# Jaeger *Source: Steinhardt's Guide to the Eldritch Hunt p. 112* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='5'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th><th class="value">Focus Points</th><th class="value">Momentum Die</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Flexible Combatant (Level 1)' class='internal-link'>Flexible Combatant</a>, <a href='#Focus (Level 1)' class='internal-link'>Focus</a>, <a href='#Eldritch Hunter (Level 1)' class='internal-link'>Eldritch Hunter</a></td><td class="value">1</td><td class="value">—</td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"><a href='#Momentum (Level 2)' class='internal-link'>Momentum</a>, <a href='#Fighting Style (Level 2)' class='internal-link'>Fighting Style</a></td><td class="value">2</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Jaeger Chapter (Level 3)' class='internal-link'>Jaeger Chapter</a>, <a href='#Piercing Gaze (Level 3)' class='internal-link'>Piercing Gaze</a></td><td class="value">2</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"><a href='#Ability Score Improvement (Level 4)' class='internal-link'>Ability Score Improvement</a>, <a href='#Seasoned Survivor (Level 4)' class='internal-link'>Seasoned Survivor</a></td><td class="value">2</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"><a href='#Extra Attack (Level 5)' class='internal-link'>Extra Attack</a></td><td class="value">3</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Hunter's Pursuit (Level 6)' class='internal-link'>Hunter's Pursuit</a></td><td class="value">3</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"><a href='#Jaeger Chapter Feature (Level 7)' class='internal-link'>Jaeger Chapter Feature</a></td><td class="value">3</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"><a href='#Ability Score Improvement (Level 8)' class='internal-link'>Ability Score Improvement</a></td><td class="value">3</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"><a href='#Evasion (Level 9)' class='internal-link'>Evasion</a></td><td class="value">4</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 10)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">1d6</td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"><a href='#Lethal Tempo (Level 11)' class='internal-link'>Lethal Tempo</a></td><td class="value">4</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"><a href='#Ability Score Improvement (Level 12)' class='internal-link'>Ability Score Improvement</a></td><td class="value">4</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"><a href='#Relentless Pursuit (Level 13)' class='internal-link'>Relentless Pursuit</a></td><td class="value">5</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Jaeger Chapter Feature (Level 14)' class='internal-link'>Jaeger Chapter Feature</a></td><td class="value">5</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"><a href='#Inured to Madness (Level 15)' class='internal-link'>Inured to Madness</a></td><td class="value">5</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"><a href='#Ability Score Improvement (Level 16)' class='internal-link'>Ability Score Improvement</a></td><td class="value">5</td><td class="value">1d8</td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"><a href='#Jaeger Chapter Feature (Level 17)' class='internal-link'>Jaeger Chapter Feature</a></td><td class="value">6</td><td class="value">1d10</td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Eternal Watch (Level 18)' class='internal-link'>Eternal Watch</a></td><td class="value">6</td><td class="value">1d10</td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"><a href='#Ability Score Improvement (Level 19)' class='internal-link'>Ability Score Improvement</a></td><td class="value">6</td><td class="value">1d10</td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"><a href='#Always Ready (Level 20)' class='internal-link'>Always Ready</a></td><td class="value">6</td><td class="value">1d10</td></tr> > </tbody></table> ^class-progression ## Hit Points - **Hit Dice**: 1d8 per Jaeger level - **Hit Points at First Level:** 8 + CON - **Hit Points at Higher Levels:** add 5 OR 1d8 + CON (minimum of 1) ## Starting Jaeger - **Saving Throw Proficiencies**: Dexterity, Intelligence - **Skill Proficiencies**: *Choose 2:* Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth, or Survival - **Weapon Proficiencies**: Simple weapons and Martial weapons - **Armor Training**: Light armor and Medium armor **Starting Equipment:** You start with the following items, plus anything provided by your background. - Two martial weapons - (a) a [pistol](/3-Content/Compendiums/items/pistol-sgtteh.md) and pouch of 20 [bullets](/3-Content/Compendiums/items/lead-bullet-sgtteh.md) or (b) any two simple weapons - (a) scale mail or (b) leather armor - (a) a dungeoneer's pack or (b) an explorer's pack ## Jaeger 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. ### Engineered Perfection In the ease and safety that contemporary advancements bring, city dwellers frequently forget how fortunate their lives are. They have all but forgotten the life of 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 the nobility didn't remain inert, instead concentrating their efforts to engineer the ideal weapon, something capable of annihilating the beasts plaguing the city. This weapon came to be known as the jaegers. Jaegers thrive in the savagery of the hunt. Their reflexes more honed than that of mere mortals, jaegers are capable of dodging the most vicious of blows and using that momentum to drive 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. ### Bonds of Blood One who hunts beasts is a "hunter", as they are commonly called by civilized society, but few hunters have the jaeger class. Coming from all walks of life, jaegers blend in with their communities, only unleashing their abilities in times of need. They act as guardians for people who are unable to defend themselves, and they serve as the bloody sword of vengeance in a world that is hell-bent on destroying itself. Life in the city-state of Luyarnha is fraught with peril: gang warfare, infectious madness, and harrowing beasts. Amidst this chaos, jaegers are the first to charge into battle so that their brothers and sisters can survive to live another day. Jaegers rarely leave their home city of Luyarnha; they would rather die than see it fall to the scourge. Following the jaeger's creed—'survive together, or die together'—they never hunt by themselves unless forced to. 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 aware of the importance of teamwork and never charge into battle alone, save to retrieve fallen allies. The bonds formed during the hunts are stronger than those of many families. Blood is thicker than water, and the gods know that blood is shed when the hunt rages on. > [!quote] A quote from Steinhardt > > There is nowhere left to hide. We know you now. We shall hunt you in every plane of existence. We shall cleanse these walls, then we shall cleanse the world. So look upon me now, beast, and know your slayer. ### Creating a Jaeger Think about the nature of your abilities and what gave rise to them as you construct your jaeger character. Were you one of the numerous orphans whose bodies were experimented on in the jaeger research project? Did you voluntarily join the ranks of hunters, or were you abducted and brainwashed into the ideal soldier? Alternatively, you might have defied the established order and joined the jaegers by a different route, perhaps after finding an eldritch carving and engraving it on your flesh. You might be self-taught—a loner who learned combat skills, tracking, or even a magical connection to the cosmos through the necessity of surviving the hunts. Alternatively, you might have learned from the comrades you now consider family. What fuels you? Is it a visceral hatred of the beasts that slaughtered your loved ones? Or is it a reflection of your desire to stop these monsters' devastation, committing yourself to reining in their carnage? Is your adventuring career a continuation of your work in annihilating the scourge of beasts, or a significant change? What made you join a band of adventurers? Do you enjoy the break from the hunt that new allies provide, or do you find it difficult to teach them the jaeger ways? #### Quick Build You can make a jaeger quickly by following these guidelines. First, make Dexterity your highest ability score, followed by Constitution, and then Intelligence. Second, pick a background, preferably one that involves the city of Luyarnha. ## Class Features ### 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](/3-Content/Compendiums/optional-features/weapon-parry-sgtteh.md) and [Dodge Step](/3-Content/Compendiums/optional-features/dodge-step-sgtteh.md). 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](/3-Content/Compendiums/optional-features/brutal-finisher-sgtteh.md). 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] 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. ^note ### 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](/3-Content/Compendiums/classes/jaeger-absolute-chapter-sgtteh.md), [Heretic Chapter](/3-Content/Compendiums/classes/jaeger-heretic-chapter-sgtteh.md), [Marauder Chapter](/3-Content/Compendiums/classes/jaeger-marauder-chapter-sgtteh.md), [Salvation Chapter](/3-Content/Compendiums/classes/jaeger-salvation-chapter-sgtteh.md), or [Sanguine Chapter](/3-Content/Compendiums/classes/jaeger-sanguine-chapter-sgtteh.md). ### 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. > [!note] Homebrew > 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. > [!note] Homebrew > 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. > [!note] Homebrew > 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. > [!note] Homebrew > 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](/3-Content/Compendiums/classes/jaeger-sgtteh.md#Hunter's%20Pursuit%20(Level%206)), 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. > [!note] Homebrew > 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](/3-Content/Compendiums/classes/jaeger-sgtteh.md#Piercing%20Gaze%20(Level%203)). ### 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. > [!note] Homebrew > 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](/3-Content/Compendiums/optional-features/weapon-parry-sgtteh.md) or [Dodge Step](/3-Content/Compendiums/optional-features/dodge-step-sgtteh.md)). When you expend a Focus Point on this special reaction, you immediately regain the expended Focus Point. ## Optional Features > [!example]- Optional Features: Focus Art > ![Focus Art](/3-Content/Compendiums/lists/list-optfeaturetype-sgtteh-fa.md#Focus%20Art) ^list-optfeature-sgtteh-fa > [!example]- Optional Features: Finisher > ![Finisher](/3-Content/Compendiums/lists/list-optfeaturetype-sgtteh-f.md#Finisher) ^list-optfeature-sgtteh-f