Jaeger Class
The wereboar’s bellow cuts off sharply as a previously unseen blade, dripping with spectral quicksilver, emerges from its throat. The half-orc hunter behind the abomination turns suddenly, drawing a light crossbow and planting a single bolt directly into the forehead of another beast that had been drawing back to strike. With each step, the kobolds shrink back farther, each unwilling to act until another has taken the first move. The black-clad warrior continues to tread softly and assuredly even as she enters the hoard, paying no mind to the harried mob. Their lord, a great red dragon, levels a swing at the intruder, only to feel its own spike of fear as she deflects the cleave with a contemptuous stroke. A satyr woman carrying an odd assortment of weapons casts herself across the booby-trapped room, landing nimbly between three clattering skeletons. In a flash, the crushing traps activate, pulverizing two of her assailants. The third is swiftly dispatched as a warhammer, glowing bright with runes, shatters its skull. The satyr waits for the Dwarven Thrower to return to her hand before placing it in her backpack alongside her other favorite artifacts and turning eagerly to the chest at the end of the room. Death By A Thousand Cuts The style of a hunter is necessarily subtle; the Jaegers don’t need magic, nor do they need brute strength. This style of dogged pursuit, rather than simply landing singularly devastating blows as a rogue or paladin would, is what marks a Jaeger as a shrewd and prudent attrition hunter. It is no spell or trick; this prowess is achievable only through a uniquely intense focus that many athletes call “the zone,” which Jaegers utilize to place critical strikes at an impossible speed.
Hit Points
Hit Dice: 1d10 per Jaeger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jaeger level after 1st
Proficiencies
Armor: Light and Medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Acrobatics, Athletics, History, Insight, Intimidation, Martial, Nature, Perception, Sleight of Hand, Stealth, and Survival. You can replace one of your chosen skills with proficiency in an exotic weapon of your choice.
| Level | Proficiency Bonus | Slayers Focus | Features |
|---|---|---|---|
| 1st | 2 | - | Monster Hunter, Ambush Predator, Fighting Style |
| 2nd | 2 | D4 | Slayers Focus, Lissom |
| 3rd | 2 | D4 | Precise Critical, Jaeger's Order |
| 4th | 2 | D4 | Ability score increase |
| 5th | 3 | D6 | Swelling Momentum, Weapon Parry |
| 6th | 3 | D6 | Jaeger's Order Feature |
| 7th | 3 | D6 | Evasion |
| 8th | 3 | D6 | Ability Score Increase |
| 9th | 4 | D8 | Brutal Critical |
| 10th | 4 | D8 | Extended Flow State |
| 11th | 4 | D8 | Jaeger's Order Feature |
| 12th | 4 | D8 | Ability Score Increase |
| 13th | 5 | D10 | Brutal Critical(x2) |
| 14th | 5 | D10 | Hunter's Rally |
| 15th | 5 | D10 | Superior Critical |
| 16th | 5 | D10 | Ability Score Increase |
| 17th | 6 | D12 | Jaeger's Order Feature, Brutal Critical(x3) |
| 18th | 6 | D12 | Hunter's Insight |
| 19th | 6 | D12 | Ability Score Increase |
| 20th | 6 | D12 | Perfect Slayer |
Fighting Style
Starting at 1st level, You adopt a particular style of fighting as your specialty. Choose an option from the fighting styles article that you meet the prerequisites for. You can't take a Fighting Style option more than once, even if you later get to choose again.
Monster Hunter
Also at 1st level, your senses are uniquely honed to hunting down supernatural prey. You have advantage on wisdom (Survival) checks to track aberrations, celestials, fiends, monstrosities, undead, or shapeshifters, as well as on Intelligence checks to recall information about them. Different Feature instead
Ambush Predator
Additionally at 1st level, you have advantage on initiative rolls, and on your first attack roll in each combat.
Slayer's Focus
Starting at 2nd level, your intense focus allows you to act fluidly at impossible speed. As a bonus action, you may take the Slayer's Initiative until the end of your turn. While you have the Slayer's Initiative, you gain a second bonus action on you turn that you can use to dash or disengage. Additionally, while under the effects of Slayer's Initiative, your melee weapons gain
Uses. You have a number of uses of this ability as shown on the Slayer's Focus column of the Jaeger table. You regain half of your uses upon completing a short rest, and all of your uses on a long rest.
Critical Initiative. You also take the Slayer's Initiative until the end of your next turn without expending a use of the feature whenever you score a critical hit on an attack roll, reduce a creature to 0 hit points, or roll a natural 20 on an initiative roll.
Needs to be changed
Lissom
A good hunter is characterized by a keen eye and an opportunistic hand. Also at 2nd level, you may attempt to search, shove, or make an additional knowledge check as bonus actions on your turn. When you attempt to shove a creature, you choose to use your Strength(Athletics) or Dexterity(Acrobatics). You may use the bonus action granted by Slayer's Initiative to perform these actions as well.
Improved Critical
Beginning at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Jaeger's Order
Also at 3rd level, you choose an order, an organization of hunters whose specialized experience grants them unique abilities. You gain additional features from this order at 6th, 11th, and 17th level.
Options:
-Dominus
-Heretical
-Luna
-Obscura
-Titanas
-Vexillum
Swelling Momentum
Beginning at 5th Level, Your strikes build up to explosive damage. Whenever you hit an attack for the fifth consecutive time, that attack automatically scores a critical hit. This counter is reset to 0 if you miss an attack.
The number of consecutive hits required in this way goes down as you reach certain levels in this class: 4 hits at level 10, and 3 hits at level 15.
Weapon Parry
Also at 5th level, All light weapons have the parry property for you, additionally when you take the parry reaction you may choose to make a special melee attack against the target instead. If the attack hits the target's ac, you roll and calculate the weapon damage as usual, but rather than dealing the damage to the enemy you instead reduce the damage of the attack which triggered the reaction by the damage you would have dealt.
This attack does count as a normal attack roll for your Swelling Momentum and Slayer's Initiative features, and you roll extra dice as usual if the attack scores a critical hit. If you successfully reduce the damage to 0, the attacker takes the "remaining" damage from you attack.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a blue dragon's lighting breath or a fireball 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.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Extended Flow State
Beginning at 10th level, entering the zone makes it easier to maintain. While you have Slayer's Initiative, you make weapon attack rolls at advantage.
Hunter's Rally
A great Jaeger is characterized by boundless endurance. Beginning at 14th level, whenever you take the Slayer's initiative, you gain temporary hp equal to half your Jaeger level, rounded down, plus your Proficiency Bonus. You cannot benefit from this feature more than once in the same turn.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Hunter's Insight
Your eyes reject deception. Starting at 18th level, you gain truesight out to a range of 60 ft.
Perfect Hunter
at 20th level, you gain the ability to pinpoint singularly devastating blows at will. Whenever you attack and hit a creature, you can expend a use of your Slayer's Initiative to cause that attack to score a critical hit.

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