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Taegen Torrend

8 Level (0/48000 XP for level-up) Folk Hero Background Elf Race / Species / Heritage Lawful Good Alignment
Jaeger
Level 8
Hit Dice: 8/8
1d8+3 Class 1

STR
20
+5
DEX
14
+2
CON
17
+3
INT
15
+2
WIS
13
+1
CHA
11
+0
65
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Focus
0 / 8
Momentum
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+5 Dexterity
+3 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+8 Athletics STR
+0 Deception CHA
+2 History INT
+1 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+5 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Kuvdaar's Might +8 STR 2d6+1d8+5 Bludgeoning / Fire
Riaki's Fang +8 STR 1d8+1d8+5 Slashing / Fire
 Explosive Retreat. When you damage a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 14 Dexterity saving throw, taking 3d8 lightning damage on a failure, or half as much damage on a success. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.
Attacks

Rustic Hospitality


Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Flexible Combatant



Beginning at 1st level, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, and you can reload weapons with the loading, reload, or barrel properties without a free hand.
Additionally, 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.

Focus


Starting at 1st level, your concentration during battle is razor sharp, letting you keenly focus during critical moments. You have 1 Focus Point. You gain additional Focus Points at 2nd, 5th, 9th, 13th, and 17th level, as shown on the Jaeger table. You can expend Focus Points to use Focus Arts. You learn two such Focus Arts: Weapon Parry and Dodge Step. You learn one additional Focus Art of your choice at 2nd, 7th, 13th, and 17th level. Your Focus Art options are detailed at the end of the class description. When you roll a 20 on a saving throw or attack roll against a hostile creature, you regain 1 expended Focus Point. You regain all expended Focus Points when you finish a short or long rest. When you roll
initiative and have no Focus Points remaining, you regain 1 Focus Point.

Focus Arts


Weapon Parry
Focus Art, Reaction
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 (include ability modifier), unless your attack roll is a 1. On a 20, any weapon damage dice are doubled (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.

Dodge Step
Focus Art, Reaction
As a reaction to being attacked by a creature you can see, if your speed is not 0, you can expend 1 Focus Point to move 5 feet without provoking opportunity attacks and make a Dexterity saving throw with a DC equal to the attacker's attack roll (including modifiers). On a success, you evade completely and take no damage. On a failure, you halve the attack's damage against you.
Flourish
Focus Art, bonus action
As a bonus action, you expend 1 Focus Point and gain 1 additional Momentum die (gaining 2 Momentum dice in total, which includes the die gained through the Momentum feature from expending the Focus Point on Flourish).

Focus Mind
Focus Art, reaction
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.

Eldritch Hunter


Also at 1st level, when you make an ability check to track or identify an Aberration, Celestial, Fiend, Monstrosity, or Undead, you can add your proficiency bonus to the ability check. If you are already proficient in the ability check, you can double your proficiency bonus.

Momentum


Starting at 2nd level, any time you expend a Focus Point you gain one Momentum die, which is a d6. This die changes as you gain jaeger levels, as shown in the Jaeger table. You can have a maximum number of Momentum dice equal to your proficiency bonus + your Strength or Dexterity modifier (whichever is higher). Whenever you gain a Momentum die, or if you attack or end your turn within 5 feet of a hostile creature, all of your Momentum dice last until the end of your next turn.
While you have one or more Momentum dice, you can expend all of your Momentum dice to execute a Finisher. You know Brutal Finisher. You learn one additional Finisher (listed at the end of the class description) of your choice at 4th, 6th, 8th, and 12th level, and may gain others through Jaeger Chapter features.

Finishers


Brutal Finisher
Finisher, special
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, or the target is reduced to 0 hit points before the start of your next turn, you regain 1 expended Focus Point.

Great Cleave
Finisher, special
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 additional damage equal to 1 Momentum die, and cleaves 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

Vicious Finisher
Finisher, bonus action
As a bonus action, you form one hand into a spectral beast claw and make a melee weapon attack with it, and expend all of your Momentum dice. On hit, the target takes slashing damage equal to 1d12 + your Strength modifier + 2 Momentum dice for each die expended. This attack has a higher critical hit range based on the number of Momentum dice expended, reducing the roll needed by 1 for each die, up to a maximum of scoring a critical hit on a 15-20 with 5
Momentum dice.
If the Finisher is a critical hit, you regain 1 Focus Point.

Chasing Finisher
Finisher, bonus action
As a bonus action, you expend all of your Momentum dice to move 10 feet per die expended before making a melee weapon attack. On hit, add the expended Momentum dice to the weapon damage roll.

Hemorrhaging Wound
Finisher, special
When you hit a creature with an attack, you can expend all of your Momentum dice to rend a vicious bleeding wound. At the end of each of the creature's turns, it loses hit points equal to the number of Momentum dice expended. Each time it takes damage from this effect, the number of dice of damage it takes at the end of its next turn is reduced by 1, and the bleeding stops when the number of dice would be reduced to 0. Applying a new bleed while the target is still bleeding does not stack, but refreshes the number of dice of damage taken from the bleed to the higher of the two values.

Two-Weapon Fighting


When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Jaeger Chapter


Marauder Chapter

Piercing Gaze


Also at 3rd level, you gain the ability to activate a magical sight at will (no action required), allowing you to effortlessly pierce the gloom and see what lurks within. For 1 hour, you gain darkvision with a range of 60 feet. If you already have darkvision, its range increases to 120 feet. This vision lets you see normally in dim light and darkness, both magical and nonmagical.
When you reach 7th level, you also gain the effect of see invisibility for the duration, and when you reach 13th level, you additionally gain the effect of true seeing for the duration. Once you use this feature, you can’t use it again until you finish a long rest.

Dual Wielder


You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Brutal Attacker


Prerequisite: Strength 18, Jaeger
You master a reckless approach that maximizes your offensive capabilities.
You can wield a two-handed weapon in one hand, as long as your other hand is empty, or wielding a one-handed weapon.
When you reduce a creature to 0 hit points, your next attack roll before the end of your next turn gains advantage.

Seasoned Survivor


At 4th level, you gain advantage on Intelligence (Investigation) ability checks to find secret passages, interpret markings or messages left by other creatures on walls or surfaces, or determine the fate of creatures from blood stains and remains.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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 medium armor, you can add your Constitution modifier in place of your Dexterity modifier (to a maximum of +2) when calculating your AC.

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 additional 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.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Proficiencies:


Armour: Light, Medium
Weapons: Simple, Martial, Firearms
Tools: Smiths, Vehicles (Land)

Languages:


Common
Elvish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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