Fighter
Base Class: Fighter

A Jaeger is a dedicated hunter of a plethora of dangerous creatures, to become a Jaeger is to leave your past life behind, to give your future to the cause of protecting the common folk of the realms. 

The process of becoming a Jaeger involves a special ritual, though the exact process for this transformation varies from Circle to Circle around the globe. This transformation grants the ability of Hunter's Trance, the foundation of a Jaeger.

Hunter's Trance

At 3rd Level, you understand The Jaegers' method to track down and defeat their prey and can now enter Hunter's Trance. As a Bonus Action, when activated, your first attack against any Beast, Monstrosity, or Undead creature has advantage. For one minute you can sense one resistance and one weakness of any Beast, Monstrosity, and Undead within 30 feet of you. Additionally, you deal an extra 1d4 damage to any creature type.

Jaeger's Focus

At 3rd level, the lessons of the Jaegers have trained you to hunt down and destroy the creatures that pose threats to civilization. As a Jaeger, you gain focused enemies, Beasts, Monstrosities, and Undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Jaeger Glyphs

At 7th Level your prowess as a Jaeger has manifested into special Glyphs you can summon to aid you in conflict. The toll glyph summoning takes on you is immense and consumes your action surge ability. Note: You must have at least one free hand to summon a Glyph.


 Klanna.

Harness the might of the sun to scorch your foes. Choose a point within 30 feet of you and summon the Klanna Glyph in the air. As a column of fire shoots up 30 feet into the air, every creature within a 15-foot radius of your chosen point must make a DC (8 + Wis Bonus + Proficiency) Dexterity Save, taking 4d10 fire damage on a failure, or half that on a success. Additionally, Every creature within a 20-foot radius of the chosen point must make a DC (8 + Wis Bonus + Proficiency) Constitution Save or be blinded until the end of your next turn.

Listille.

 Draw in kinetic energy from the world around you to slash your foes to ribbons. As you summon the Listille Glyph in front of you, your form rapidly flickers and kinetic copies of yourself strike out at up to 5 creatures within 20 feet of you. Make attack rolls with your weapon for each creature targeted, on a hit, they take 2d10 force damage.

Drvolk.

Summon the maw of Drvolk the Corroder to wither your foes. You summon the Drvolk Glyph in a space within 10 feet of you. The Maw of Drvolk is conjured and a 30-foot cone of corrosive spray is spewed in a direction of your choice. All creatures in the cone must make a DC (8 + Wis Bonus + Proficiency) Dexterity Save, taking 2d12 acid damage on a failure, or half on a success. This attack ignores resistance to acid damage.

 

Expert Focus

At 10th Level, you have found your favored prey as a hunter; choose either Beast, Monstrosity, or Undead as your Expert Focus. As your Expert Focus, you have expertise in Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Beast Expertise

As your Expert Focus, you have expertise in Wisdom (Survival) checks to track Beast enemies, as well as on Intelligence checks to recall information about them.

Monstrosity Expertise

As your Expert Focus, you have expertise in Wisdom (Survival) checks to track Monstrosity enemies, as well as on Intelligence checks to recall information about them.

Undead Expertise

As your Expert Focus, you have expertise in Wisdom (Survival) checks to track Undead enemies, as well as on Intelligence checks to recall information about them.

Predatory Chase

At 10th level, you are no longer a hunter, you are a predator chasing down your prey. As a reaction, you can dash to intercept an enemy within 30 feet of you that is not at full health. Upon arrival, you can make a single melee attack against them. If the creature is a Beast, Monstrosity, or Undead this attack has advantage. If this attack results in a critical hit, you have the ability to chain this ability to another enemy within 15 feet that is also under full health.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Amplified Predatory Chase

At 15th level, you are an apex predator, inflicting horrible wounds against the prey you chase down. As a reaction, you can dash to intercept an enemy within 30 feet of you that is not at full health. Upon arrival, you can make a single melee attack against them. If the creature is a Beast, Monstrosity, or Undead this attack has advantage. If this attack results in a critical hit, you have the ability to chain this ability to another enemy within 15 feet that is also under full health.

Attacks using this ability inflict grievous wounds upon your foes. When wounded, a creature has disadvantage on DEX saves and suffers 1d8 wound damage when performing complex actions like movement more than 20 feet, or using an attack action. Wounds last until the end of your next turn

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The Seventh Sense

At 18th Level your skills and senses as a Jaeger are unparalleled, you can sense the aura of all Beasts, Monstrosities, and Undead within 60 feet of you, regardless of cover. You know the direction of these creatures and their physical figure is outlined in your vision. Additionally, your weapons deal an additional 1d8 damage of their type to these creatures.

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