Absolute
Counter Strike: Starting at 3rd level, when you use the Weapon Parry Focus Art, your damage roll increases by an amount equal to half your level in this class (rounded down). If the amount of damage you block exceeds the damage their attack would deal, and your attack roll would hit their AC, the target takes damage equal to the remainder of the damage roll. Whenever you expend a Focus Point on a Focus Art, you gain advantage on your next weapon attack roll before the end of your next turn.
Unencumbered Movement: Also at 3rd level, while you are wearing light armor or no armor, your speed increases by 10 feet, and the distance you can move when using the Dodge Step Focus Art increases by 5 feet.
Encircling Strike: At 7th level, if you move to the opposite side of a creature from where you started your turn, or are directly on the opposite side of a creature from an allied creature of yours, you deal extra damage to the target equal to your Momentum die the first time you hit it with a melee weapon attack.
Mobile Pursuer: At 14th level, when you move as part of your Hunter's Pursuit, you ignore difficult terrain, can pass through hostile creatures, and don’t need to spend extra movement to climb or swim.
The Hunt: Starting at 17th level, you can declare a hunt (no action required). For 1 minute, you are under the effect of freedom of movement and each time you expend a Focus Point, you gain 2 Momentum dice instead of 1. This effect ends early if you become incapacitated, or end it early as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Fulminate
Covering Fire: Starting at 3rd level, when you use the Weapon Parry Focus Art, as long as you're wielding a ranged weapon or a weapon with the thrown property, you can use it in defense of an ally within the weapon's normal range instead of yourself. Additionally, the roar of your gunfire can startle your quarry. One per turn, when attacking with a firearm you can force a creature you're targeting (hit or miss) to make a DC (8+prof+STR/DEX mod) Wisdom Save. On failure, it has disadvantage on a it's next attack. A creature that saves against this ability is immune to it for the next 24 hours.
Thunderous Shot: Starting at 3rd level, you learn the Explosive Finisher. This does not count against your Finishers known.
- Explosive Finisher: Finisher, special When you hit a creature with an attack using a weapon with the ranged property, you can expend all of your Momentum dice. When you do it explodes forcing creatures within 15 feet of the hit creature to make a DC = (8 + proficiency + strength or dexterity modifier) Dexterity save. On failure, they take the Momentum dice roll result in Fire damage, or half as much on a Success.
Lightning Fingers: At 7th level your hands and fingers move at preternatural speed allowing you to perform complex actions such as reloading firearms without the need of a free hand. By expending a Focus Point you can reload all wielded firearms and/or clear any jams without the need of a Sleight of Hand check to repair them.
Expert Marksmanship: Starting at 14th level you've mastered targeting specific locations of a given target to hinder rather than induce further harm. When you expend a Focus Point for a Ranged Attack that hits, depending on the Momentum dice you've accumulated you can choose one of the following effects to inflict in addition to the damage dealt:
- Dazing Shot (3): On a hit, the creature must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
- Disarming Shot (2): On a hit, the creature must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from it.
- Forceful Shot (1): On a hit, the creature must succeed on a Strength saving throw or be pushed 15 feet away from you.
- Winging Shot (1): Reduces the creature's Movement Speed by 10 feet per Momentum die available. If the creature's speed is reduced to 0 feet, they are instead knocked prone.
Thunder and Flame: At 17th level, entering a heightened state of battle the hunter moves with stalwart purpose and resolve to end their mark. For 1 minute you no longer lose Momentum dice unless you choose to expend them as part of a Finisher and when you do you can choose how many you expend for a desired effect rather than all as normal. If you would gain Momentum Dice that exceed your maximum you can expend them immediately as part of an attack or you roll the Momentum die and take that much in Fire damage and begin burning. At the end of your turn you roll the Fire damage again unless you or an ally uses an action to put you out, or if you are submerged in or splashed with at least a gallon of water. While burning this way creatures within 5 feet that make melee attacks against you also take Fire damage equal to the result of a rolled Momentum die. Once you use this feature you cannot do so again until the end of a long rest.
Heretic
Heretic Magic: At 3rd level, you bend dark powers to your service through blasphemous occult rituals, making them your own. You gain the ability to cast spells.
- Cantrips: You learn two cantrips of your choice from the occultist spell list. You learn an additional occultist cantrip of your choice at 10th level.
- Spell Slots: At 3rd level, you know two 1st-level spells of your choice from the occultist spell list. The Spells Known column of the Heretic Spellcasting table shows when you learn a new spell of your choice from the occultist spell list. A spell you choose must be of a level you can cast.
- Spellcasting Ability: Intelligence is your spellcasting ability for your occultist spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a occultist spell you cast and when making an attack roll with one.
Arcane Arts: Also at 3rd level, you learn the Spell Flurry Focus Art. This does not count against your Focus Arts known.
- Spell Flurry: When you cast a cantrip or a spell of 1st level or higher, you can expend 1 Focus Point to make a single weapon attack as a bonus action.
Shrouded Steps: At 7th level, when you use a jaeger feature that allows you to move without spending your movement (such as Jaeger’s Rush or Chasing Finisher), you can teleport the distance moved instead. When you do so for Dodge Step, you automatically succeed on the the saving throw to evade the attack.
Mystical Momentum: Beginning at 14th level, when you expend a spell slot, you gain a number of Momentum dice equal to the level of the spell slot expended.
Darkness Within: Starting at 17th level, you can unleash the twisted powers you've bound to your soul, taking on a terrifying aspect as a bonus action. For 1 minute, you sprout wings of shadow and become wreathed in darkness. You gain the following effects:
- The area within 10 feet of you dims. Bright light becomes dim light, and dim light becomes darkness.
- You are heavily obscured by swirling shadows.
- You gain a flying speed of 30 feet.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.
These effects end early if you become incapacitated, or end this feature early as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Marauder
Path of Gore: Starting at 3rd level, you learn the Great Cleave Finisher. This does not count against your Finishers known.
- Great Cleave: When you hit a creature with an attack using a weapon with the two-handed property, you can expend all of your Momentum dice. When you do so, the attack deals extra damage equal to 1 Momentum die to the target, and you cleave a number of adjacent targets within reach equal to the number of dice expended. Make a melee weapon attack against each creature targeted. You regain 1 Focus Point for each creature this reduces to 0 hit points, up to your maximum number of Focus Points.
Marauder Momentum: Also at 3rd level, while you are wielding a melee weapon with the two-handed property, the size of your Momentum die is increased by one step (from a d6 to a d8, to a d10 at 11th level, and to a d12 at 17th level). Additionally, while you are wearing heavy armor, you can add your Constitution modifier (to a maximum of +2) instead of your Dexterity modifier to determine your Armor Class.
Leap Attack: At 7th level, once per turn, if you move more than 15 feet toward a creature (or fall 10 feet or more) immediately before making a weapon attack against them, you deal extra damage on a hit equal to your Momentum die. When falling, you can make this attack prior to hitting the ground if there is a target creature in range where you would fall. On a hit, any falling damage you take is reduced by half, and you do not fall prone from the fall.
Fell the Leviathan: Starting at 14th level, whenever you use a Finisher, the target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone. Creatures that are Large or larger have disadvantage on this saving throw.
Titanic Strength: Starting at 17th level, your strength is so great that you can wield a two-handed weapon in one hand, and can use two-weapon fighting even when the weapons you are wielding aren't light (including using two handed weapons). If you use two hands to wield a two-handed weapon, your attacks with it deal extra damage equal to half your Strength modifier (rounded up) on a hit. Additionally, when you use a Finisher, you can double the number of Momentum dice you have (to no more than your maximum Momentum dice + 1). Once you've doubled your dice, you can't do so again until you finish a long rest.
Ronin
Dual Edge: Starting at 3rd level, you hone your skills in two weapons combat. Choose one fighting style, between flexible fighting and two handed weapon fighting, that you haven't already chosen.
Cross of Deliverance: Also at 3rd level, you learn the Parrying Cross Focus Art. This does not count against your known focus arts.
- Parrying Cross: When you use your reaction to use the weapon parry focus art, if you are wielding one weapon in each hand you can expend an additional focus point as part of the same reaction and add additional rolls of your weapons damage dice equal to the number of focus points expended this way to the special attack. Additionally, if the special attack fully blocks the incoming attack the creature is both stunned until start of its next turn and pushed back in a straight line up to 10 feet.
Ronin's Resolve: At 7th level, you can retain your own lifeforce through sheer force of will. As a bonus action on your turn you can regain a number of hit points equal to a roll of your momentum die (the die is not expended) + your constitution modifier. You additionally gain advantage on all wisdom and constitution saving throws until the start of your next turn. You can use this feature a number of times equal to your constitution modifier (minimum of 1), and you regain all expended uses of it when you finish a long or short rest.
Quickened Mind: At 14th level, your prowess and dexterity reach new heights. You can take a number of reactions per round equal to half your proficiency bonus (rounded down).
Weapon of Ancestors: Starting at 17th level, you can call on the spirits of your people, infusing your blades with the honor of your lineage. As a bonus action, you can call on your ancestors, receiving the following benefits for 1 minute:
- The number of attacks you can make per attack action increases to three.
- Your momentum die increases to a d12.
Salvation
Art of Salvation: At 3rd level, you learn the Prayer of Salvation Focus Art. This does not count against your Focus Arts known.
Prayer of Salvation: As a bonus action, you expend 1 Focus Point. You and one creature of your choice you can see within 60 feet of you each regain 1d6 hit points and gain an equal number of temporary hit points.
Savior's Focus: Also at 3rd level, you find new strength in the most desperate hours. When an allied creature you can see or hear is reduced to 0 hit points, you regain 1 Focus Point. Once you use this feature, you can’t do so again for 1 minute.
Sanctifying Light: Starting at 7th level, when you expend a Focus Point, you can choose to emit a glow of divine light until the end of your next turn, illuminating a 20-foot radius in bright light and an additional 20 feet in dim light. The light is sunlight. Any allied creature that enters the bright light for the first time on a turn or starts its turn there gains 1d6 + your proficiency bonus hit points. This light is extinguished if you become incapacitated.
Purifying Salvation: Starting at 14th level, your Prayer of Salvation Focus Art can target an additional creature, and the number of hit points it restores and temporary hit points it grants increases to 1d12. Additionally, if any of the targets are charmed, frightened, poisoned, or suffering from a short-term madness, you can cleanse the condition from them, ending it.
Light of Hope: Starting at 17th level, as a bonus action, you can unleash a blinding light from within for 1 minute, illuminating the darkness. You gain the following benefits for the duration:
- The radius of your Sanctifying Light increases to 30 feet of bright light and 30 feet of dim light. You and each creature of your choice within the bright light are under the effect of bless. Creatures in the bright light have advantage on death saving throws, do not die at three failed saves, and becomes stable with three successful saves, even if they have three or more failed saves. A creature that is no longer within the bright light of this effect and is not stable dies if they have failed three or more death saving throws.
- When you use Prayer of Salvation, you immediately regain the expended Focus Point.
These benefits end early if you become incapacitated, or end this feature early as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Sanguine
Vital Consumption: Starting at 3rd level, you gain the ability to draw power from the flowing blood of your foes. You learn the Blood Drain Finisher, which does not count against your Finishers known. Some of your abilities use a Blood Magic save DC, which is calculated as follows: Blood Magic save DC = 8 + your Intelligence or Constitution modifier (your choice) + your proficiency modifier.
- Blood Drain: As a bonus action, you can expend all of your Momentum dice to drain the blood of a creature within 5 feet of you magically consuming its vitality as your own. The target must make a Constitution saving throw against your Blood Magic save DC. On a failed save, it takes necrotic damage equal to the number rolled on each of the expended Momentum dice. On successful save, it takes half as much damage. Success or failure, you regain hit points equal to half the necrotic damage dealt. If the target is bloodied (has half its maximum hit points or fewer) after taking the damage from this Finisher or if you use this Finisher against a creature suffering from an effect that makes it bleed (such as Hemorrhaging Wound), you regain 1 Focus Point.
Crimson Rage: Also at 3rd level, when you become bloodied (have half your maximum hit points or fewer), you regain 1 Focus Point and gain 1 Momentum die. You cannot benefit from this feature again for 1 minute.
Blood Hex: Starting at 7th level, when you use your Blood Drain Finisher and the target fails its saving throw, you can invoke a blood hex, selecting one of the following effects:
- Blood Puppet: The target must use its reaction to move up to 5 feet in a direction of your choice (if the target's reaction is unavailable, it cannot move).
- Bound Blood: The target's speed is reduced by half until the start of your next turn.
- Burning Blood: The target takes fire damage equal to half the necrotic damage dealt.
Empowered Blood Hex: Starting at 14th level, you can invoke more powerful blood hexes. You gain the following options, each of which are improved versions of the hexes granted by Blood Hex, but cost 2 Focus Points to invoke.
- Blood Puppet (Empowered): The target must use its reaction to move up to 5 feet and make a single weapon attack against a creature of your choice (if the target's reaction is unavailable, it cannot move).
- Bound Blood (Empowered): The target is restrained until the start of your next turn.
- Burning Blood (Empowered): At the start of each of its turns, the target takes fire damage equal to the necrotic damage dealt. The target can repeat the saving throw it made against the Blood Drain Finisher at the end of each of its turns, ending the effect on a success.
Blood Frenzy: Starting at 17th level, while bloodied (have half your maximum hit points or fewer) you gain the following the benefits:
- Your speed is increased by 20 feet.
- When you take the attack action, the number of attacks you make increases to three.
- All hit points you regain from your jaeger abilities are doubled.
- You can use the Blood Craze Focus Art.
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