{"name":"Marauder Chapter - Jaeger Subclass","overview":"[p]A jaeger of the Marauder Chapter embodies raw slaughter. Vengeance, wrath, and death, all rolled into one swing that never ceases, endlessly scything through monsters, leaving a bloody wake of destruction. Each marauder is a symbol of the Chapter's determination and ferocity, striking fear into the hearts of their enemies with every swing of their weapon. They are unstoppable warriors, driven by a thirst for vengeance and the need to protect humanity from the monstrous hordes.[\/p]\r\n[p][\/p]\r\n","hit_dice":"","hit_points_at_1st_level":"","hit_points_at_higher_levels":"","armor_proficiencies":"","weapon_proficiencies":"","tools":"","saving_throws":"","skills":"","starting_equipment":"","spellcasting":"","class_features":"[p][b]Path of Gore [\/b][\/p]\r\n[p]Starting at 3rd level, you learn the Great Cleave Finisher. This does not count against your Finishers known. [\/p]\r\n[ul]\r\n- Great Cleave \r\n[\/ul]\r\n[p][i]Finisher, special[\/i] [\/p]\r\n[p]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. [\/p]\r\n[p][\/p]\r\n[p][b]Marauder Momentum[\/b] [\/p]\r\n[p]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). [\/p]\r\n[p]Additionally, while you are wearing medium armor, you can add your Constitution modifier (to a maximum of +2) instead of your Dexterity modifier to determine your Armor Class. [\/p]\r\n[p][\/p]\r\n[p][b]Leap Attack[\/b] [\/p]\r\n[p]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. [\/p]\r\n[p]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. [\/p]\r\n[p][\/p]\r\n[p][b]Fell the Leviathan [\/b][\/p]\r\n[p]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. [\/p]\r\n[p][\/p]\r\n[p][b]Titanic Strength [\/b][\/p]\r\n[p]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). [\/p]\r\n[p]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. [\/p]\r\n[p]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.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","subclass_options":"","table_data":"","source":"Steinhardt's Guide to the Eldritch Hunt, pg. 120","tags":"","templateId":"13922","blockId":"1614508","world":"bfe6a878-780d-47e8-ac3f-6b24586dd471","folder":"1ab5d3d8-c777-4c37-8ca2-107b149f4581","isShared":"on"}