Base Class: Ranger
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 the aberrant forces.
(Credit for Inspiration behind this class goes to MonkeyDM!!)
Flexible Combatant
Beginning at 3rd level, 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.
Additionally, you become skilled in switching weapons, you may stow and draw any one-handed ranged weapon you are holding with another one-handed ranged weapons on your person.
Jaeger Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Detect Evil and Good |
| 5th | Arcanist's Magic Aura |
| 9th | Intellect Fortress |
| 13th | Locate Creature |
| 17th | Hallow |
Focus & Momentum
At 3rd level, your concentration during battle is razor sharp, letting you keenly focus during critical moments. You have a number of focus points equal to one fourth your Ranger level (rounded up). You can expend Focus Points to use Focus Arts. You learn two such Focus Arts: Weapon Parry and Dodge Step. You learn additional Focus Arts at 7th, 11th, 15th, and 17th level in this class.
You regain all expended Focus Points when you finish a long rest, when you roll a 20 on a saving throw or an attack roll against a hostile creature, or when you roll initiative and have no Focus Points remaining.
Momentum is a special resource which you gain every time you spend a Focus Point. You have a maximum number of Momentum equal to your proficiency bonus + your dexterity modifier and are used to perform special Focus Arts called Finishers. A Momentum Dice starts out as a d6, and improves based on your level in this class into a d8 at 11th level, then a d10 at 15th level. You start with knowing the Brutal Finisher when you gain this feature. If a Finisher deals extra damage, that damage does not benefit from a critical strike.
Aerial Vault
When you make a jump, you can expend 1 Focus Point to double your jumping distance for that jump, and you can ignore difficult terrain until the end of your turn. When you use this Focus Art, the maximum distance you can jump isn’t limited by your walking speed.
Brutal Finisher
When you hit a creature with an attack, you can expend all of your Momentum dice and add them to the damage roll. If you reduce the target to 0 hit points with this Finisher you regain 1 Focus Point.
Dodge Step
As a reaction to being attacked by a creature while your speed is not 0, you can expend 1 Focus Point to move 5 feet without provoking opportunity attacks. When you do so you must make a Dexterity saving throw with a DC equal to the attack roll of the attack (including modifiers). On a success, you evade completely and take no damage. On a failure, you half the damage of the attack instead.
Elemental Art
As a bonus action, you expend 1 Focus Point and touch a weapon you're carrying. Choose between acid, cold, fire, or lightning. For 1 minute, the weapon deals that damage type instead of its normal type.
Finisher: Breaking Blow
When you hit a creature with an attack, you can expend all of your Momentum dice to force the target to make a saving throw, suffering a condition for 1 minute on a failure. The DC of the save is 8 + your Dexterity modifier + your proficiency bonus. The type of saving throw and the condition depend on the number of Momentum dice you have when you use this Finisher. You can choose to inflict a condition that requires fewer Momentum dice than you expend, but all Momentum dice are expended regardless of the condition selected.
| Momentum Dice Amount | Saving Throw | Condition |
|---|---|---|
| 1 Dice | Strength | Prone |
| 2 Dice | Constitution | Blinded |
| 3 Dice | Strength | Restrained |
| 4 Dice | Constitution | Stunned |
| 5+ Dice | Constitution | Paralyzed |
The target can repeat its saving throw against the condition at the end of each of its turns, ending the effect on a success. If the condition inflicted is Prone, they do not need to pass a subsequent save and can end the condition by standing as normal instead.
If the target fails its initial save against the effect, you regain 1 Focus Point.
Finisher: Opportunistic Shot
As a reaction when a creature within 20 feet of you becomes paralyzed, restrained, or stunned, you can expend all of your Momentum dice and make a single weapon attack with a firearm you are holding. On a hit, the target takes damage equal to the weapon's damage roll plus the expended Momentum dice, it is knocked prone, and you regain 1 Focus Point.
Flourish
As a bonus action, you can expend 1 Focus Point and gain 1 additional Momentum die (gaining 2 Momentum dice in total).
Focus Mind
As a reaction to making a saving throw against being charmed, frightened, or having your mind read or influenced, you can expend 1 Focus Point to gain advantage on the roll. If you already have advantage on the roll, you can reroll one of the dice once.
Jaeger's Assessment
As a bonus action, you can expend 1 Focus Point to make an Investigation check against a creature you can see within 60 feet of you, contested by its Deception check. On success, you learn one of the following monster features of your choice.
- Creature type
- AC (You learn whether the monsters AC is higher, lower, of equivalent to yours, not the base value)
- Resistances to damage or conditions
- Immunities to damage or conditions
- Any spells it is under the effect of.
Alternatively, when you take this bonus action, you can take the Search action.
Jaeger's Rush
As a bonus action, you can expend 1 Focus Point to take the Dash action.
Weapon Parry
As a reaction to being hit by a creature you can see within range of a weapon you are holding, you can expend 1 Focus Point to make a special weapon attack against that creature. This attack does no damage, but instead blocks an amount of damage from the incoming attack equal to the weapon's damage roll (including your ability modifier), unless your attack roll is a 1. On a 20, any weapon damage dice are rolled twice (like a critical hit would be), and if this total fully blocks the incoming attack, the target is stunned until the start of its next turn.
Eyes of the Hunt
At 7th level, your senses have been honed beyond compare, granting you the ability to distinguish between the real and illusionary. You gain 60 ft. of Truesight exclusively towards Monstrosities. At 15th level this evolves to include Aberrations as well.
Seeking the Truth
At 11th level, you can open your eyes to the worlds beyond your own, sensing holes in the fabric of reality. You can cast Warp Sense a number of times equal to your Wisdom Modifier. You regain all uses of this ability on a Long Rest.
Right the Wrongs
At 15th level your power to see the world in its truth has reached its greatest potential, granting you the limited ability to correct the differences between truth and illusion, closing holes in space. Once per Long Rest, you can cast the spell Gate Seal.
Previous Versions
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4/7/2026 7:57:25 PM
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