Jaeger

**Class Group:** Warrior

**Primary Ability:** Strength or Dexterity

***An unassuming human pounces in the night, his blade and revolver at the ready. A gunshot, followed by the sound of metal against flesh and the splattering of blood over cobblestone. He snickers before plunging his blade anew into his battered prey.***

***An elegant manikin vaults atop a maddened monster, before putting the barrel of her cannon against its skull and pulling the trigger. She always loved explosions.***

***Battleaxe in hand, a massive tiefling brutally decapitates a beast, then leaps towards another, impaling the silvered weapon in the creature’s chest and ripping a gashing wound from neck to groin.***

***Jaegers are defined by their efficiency in battle, using their mastery over both steel and gunpowder to lay waste to all who oppose them. More than just soldiers, their skills represent the last wall of defense of a world fated to extinction; they are unstoppable and unbreakable. They strike fear in the heart of their foes, and bring hope to those they protect.***

## Creating a Jaeger:

To create a Jaeger, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Jaeger” sidebar.

Then look at the Jaeger table to see the class features you get at each level in this class. The descriptions of those features appear in the “Fighter Class Features” section.

### Hit Points:

**Hit Dice:** 1d8 per Jaeger Level

**Hit Points at 1st Level:** 8 + your Constitution Modifier

**Hit Points per Level after 1st:** 1d8 (or 5) + your Constitution Modifier

### Proficiencies:

**Saving Throws:** Dexterity, Intelligence

**Skills (Choose 2):** Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Religion, Slight of Hand, Stealth, and Survival

**Weapons:** Simple, Martial, Firearms

**Tools:** None

**Armor Training:** Light, Medium

### Starting Equipment:

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 100 GP on equipment of your choice.

* Two Martial Weapons
* (a) A Pistol and pouch of 20 bullets or (b) Any two Simple weapons
* (a) Scale Mail or (b) Leather Armor
* (a) Dunegoneer’s Pack or (b) Explorer’s Pack

## Fighter Class Features:

### 1st Level: Flexible Combatant

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.

### 1st Level: Focus

Your concentration during battle is razor sharp, letting you keenly focus during critical moments. You have 1 Focus Point. You gain additional Focus Points as shown on the Jaeger table. You can expend Focus Points to use Focus Arts. You learn two such Focus Art Options: Weapon Parry and Dodge Step. You learn one additional Focus Art of your choice at 2nd, 7th, 13th, and 17th level.

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.

### 1st Level: Eldritch Hunter

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.

### 2nd Level: Momentum

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 Brutal Finisher. You learn one additional Finisher Option of your choice at 4th, 6th, 8th, and 12th level, and may gain others through Jaeger Chapter features.

### 2nd Level: Fighting Style

You have honed your martial prowess and gain the Fighting Style: Dueling feat, or you gain another Fighting Style feat of your choice.

### 3rd Level: Jaeger Chapter

You gain a Jaeger subclass of your choice. A subclass is a specialization that grants you special abilities at certain Jaeger levels. For the rest of your career, you gain each of your subclass’s features that are of your Jaeger level and lower. This class’s description tells you the levels when your subclass provides features:

* Absolute Chapter
* Heretic Chapter
* Marauder Chapter
* Salvation Chapter
* Sanguine Chapter

### 3rd Level: Piercing Gaze

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.

### 4th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 4th Level: Seasoned Survivor

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.

### 5th Level: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

### 6th Level: Hunter’s Pursuit

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.

### 7th Level: Subclass Feature

You gain a feature from your Jaeger subclass.

### 8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 9th Level: Evasion

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.

### 10th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 11th Level: Lethal Tempo

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.

### 12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 13th Level: Relentless Pursuit

When you use your Hunter's Pursuit, if you end your movement next to a hostile creature, you regain the expended Focus Point.

### 14th Level: Subclass Feature

You gain a feature from your Jaeger subclass.

### 15th Level: Inured to Madness

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.

### 16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 17th Level: Subclass Feature

You gain a feature from your Jaeger subclass.

### 18th Level: Eternal Watch

You are always under the effect of your Piercing Gaze.

### 19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

### 20th Level: Always Ready

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.