Base Class: Fighter
Jagers undergo dangerous alchemical mutations to enhance their ability to hunt and kill the very monsters they get their strength from.
Jager Mutations
At 3rd level, you have been physically altered by a number of mutations derived from various creatures. You gain the following benefits:
- Advantage on Perception checks that rely on hearing, sight, or smell.
- Immunity to disease
Walking Bestiary
At 3rd level, you have studied various monsters and have a wellspring of knowledge that you can use the hunt and kill them. You gain proficiency in Alchemist's Supplies, Survival and one of Arcana, History, Nature, or Religion.
Additionally, you can make an Intelligence skill check to recall information on a creature. The DC is equal to 8 + the creature's proficiency bonus. You gain a modifier to this skill check based on the Jager Familiarity Table. You have disadvantage on this skill check if you have no prior knowledge of the creature. On a successful check, the DM tells you the following characteristics of the creature:
- Size
- Movement Speeds
- Saving Throw Proficiencies
- Damage Resistances, Immunities, and Vulnerabilities
- Condition Immunities
- Senses
- Special Traits
- Actions, Bonus Actions, and Reactions
On a failed check, you learn only three characteristics of the DM's choice.
Jager Familiarity Table
|
Familiarity |
Modifier |
|
No prior knowledge of the creature |
Disadvantage |
|
You have heard second-hand accounts of the creature |
+2 |
|
You have physical evidence of the creature |
+4 |
|
You have seen the creature |
+6 |
|
You have seen the creature fight |
+8 |
Arcana
You gain proficiency in Arcana.
History
You gain proficiency in History.
Nature
You gain proficiency in Nature.
Religion
You gain proficiency in Religion.
Alchemical Enhancements
At 7th level, when you finish a short or long rest you can create an alchemical enhancement. You can consume an enhancement as an action to gain its effects. The effects of an enhancement last until you finish a short or long rest, and you can end the effect as a bonus action. While you are under the effects of one or more enhancements, you must maintain concentration on the enhancement as if you were concentrating on a spell. The concentration DC increases by 5 for each additional enhancement you are affected by. Alchemical Enhancements and their effects are listed below:
Dart Frog. If a creature hits you with a bite attack, it takes poison damage equal to twice your fighter level.
Harris Hawk. Your weapon attack rolls have advantage.
Honey Badger. You gain immunity to poison damage and the poisoned condition.
Hummingbird. Weapon and spell attack rolls against you have disadvantage.
Lizard's Regeneration. You can expend hit dice to regain hit points as a bonus action.
Ostrich. You gain immunity to exhaustion.
Pronghorn. Your movement speed increases by 15 feet to a maximum of 60 feet, and you can make an additional weapon attack as a bonus action.
Spotted Cat. You gain advantage on initiative rolls and Dexterity saving throws.
Tawny Owl. You gain darkvision up to 120 feet.
Jager Veteran
At 10th level, you gain advantage on Intelligence checks made to recall information on creatures.
Powerful Metabolism
At 15th level, you gain advantage on concentration checks.
Prototype Mutation
At 18th level, you can create a Prototype Mutation from a target creature’s corpse that has been dead for no longer than 1 minute. You can choose to remove a prototype mutation from your system at the end of a long rest. You gain one of the creature’s special traits that is represented on the list below:
Aggressive
As a bonus action, you can move up to your speed toward a hostile creature you can see.
Amphibious
You can breathe air and water.
Camouflage
You have advantage on stealth checks made to hide.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Pack Tactics
You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t [condition]incapacitated[/incapacitated].
Unusual Nature
You don’t require air, food, or drink.
Previous Versions
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