon came to be known as the jaegers. upon me now, beast, and know your slayer.”
- Steinhardt, The First Hunter.
Jaegers thrive in the savagery of the hunt. They are
capable of superhuman feats; their reflexes more
honed than that of mere mortals, they are capable of
dodging the most vicious of blows, and using that
momentum to plunge their blade deep into the heart
of their prey. A jaeger’s thirst for battle is endless - only
in inaction can they experience fatigue. They are the
perfect weapon against the nightmarish tides of beasts,
and the sole reason Luyarnha still stands.

26 Art by Maximiliano Moretto


27
Creating a Jaeger
As you create your ranger character, consider the nature What’s the source of your particular hatred of a certain
of the training that gave you your particular kind of enemy? Did a monster kill someone you loved
capabilities. Did you train with a single mentor, or destroy your home village? Or did you see too much
wandering the wilds together until you mastered the of the destruction these monsters cause and commit
ranger’s ways? Did you leave your apprenticeship, or yourself to reining in their depredations? Is your
was your mentor slain—perhaps by the same kind of adventuring career a continuation of your work in
monster that became your favored enemy? Or perhaps protecting the borderlands, or a significant change?
you learned your skills as part of a band of rangers What made you join up with a band of adventurers? Do
affiliated with a druidic circle, trained in mystic paths you find it challenging to teach new allies the ways of
as well as wilderness lore. You might be self-taught, a the wild, or do you welcome the relief from solitude
recluse who learned combat skills, tracking, and even a that they offer?
magical connection to nature through the necessity of
surviving in the wilds.

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.

28
The Jaeger Table

Level Proficiency Bonus Focus Momentum Die Features

1st 2 1 - Flexible Combatant, Focus, Eldritch Hunter

2nd 2 2 1d6 Momentum, Fighting Style

3rd 2 2 1d6 Jaeger Chapter, Piercing Gaze

4th 2 2 1d6 Ability Score Improvement, Seasoned Survivor

5th 3 3 1d6 Extra Attack

6th 3 3 1d6 Hunter's Pursuit

7th 3 3 1d6 Jaeger Chapter feature

8th 3 3 1d6 Ability Score Improvement

9th 4 4 1d6 Evasion

10th 4 4 1d6 Ability Score Improvement

11th 4 4 1d8 Lethal Tempo

12th 4 4 1d8 Ability Score Improvement

13th 5 5 1d8 Relentless Movement

14th 5 5 1d8 Jaeger Chapter feature

15th 5 5 1d8 Inured to Madness

16th 5 5 1d8 Ability Score Improvement

17th 6 6 1d10 Jaeger Chapter capstone

18th 6 6 1d10 Eternal Watch

19th 6 6 1d10 Ability Score Improvement

20th 6 6 1d10 Always Ready

Art by Ryan Bittner 29


Class Features Focus
At 1st level, you gain one Focus Points. You gain
As a jaeger, you gain the following class features.
additional focus points 2nd, 5th, 9th, 13th, and 17th
level, as shown on the class table. You can spend Focus
Points to use Focus Arts. You learn two such Focus
Hit Points Arts: Weapon Parry, Dodge Step. You learn one
additional Focus Art of your choice at 2nd, 7th, 13th,
Hit Dice: 1d8 per Jaeger level
and 17th levels.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
When you roll a 20 on a saving throw or attack roll
Constitution modifier per Jaeger level after 1st
against a hostile creature, you regain one Focus Point.
You regain all expended Focus Points when you
complete a short or long rest.
Proficiencies
Armor: Light armor, medium armor Weapon Parry
Weapons: Simple weapons, martial weapons, firearms. Focus Art, Reaction
Tools: None
Saving Throws: Dexterity, Intelligence As a reaction to being hit by a creature you can see
Skills: Choose two from Acrobatics, Athletics, Arcana, within range of a weapon you are holding, you can
History, Investigation, Medicine, Nature, Perception, expend 1 Focus Point to make a special weapon attack.
Religion, Sleight of Hand, Stealth, Survival This attack does no damage, but blocks an amount of
damage from the incoming attack equal to the
weapon's damage dice (include ability modifier), unless
Equipment your attack roll is a 1. On a 20, any weapon damage dice
are doubled (like a critical hit would be) and if you fully
You start with the following equipment, in addition to block the incoming attack, the target is stunned until
the equipment granted by your background: the start of its next turn.

(a) two martial weapons Dodge Step


(a) a pistol and pouch of 20 bullets or (b) any two Focus Art, Reaction
simple weapons.
(a) scale mail or (b) leather armor As a reaction to being attacked by a creature you can
(a) a dungeoneer’s pack or (b) an explorer’s pack see, if your speed is not 0, you can expend 1 Focus
Point to move 5 feet without provoking attacks
opportunity and make a Dexterity saving throw with a
Flexible Combatant DC equal to the attacker's attack roll (including
modifiers). On a success, you evade completely and
At 1st level, you can draw and stow a weapon with each take no damage. On a failure, you halve the attack's
hand (up to stowing two weapons and drawing two damage against you.
weapons) when you draw or stow a weapon and you
now can reload weapons with the loading, reload, or
barrel properties without a free hand. Eldritch Hunter
Additionally, if you are carrying a one-handed melee Additionally at 1st level, when you make an ability check
weapon in one hand, and a one-handed ranged weapon to track or identify an Aberration, Fiend, Monstrosity, or
in the other hand, you do not have disadvantage from Undead, you can add your proficiency bonus to the
being in melee range on ranged weapon attacks made ability check. If you are already proficient in the ability
with the ranged weapon. check, you can double your proficiency bonus.

30
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.

Art by Carl Hassler 31


Hunter's Pursuit
Focused Fighting
You learn an additional Focus Art, and your number of Starting at 6th level, at the start of your turn you can
Focus Points increases by 1. expend one Focus Point to immediately move up to
half your movement speed for free (not expending your
Two-Weapon Fighting movement for the turn) without provoking attacks of
When you engage in two-weapon fighting, you can add opportunity.
your ability modifier to the damage of the second
attack.
Evasion
Jaeger Chapter Beginning at 9th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon's fiery
At 3rd level, you choose a Jaeger Chapter that suits the breath or an ice storm spell. When you are subjected to
means by which you intend to further your powers. an effect that allows you to make a Dexterity saving
Select one of the following: Absolute Chapter, Marauder throw to take only half damage, you instead take no
Chapter, Salvation Chapter, Heretic Chapter, or damage if you succeed on the saving throw, and only
Sanguine Chapter. half damage if you fail.

Piercing Gaze Lethal Tempo


Additionally at 3rd level, you gain the ability to activate Starting at 11th level, the first time you hit a creature
a magical sight, allowing you effortlessly to pierce the on your turn, you gain 1 Momentum Die. You gain an
gloom and see what lurks within. For 1 hour, you gain additional Momentum Die any time you reduce a
darkvision with a range of 60 feet. If you already have creature to zero points.
darkvision, the range of your darkvision increases to
120 feet. This vision lets you see normally in dim light
and darkness, both magical and nonmagical. Relentless Pursuit
When you reach 7th level, you also gain the effect of see Starting at 13, when you use your Hunter's Pursuit, if
invisibility for the duration, and when you reach 13th you end your movement next to a hostile creature, you
level, you additionally gain the effect of trueseeing for regain the expended Focus Point.
the duration.

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.

32
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.

Counter Strike Placeholder concept art

Starting at 3rd level, when you use the Weapon Parry


feature, 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 the remainder of
your weapons damage roll, taking it as your weapon's
damage type.

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
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.

Art by Carl Hassler 33


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, occultists
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 to use it to put an end
to the nightmare.

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.

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.

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 Occultist 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.

34
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.

Spell save DC = 8 + your proficiency bonus + your


Intelligence modifier Shrouded Steps
Spell attack modifier = your proficiency bonus + your At 7th level, when you use Dodge Step, Hunter's
Intelligence modifier Pursuit, or other Jaeger abilities that allow you to move
without expending your movement (such as Chasing
Finisher), you teleport the distance moved.
Heretic Cantrips Spells Spell Slot
Level Known Known Slots Level
Mystical Momentum
3rd 2 3 1 1st
At 14th level, when you spend a pact slot, you gain a
4th 2 2 1 1st number of momentum dice equal to the level of the
spell slot spent.
5th 2 2 2 1st

6th 2 3 2 1st Darkness Within


7th 2 3 2 2nd Starting at 17th level, you can unleash the twisted
powers you've bound to your soul taking on a terrifying
8th 2 3 2 2nd aspect as a bonus action. For 1 minute, you sprout
wings of shadow and become wreathed in darkness.
9th 2 4 2 2nd
You gain the following effects:
10th 3 4 2 2nd
• The area around you dims. Bright light becomes dim
11th 3 4 2 2nd light, and dim light becomes darkness within 10 feet.
• You are heavily obscured by swirling shadows.
12th 3 5 2 2nd • You gain a flying speed of 30 feet.
• You have resistance to bludgeoning, piercing,
13th 3 5 2 3rd and slashing damage from non-magical attacks that
aren't silvered.
14th 3 5 2 3rd
This effect ends early if you become incapacitated,
15th 3 6 2 3rd or end it early as a bonus action. Once you use this
ability, you cannot use it again until you complete a
16th 3 6 2 3rd long rest.

17th 3 6 2 3rd

18th 3 7 2 3rd

19th 3 7 2 4th

20th 3 7 2 4th

35
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).

Additionally, you can use your Constitution modifier


in place of your Dexterity modifier when calculating
your AC with medium armor.

“- Do you see these beasts?


- Yes ma’am.
- I don’t want to.
- Yes ma’am.”
- Vicar Priscilla to Steinhardt
during the 3rd hunt

36 Art by Maximiliano Moretto


37
Placeholder concept art

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.

This effect ends early if you become incapacitated, or


end it early as a bonus action. Once you use this ability,
you cannot use it again until you
complete a long rest.

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.

Although some may consider them to be monsters in


and of themselves, when faced with the horrors that Blood Hex
lurk in the dark recesses of the world, their abilities can
Starting at 7th level, when you use your blood drain
hold the line and preserve the tenuous flame of life
effect, if your target fails the saving throw against the
when it should have long since been extinguished -
ability, you can invoke a blood hex, selecting one of the
keeping themselves and their allies alive while draining
following abilities:
the strength of their adversaries in an endless crimson
parade of blood.
• Burning Blood. The target takes additional fire
damage equal to half necrotic damage dealt.
• Controlled Blood. You can force the target to
Vital Consumption move up to 5 feet in a direction of your choice as a
reaction (if the target's reaction is unavailable, they
Starting at 3rd level, you gain the ability to draw power
cannot move).
from the flowing blood of your foes, and learn the
• Sluggish Blood. The target's movement speed is
following Finisher. This does not count against your
reduced by half until the start of your next turn.
Finishers known. Some of your abilities use a Blood
Magic DC, which is calculated as follows:

Blood Magic DC = 8 + your Intelligence or Constitution Empowered Blood Hex


modifier (your choice) + your proficiency modifiers.
Starting at 14th level, you can invoke more powerful
blood hexes. You gain the following options, each of
Blood Drain which are improved versions of the hexes granted by
Finisher, bonus action Blood Hex, but cost 2 Focus Points to invoke.

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.

39
Blood Craze Additional
Focus Art, Reaction

As a reaction to being reduced to 0 hit points, you


Focus Arts
can expend 1 Focus Point to be reduced to 1 hit
point instead. Aerial Vault
Focus Art, special

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

As a bonus action, you expend 1 focus 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


Frightened, Charmed, or having your mind read or
influenced, you can spend 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


an additional stack of Momentum (gaining 2 stacks
of Momentum total 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.

Placeholder concept art

40 Art by Ryan Bittner


I Don't Want To Be Eaten Today Finishers
Focus Art, reaction

As a reaction to becoming grappled or restrained by an Breaking Blow


effect that has an escape DC or is a contested roll, you Finisher, special
can expend 1 focus point to attempt to immediately
escape the effect, making an Athletics or Acrobatics When you hit a creature with an attack, you can expend
check against the escape DC or contesting roll to your Momentum to force the target to make a saving
escape with advantage. throw, or suffer a condition for 1 minute. 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
Jaeger's Assessment when you use this finisher. You can choose to inflict a
Focus Art, bonus action condition that requires a less momentum dice than you
expend, but all momentum dice are expended
As a bonus action, you can expend 1 Focus Point to regardless of the condition selected.
make an Intelligence (Investigation) check targeting an
enemy creature you can see within 60 feet, contested The target can repeat its saving throw against the
by its Charisma (Deception). On success, you learn its condition at the end of each of its turns, ending the
Creature Type, AC, any resistances or immunities it has effect on a success. If the condition inflicted is Prone,
to damage or conditions, and any spells it is under the they do not need to pass a subsequent save and can
effect of. end the condition by standing as normal instead (if
able to).
Alternatively when you take this bonus action, you
can take the Search action. If the target fails their initial save against the effect, you
regain 1 Focus Point.

Momentum Stacks Condition Save

1 Prone Strength
2 Blinded Constitution
3 Restrained Strength
4 Stunned Constitution
5 Paralyzed Constitution

Art by Maximiliano Moretto 41


Chasing Finisher Vicious Finisher
Finisher, bonus action Finisher, bonus action

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

As a reaction to a creature within 20 feet becoming


paralyzed, restrained, or stunned, you can take a single
weapon attack with your rearm as a reaction. On hit,
you deal the weapon damage + your expend all of your
Momentum dice, rolling them and dealing damage
equal to the amount rolled. Art by Ryan Bittner

42

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