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Yaeger

This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

An elven man flashes a grin as several fiends descend


upon him. In a quick flurry, the elf harnesses his focus
and unleashes a series of powerful blows, bringing down
the fiends to crumple onto the ground before him.
A human woman stands on the edge of a cliff
overlooking a vast forest. Taking a deep breath, she
focuses on the sounds and scents carried by the wind.
After a minute, she opens her eyes and gracefully jumps
off of the cliff's edge, pursuing her quarry.
A dwarf nimbly evades the swing of a monster's
mighty claws. Upon landing to the side, the dwarf
quickly pivots and immediately leaps toward the
terrifying beast. His glaive at the ready, the dwarf
focuses all of his energy into his swing, delivering a fatal
blow as the beast unleashes its final cry.
Hunters and slayers of foul, monsters the mighty
yaegers are warriors who study the occult and obtain
enhanced abilities, senses, and speed with which to
better combat the supernatural.

Monster Hunters
Yaegers are monster hunters, training to refine their
bodies, minds, and senses to better fight against foul
beasts. They study occultism and the supernatural, and
learn the ways of combat to fight against such threats. In
addition to their rigorous martial and endurance
training, yaegers learn to master their focus and mental
composure. Through the use of such focus, they can
exercise better control of their resolve and attacks to
deliver deadlier blows. When yaegers are on a hunt, they
focus almost exclusively on the task at hand.
Once they reach a certain point, a yaeger joins a
yaeger guild; a group of yaegers who utilize different
abilities to supplement their martial prowess and
approach monster hunting in unique ways. When a
yaeger joins a yaeger guild, it involves some type of
supernatually infused induction ceremony; a mystical
ritual, a foul concoction, or a special rite. This grants a
yaeger supernatural abilities that make them more
capable of fighting terrible and otherworldly threats,
and often alters their appearance or personality.
All artwork created by me, u/Yorviing

1
Supernatural Slayers Yaeger Origins
By definition, the life of a yaeger is one of adventuring.      Nations. Yvarran yaegers can be members of any race,
Until their dying breath, a yaeger dedicates their life to and their guilds can exist in many lands across Yvarra.
hunting foul creatures and terrifying beasts. From Some of the most famous yaeger guilds, such as the
undead and werewolves to aberrations and fiends, hexers and pyromants, operate in the Icilian Empire,
yaegers journey to the darkest of realms and the most Kravnia, the Northern Realms, and Soldan.
haunting of places to fight against the vile creatures that Races. Yvarran yaegers can be members of any race,
threaten the mortal realms. though they are most often capran, dwarves, elves,
At their core, yaegers are professional students of the graam, grepkin, humans, isfödda, ursa, and vyrassa.
occult and slayers of monsters. This makes them
incredibly useful members of an adventuring party, as Roles of the Yaeger
their skills make them dangerous foes both on and off
the battlefield. Since monsters never rest, neither do Yaegers are monster hunters through and through. Very
yaegers, and their work is never done. rarely does their role in society at large stray too far from
this, though some employ yaegers for various tasks that
Yaegers in Yvarra are best suited for their skills and fighting and tracking.
Though many yaegers specialize in fighting particular
In Yvarra, yaegers are the premier and most efficient types of supernatural entities and beings, a yaeger can
monster hunters in the world. However, yaegers as they wield their ritualistically imbued gifts to combat against
are known in modern Yvarra were not always the any form of extraplanar or otherworldly threat.
monster hunters that they became to be. The origins of However, some yaegers often end up fighting mortals as
yaegers can be traced back thousands of years ago to the well, frequently becoming involved in political affairs,
now ruined and accursed land of Satama. There, the warfare, criminal activity, and the squabbles of nobles.
ancient vyrassa used blood magic to create a group of Regardless of their nature of their work, yaegers
highly trained 'super hunters' known as reavers. These primarily pursue supernatural threats and dispose of
reavers became an elite order that directly served the dangerous magical creatures, often charging for their
Sataman nobility and judicial systems, tracking down services or expecting favors for their guilds in return.
criminals and silencing political foes. The following roles are optional, flavor-driven choices
When Satama fell alongside Athar and Xelegos a player can make that can influence what kind of
during the Age of Calamity, many of the ancient texts hunter and tracker an Yvarran yaeger can be. You can
and rites surrounding reavers were lost. However, choose to roll randomly on the table below, choose an
shortly before the rise of the Witch Queens and the Age option, or work with your GM to create a role.
of Witchcraft, explorers uncovered lost texts detailing d6 Role Description
the rituals that created reavers. Using what they could Guild A yaeger that seeks new members for
1
translate and uncover, certain groups set about trying to Recruiter their yaeger guild.
create a new age of reavers in order to combat against the 2 Mercenary
A yaeger that works for the highest
growing threat of monsters and otherworldly entities bidder, using their skills for hire.
that began to flood ancient Yvarra. During this time, A yaeger that seeks balance between the
3 Paramander
supernatural and the mortal.
these new reavers fought against these supernatural
Paranormal A yaeger that feverishly studies the
forces, and it was not long before academics and arcane 4
Researcher paranormal and extraplanar.
scholars began to experiment with the Sataman rituals. A yaeger that hunts any who are
Many of these experiments were failures, but the ones 5 Slayer
causing harm, whether beast or man.
that succeeded allowed for the creation of new elite Trophy A yaeger that seeks only glory and
6
super-hunters to fight monsters. Thus, the yaegers of Hunter reward for their hunting skills.
Yvarra as they are known as now were born.

2
Elements of
Master
Yaeger Characters Yaegers who live to become masters are those with
enough experience, wisdom, and resolve to have avoided
The life of a yaeger is one filled with violence, long death at the hands of the supernatural. These masters
periods of travel, and harsh conditions. Because of this, have grown old in a profession where many die young,
think about why your character decided to become a sharing their knowledge with new yaegers.
yaeger in the first place. Was it something that was Think about the kind of master you trained under.
expected of them, or was triggered by a dark event? Who were they? What was your relationship to them?
Second, yaegers train with others under the tutelage d6 Master
and instruction of a seasoned yaeger, known as a master. Your mentor was an older member of your family,
1
What was your instructor like? Were they careful to one who had trained others in your family for years.
teach you all that you need to know, or were they distant You trained underneath a legendary yaeger, one
2 whose accomplishments have become told in stories
and tough on you to learn things by experience? and songs time and time again.
Finally, every yaeger carries with them some memento
You were taught by a being of supernatural origin - a
that they acquired from a supernatural source, a 3 werewolf, a f iend, or even a revenant. They taught
monster they had slain, or something that helps them you to f ight and to see things objectively.
learn how to study the occult. What item does your Your master was a seasoned yaeger who had seen wars
yaeger possess? and battles that you had only heard about. This
4
made them tough and stern, and training
When making your yaeger character more unique, underneath them was a grueling ordeal.
consider utilizing the following sections and their A yaeger managed to save you from a terrible threat
associated tables: Inception, Master, and Memento. 5 at a young age. They grew to see your potential, and
decided to train you in the ways of the yaeger.
Inception Your trainer was an unorthodox yaeger, one who
walked a f ine line between justice and vengeance.
6
Not everyone is cut out to be a yaeger; a yaeger's life is Training under them was diff icult, but you still
filled with turmoil and uncertainty that can drive those retain everything they taught you.
who lack dedication and resolve quite mad.
When creating a yaeger, consider what did lead them Memento
to take up this life. What was it that motivated them? Yaegers carry with them something that represents their
d6 Inception story, earned in training or something they pried off of
I come from a long line of yaegers, and my family has the corpse of a monster they killed.
1 stood against the forces of other worlds and the Consider what kind of memento your yaeger carries.
supernatural for generations.
What is it, and how did you acquire it?
My homeland is being terrorized by supernatural
2 threats, and someone has to put a stop to it. That d6 Memento
someone will be me. I wear a necklace that has a tooth from a mighty
1
I live for the thrill of the hunt, the uncertainty of beast that I defeated on it.
3 combat, and thrive off of danger. Thus, the life of a My master passed down to me a book detailing
yaeger appealed to me. 2 supernatural creatures and occult practices that they
I had studied the supernatural and occult before. had personally encountered.
Knowing the importance of distinguishing I carry a trinket from my past life prior to me
4 dangerous supernatural forces from harmless ones, I becoming a yaeger, one from a time before that life
became a yaeger to f ight against true terrors and 3
was taken away from me and reminds me of what I
protect innocent supernatural beings. lost as well as where I am headed.
I had a life that was changed forever when my home I still carry the f irst weapon I ever used to f ight with
5 suffered a tragedy at the hands of a dangerous 4
against a terrible creature.
supernatural force.
5 My memento is a scar.
I was a prisoner, one sentenced to death until a
seasoned yaeger offered me a chance at a new life. I carry with me a trinket that was gifted to me from
6 6 a being I was meant to hunt but instead saved and
Since then, I view the life of a yaeger as my
redemption and salvation. helped to get away and start a new life.

3
Do they believe many creatures labeled as monsters to be
misunderstood, having their own personalities and
The Yaeger problems that mortals might not understand or even be
Prof iciency Focus Focus aware of?
Level Bonus Features Uses Damage Additionally, consider your character's personal
Erudite Tracker, history with the supernatural prior to the start of the
1st +2 2 1d6
Exotic Lexicon, Focus campaign. What occult or supernatural entities have
Fighting Style, they encountered, and in what way? Were they ignorant
2nd +2 Slayer's Alacrity 2 1d6
(1/rest) to many elements of the supernatural prior to becoming
Hunter's Agility,
a yaeger? Or have they experienced the paranormal first
3rd +2 2 1d6 hand, either willingly or by way of some gruesome and
Yaeger Guild
Ability Score horrifying event that left them scarred?
4th +2 2 1d6
Improvement Finally, discuss with your GM how yaegers are
Extra Attack, Slayer's perceived by most people, as well as how common
5th +3 3 1d8
Alacrity (2/rest) yaegers are in your setting. Are yaegers heralded as
6th +3 Yaeger Guild feature 3 1d8 saviors? Or are yaegers seen as monsters themselves? Are
7th +3 Evasion 3 1d8 there famous and established guilds of yaegers, or are
8th +3
Ability Score
3 1d8 yaegers created in secrecy and are no longer as common
Improvement throughout the world as they once were? Are there any
9th +4 Preternatural Senses 3 1d8 yaeger guilds that are famed for their exploits, having
Stalwart Hunter, fought off threat after threat? Or are many yaeger guilds
10th +4 3 1d8
Yaeger Guild feature
dangerous organizations, universally feared for their
Slayer's Alacrity
11th +4
(3/rest)
4 1d10 ritualistic practices and supernatural powers?
Talk to your GM about the role played by yaegers in
Ability Score
12th +4 4 1d10 the campaign.
Improvement
13th +5 Fortitude of Will 4 1d10
14th +5 Yaeger Guild feature 4 1d10 Quick Build
15th +5 Honed Awareness 4 1d10 You can make a yaeger quickly by following these
16th +5
Ability Score
4 1d10 suggestions. First, put your highest ability score in
Improvement Strength, followed by Constitution or Wisdom. Second,
Slayer's Alacrity choose a background found in Chapter 4 of this book.
17th +6 5 1d12
(4/rest)
18th +6 Yaeger Guild feature
Ability Score
5 1d12
Optional Rule:
19th +6 5 1d12

20th +6
Improvement
Master's Focus 5 1d12
Multiclassing
If your group uses the optional rule on multiclassing,
here's what you need to know if you choose yaeger as
one of your classes.
Ability Score Minimum. As a multiclass character,
Creating a Yaeger you must have at least a Strength score of 13 to take a
level in this class, or to take a level in another class if you
When creating a yaeger, think about what drove your
are already a yaeger.
character to take up this life. Did a tragic event occur in
Proficiencies Gained. If yaeger isn't your initial
their past, or were their lives changed by a monster?
class, here are the proficiencies you gain when you take
Next, think about how your yaeger perceives and
your first level as a yaeger: light armor, medium armor,
views the occult and supernatural. Do they view all
shields, simple weapons, martial weapons
monsters as just that - monsters?

4
When you make an ability check to recall lore
Class Features surrounding a creature you've studied (such as in a
library or under another hunter) for at least 1 hour,
As a yaeger, you gain the following class features
you are considered proficient in the skill required to

Hit Points remember information about it, such as Arcana or


Nature, for this roll. If you're already proficient, you
  Hit Dice: 1d10 per yaeger level add twice your proficiency bonus to the check,
  Hit Points at 1st Level: 10 + your Constitution provided you're actively tracking the creature.
modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per yaeger level after 1st
Exotic Lexicon
You have acquired an otherworldly lexicon. You learn
Proficiencies how to speak, read, and write one exotic language of
  Armor: Light armor, medium armor, shields your choice. You gain one additional exotic language at
  Weapons: Simple weapons, martial weapons 6th level and again at 14th level.
  Tools: None
  Saving Throws: Strength, Wisdom
Focus
  Skills: Choose three from Acrobatics, Arcana, Finally at 1st level, your yaeger training has granted you
Athletics, Insight, Intimidation, Perception, the ability to enter into a heightened state of focus when
Religion, and Survival the thrill of the hunt calls to you. When you roll
initiative (no action required), or as a bonus action on
Equipment your turn, you can enter your focus. While focused, you
You start with the following equipment, in addition to gain the following benefits:
the equipment granted by your background: Your speed increases by 5 feet.
two martial weapons Melee weapon attacks you make on your turn deal
a light crossbow and 20 bolts an extra 1d6 damage. A creature can take this
(a) leather armor or (b) scale mail damage only once per turn. This damage increases as
(a) a dungeoneer's pack or (b) an explorer's pack you gain levels in this class, as shown in the Focus
Damage column of the Yaeger table.
If you forgo this starting equipment, as well as the During your turns, you have a bonus to your AC
items offered by your background, you start with 5d4 x equal to your Wisdom modifier.
10 gp to buy your equipment.
Your Focus lasts for 1 minute. It ends early if you are
Erudite Tracker knocked unconscious or if you end your focus as a
bonus action. You can't enter your focus if you are
Starting at 1st level, you know the best way to hunt your surprised or incapacitated.
chosen quarry. You gain the following benefits: You can use this feature a number of times as shown
in the Focus Uses column of the Yaeger table. You regain
When you make an ability check made to track a all expended uses of this feature when you finish a short
creature you've seen, you are considered proficient in or long rest.
the Survival skill for this roll. If you're already
proficient, you add twice your proficiency bonus to
the check, provided you're actively tracking the
creature.

5
Fighting Style Yaeger Guild
At 2nd level, you adopt a style of fighting as your At 3rd level, you join a guild of yaegers where you gain
specialty. Choose one of the following options. You supernatural power, known as your Yaeger Guild.
can’t take a Fighting Style option more than once, even The available Yaeger Guilds are Guild of the Hexer,
if you later get to choose again. Guild of the Pyromant, Guild of the Reaver, Guild of
the Remnant, and Guild of the Wolf, all of which are
Defense
detailed at the end of the class description. Your Yaeger
While you are wearing armor, you gain a +1 bonus to Guild choice grants you features at 3rd level and again at
AC. 6th, 10th, 14th, and 18th level.
Dueling
When you are wielding a melee weapon in one hand and Ability Score
no other weapons, you gain a +2 bonus to damage rolls
with that weapon. Improvement
Great Weapon Fighting When you reach 4th level, and again at 8th, 12th, 16th,
When you roll a 1 or 2 on a damage die for an attack you and 19th level, you can increase one ability score of your
make with a melee weapon that you are wielding with choice by 2, or you can increase two ability scores of
two hands, you can reroll the die and must use the new your choice by 1. As normal, you can't increase an
roll. The weapon must have the two-handed or versatile ability score above 20 using this feature.
property for you to gain this benefit.
Fleet Footwork
Extra Attack
When you move at least 5 feet directly toward a hostile Beginning at 5th level, you can attack twice, instead of
creature and attack it with a melee weapon attack, you once, whenever you take the Attack action on your
gain a +2 bonus to the attack roll. turn.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
Evasion
your ability modifier to the damage of the second attack. Beginning at 7th level, you can nimbly dodge out of the
way of certain area effects, such as an ancient red
Slayer's Alacrity dragon’s fiery breath or an ice storm spell. When you are
subjected to an effect that allows you to make a
Beginning at 2nd level, you can weave your incredible Dexterity saving throw to take only half damage, you
speed into a graceful mix of offense and defense. When instead take no damage if you succeed on the saving
you take the Attack action on your turn, you can choose throw, and only half damage if you fail.
to gain the benefit of the Dodge action until the start of
your next turn.
You can use this feature once. The number of times
Preternatural Senses
you can use this feature increases as you gain levels in By 9th level, your senses become further enhanced. You
this class: two at 5th level, three at 11th level, and four at can take the Search action as a bonus action.
17th level. You regain all expended uses of this feature When you take the Search action while focused, you
when you finish a short or long rest. gain the following benefits until the start of your next
turn:
Hunter's Agility Being invisible or heavily obscured from you grants
Starting at 3rd level, your speed increases by 10 feet. no benefit against your attempts to find or detect an
object or creature.
You have advantage on Wisdom and Intelligence
checks made to track or locate a target.

6
Stalwart Hunter Guild of the Hexer
By 10th level, you gain proficiency in one of your choice The Yaeger Guild of Hexers is composed of yaegers who
of Dexterity or Constitution saving throws. build upon their knowledge of the occult and
supernatural in order to obtain occult power
Fortitude of Will themselves. They learn how to wield magic which they
use to supplement their martial prowess and agility.
By 13th level, you have honed your will to become Induction into this guild often involves obscure
resilient to supernatural and otherworldly harm. When ancient rituals that endow them with magical power and
you fail an Intelligence, Wisdom, or Charisma saving superhuman awareness of the mystical arts. In Yvarra,
throw you make to avoid taking damage, you instead hexers are often seen primarily hunting practitioners of
take only half damage. foul magic and those who abuse occult powers.

Honed Awareness Hexer Features


Yaeger Level Features
By 15th level, other creatures don't gain advantage on 3rd Occult Adept, Spellcasting
attack rolls against you as a result of being hidden from 6th Hexer's Weapon
you, and when you attack a creature you can't see, your 10th Esoteric Protection
inability to see it doesn't impose disadvantage on your 14th Retribution
attack rolls against it. 18th Magebreaker

Master's Focus Occult Adept


Beginning at 3rd level when you join this guild, your
At 20th level, you have gained complete command over knowledge of the occult and supernatural has expanded
your focus. When you enter your focus, you can choose even beyond that of other yaegers. You gain proficiency
to enter your Master's Focus. When you do, your focus in the Arcana and Religion skills. If you already have
gains the following benefits: one or both of these proficiencies, you instead become
proficient in the same number of skills from the yaeger
Your speed is doubled instead of increased by 5 feet. skill list.
You roll 2 Focus Dice, instead of one, when you hit Additionally, you learn how to speak, read, and write
with a melee weapon attack. A creature can still only two exotic languages of your choice.
take this damage once on each of your turns.
You have advantage on Dexterity and Wisdom Spellcasting
checks and saving throws. When you reach 3rd level, you supplement your martial
prowess with the ability to cast spells.
Once you have used this feature, you can't do so again
until you finish a long rest. Cantrips
You learn two cantrips of your choice from the witch
Yaeger Guilds spell list. You learn an additional witch cantrip of your
choice at 10th level.
The following are the subclasses available to the Yaeger
class. These subclasses represent guilds that your yaeger Spell Slots
joins that then grant them supernatural abilities. Joining The Hexer Spellcasting table shows how many spell slots
a yaeger guild involves ancient rituals and rites. you have to cast your spells of 1st level and higher. To
The Yaeger Guilds available in this book are the cast one of these spells, you must expend a slot of the
following: Guild of the Hexer, Guild of the Pyromant, spell's level or higher. You regain all expended spell slots
Guild of the Reaver, Guild of the Remnant, and Guild when you finish a long rest.
of the Wolf.

7
Spells Known of 1st Level and Higher Hexer's Weapon
You know three 1st-level witch spells of your choice, two By 6th level, you can focus your magic through your
of which you must choose from the abjuration and weaponry. While focused, you gain the following
enchantment spells on the witch spell list. benefits:
The Spells Known column of the Hexer Spellcasting
table shows when you learn more witch spells of 1st You can use a weapon you are holding as a
level or higher. Each of these spells must be an spellcasting focus for your witch spells.
abjuration or enchantment spell of your choice, and While you are concentrating on a spell, the number
must be of a level for which you have spell slots. For of dice you roll for your Focus Damage increases by
instance, when you reach 7th level in this class, you can one.
learn one new spell of 1st or 2nd level. Your weapon attacks count as magical for the
The spells you learn at 8th, 14th, and 20th level can purpose of overcoming resistance and immunity to
come from any school of magic. nonmagical attacks and damage.
Whenever you gain a level in this class, you can Esoteric Protection
replace one of the witch spells you know with another
By 10th level, you gain a bonus to any saving throw you
spell of your choice from the witch spell list. The new
make to maintain concentration on a spell. The bonus
spell must be of a level for which you have spell slots,
equals your Wisdom modifier.
and it must be an abjuration or enchantment spell,
unless you're replacing the spell you gained at 3rd, 8th, Retribution
14th, or 20th level from any school of magic. At 14th level, you can exact revenge upon spellcasters.
Spellcasting Ability When you succeed on a saving throw against a spell, you
can use your reaction to move up to your speed toward
Wisdom is your spellcasting ability for your witch spells,
the caster. You can then make one weapon attack against
since you are wise to occult magic. You use your
it, provided it is within the weapon's range or reach.
Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier Magebreaker
when setting the saving throw DC for a witch spell you By 18th level, you have become so attuned to magic that
cast and when making an attack roll with one. you can sense when it has been used. You are aware of
the presence of any creature within 100 feet of you that
Spell save DC = 8 + your proficiency bonus + your
has cast a spell within the past 24 hours. You know such
Wisdom modifier
a creature's direction, but not distance, from you. In
Spell attack modif ier = your proficiency bonus + your addition, you can gain the benefits of your Erudite
Wisdom modifier Tracker feature against it.
Additionally, you can break even the strongest of
Hexer Spellcasting
spellcasters. Once per turn when you deal damage to a
Yaeger Level Cantrips Spells Known 1st 2nd 3rd 4th
creature that is concentrating on a spell, the creature has
3rd 2 3 2 — — —
disadvantage on its check to maintain concentration on
4th 2 4 3 — — —
the spell.
7th 2 5 4 2 — —
8th
10th
2
3
6
7
4
4
2
3
— —
— —
Guild of the
11th 3 8 4 3 — — Pyromant
13th 3 9 4 3 2 —
14th 3 10 4 3 2 — The guild of yaegers known as the Guild of the
16th 3 11 4 3 3 — Pyromant is the most famous yaeger guild in Yvarra.
19th 3 12 4 3 3 1
These yaegers master wielding both blade and flame,
unleashing a fury of fire and steel. Induction into this
20th 3 13 4 3 3 1
guild often requires rites of fire and burning, such as
pyres, hot coals, or branding.

8
Known as pyromants, these yaegers come from many You don't have disadvantage on ranged spell attacks
areas of Yvarra. In the Icilian Empire, these yaegers while within 5 feet of a hostile creature.
believe that their fire is divine and a gift from Avessia. In Once per turn when you hit a creature with an
the northern lands of Ulvrand and Vanhamaa, these attack that deals fire damage, the fire leaps from the
yaegers bring flame to combat the titans of frost. Some target to a different creature of your choice that you
even come from Lonespire, where spireborn call upon can see within 5 feet of it. The second creature takes
glorious dragon fire. Elsewhere, pyromants may claim to fire damage equal to your Focus Damage.
wield the fires from the god Hothian, flames of
Inflamed
destruction from the god Dayoth, cleansing fires from
the Great Beasts, or fires of chaos from the god Quaine. By 10th level, the fire within you protects your very soul
However they view their fire, all pyromants know and increases the power of the flames you wield. You
that the flames within them must not fade, and that gain resistance to cold and fire damage, and while
they must keep their will burning to rise from the ashes. focused, fire damage you deal ignores resistance to fire
damage.
Pyromant Features
Yaeger Level Features From Ashes
3rd Ignited Armaments, Kindled Warrior At 14th level, the fire within you refuses to fade. When
6th Roaring Focus you are reduced to 0 hit points, a wave of fire erupts
10th Inflamed from your body. Each creature within 30 feet of you
14th From Ashes must make a Dexterity saving throw (DC equals 8 +
18th Pyrosis your proficiency bonus + your Wisdom modifier),
taking fire damage equal to twice your yaeger level on a
Ignited Armaments failed save, or half as much damage on a successful one.
At 3rd level, you can wreathe your weaponry in fire. This wave of fire ignites flammable objets in that area
When you enter your focus, or as a bonus action on that aren't being worn or carried.
your turn, you can cause any weapon you are holding to Immediately after this wave of fire, you drop to 10 hit
erupt in flames for 1 minute. These flames do not harm points instead and immediately enter your focus, even if
you. When you deal damage to a creature with one of you have no remaining uses of it, and you gain
these ignited weapons, you can choose for your Focus temporary hit points equal to your yaeger level.
Damage to deal fire damage instead. Once you use this feature, you can't do so again until
you finish a long rest.
Kindled Warrior
Pyrosis
Also at 3rd level, you learn how to conjure flames. You
learn the produce flame cantrip. Wisdom is your By 18th level, you wield the mightiest of flames. When
spellcasting ability for this spell. You can cast the spell, as you deal fire damage using a feature that allows you to
well as make an attack with an existing flame or dismiss use Focus Damage, the number of dice you roll for your
it, as a bonus action on your turn. If you do so, you can't Focus Damage increases by one.
cast another spell until the end of your turn.
Roaring Focus
Guild of the Reaver
By 6th level, your focus roars with mighty fire. While Yaegers who belong to the Guild of Reavers are hunters
focused, you gain the following benefits: who live for the thrill of battle, often hunting in groups
and tearing into their enemies with frenzy and
When a creature within 5 feet of you hits you with a
destruction. These yaegers study anatomy and even
melee attack, flames lash out at the creature, and the
grow more powerful the closer they step to death's door.
attacker takes fire damage equal to your Focus Originally established in the now ruined and cursed
Damage. A creature can only take this damage once lands of Satama, the rites of reaver guild oftens involve
per turn. combat, sacrifice, and blood. Ancient stories of reavers
are often told to frighten children, and it is said that
many vyrassa feel a strange calling to the powers
possessed by this guild.

9
In modern Yvarra, reavers are often seen as a dangerous Anatomical Mastery
group given their vicious ferocity. Despite this, reavers
Starting at 14th level, your knowledge of anatomy grants
can sometimes be found in the ranks of armies in
you to bring your allies up quickly while in the heat of
Kravnia and Osira. Many reavers also are deeply
battle. When you take the Attack action, you can forgo
religious, worshipping gods such as Avessia, Saivon,
one of your attacks to stabilize a creature you touch.
Serivic Kane, or Dayoth.
When you do so, the creature gains immunity to all
Reaver Features damage until the start of your next turn.
Yaeger Level Features
Onslaught
3rd Fury, Supernatural Vitality
6th Violent Focus Starting at 18th level, while focused, you can attack
10th Unyielding three times, instead of twice, when you take the Attack
14th Anatomical Mastery
action on your turn.
18th Onslaught
Guild of the Remnant
Fury
Remnants are yaegers who belong to an ancient guild
Beginning at 3rd level, you become stronger the closer
built upon the arts of necromancy and spiritualism.
you approach death. While you are below your hit point
These yaegers acquire abilities that transform their
maximum, you gain a bonus to damage rolls equal to
bodies to adopt the strengths and resiliences of the
your Constitution modifier. If you are below half your
undead, but at a high cost. Many of these yaegers lose
hit point maximum, this bonus is doubled.
parts of their mortality, personalities, and even some
Supernatural Vitality memories of their pasts fade away; effectively becoming
Also at 3rd level, your induction into this guild has a remnant of their former selves.
granted you insight into anatomy and enhanced your Those who join this guild often undergo dangerous
own vitality. You gain proficiency in the Medicine skill, rites that bring them closer to death, such as ritualistic
your hit point maximum increases by 3, and it increases near death experiences or exposure to obscure
by 1 every time you gain a level in this class. necromancy. Many begin to resemble corpses, such as
having cold, stiffer skin, dull colored eyes, and veins that
Violent Focus
appear blackened under the skin.
Starting at 6th level, you feel invigorated when in the Remnants in Yvarra originate in far eastern Kravnia,
heat of battle. While focused, you gain the following where they battled hostile spirits and undead creatures
benefits: who pose great threat to the people. While among the
Once per turn when you reduce a hostile creature to most mysterious and esoteric of yaegers, some remnants
0 hit points with a melee weapon attack, you gain are said to be members of religious sects who revere the
advantage on the next melee weapon attack you Rotting God, serving as undead protectors and chosen
make. warriors of powerful necromantic energies. Those few
You treat any result of 1 or 2 on your Focus Damage practitioners of necromancy in Yvarra often employ
die as a 3. remnants to serve and protect them.
Your weapon attacks score a critical hit on a roll of Remnant Features
19 or 20. Yaeger Level Features
3rd Mortal Shell, Vital Harvest
Unyielding
6th Death Unrelenting
By the time you reach 10th level, you can't be
10th Rise in Death
frightened.
14th Analgesia
18th Thanatos

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Mortal Shell Analgesia
At 3rd level, your induction into this guild has drawn By 14th level, the strongest of blows mean little to you.
you closer to undeath. You are immune to disease, and When you suffer a critical hit, you can use your reaction
you do not need to drink, eat, or breathe, but you can to cause it to become a normal hit. Any effects triggered
ingest food and drink if you wish. by a critical hit are canceled.
Additionally, when you are reduced to 0 hit points
Thanatos
but not killed outright, you can drop to 1 hit point
instead. Once you use this feature, you can’t do so again At 18th level, you become the embodiment of death.
until you finish a long rest. When you enter your focus, each hostile creature within
60 feet of you must make a Wisdom saving throw or be
Vital Harvest frightened of you for 1 minute (DC equals 8 + your
Also at 3rd level, you can drain the vitality of the living. proficiency bonus + your Wisdom modifier).
Once per turn when you reduce a creature to 0 hit Constructs and undead are immune to this effect. A
points with a melee weapon attack, you regain a number frightened creature can repeat the saving throw if it ends
of hit points equal to half the damage dealt. You can't its turn in a location where it doesn't have line of sight
use this feature on constructs or undead. with you, ending the effect on itself on a success.
You can use this feature a number of times equal to Additionally, when you take the Attack action on
your Wisdom modifier (a minimum of once). You your turn and make an attack against a creature that is
regain all expended uses when you finish a short or long frightened of you, you can make one additional attack
rest. against the creature as part of the same action. You can
Death Unrelenting deal Focus Damage with this attack, even if the creature
has already taken Focus Damage this turn.
By 6th level, you become as unwavering as the walking
dead, allowing you to fight on where others would fail
and falter. While focused, you gain the following
Guild of the Wolf
benefits: The guild of yaegers known as the Guild of the Wolf
At the start of each of your turns, you regain hit consists of warriors who not only recognize the strength
points equal to your proficiency bonus if you are and cunning of wolves but also seek to emulate such
below half your hit point maximum. You can't gain skill and prowess. Induction into this guild generally
this benefit if you haven't moved closer to a creature involves partaking in the blood of wolves, often via
you can see or hear that's hostile to you, or made an strange alchemical mixtures or consuming it, or rituals
attack against such a creature, since the start of your where inductees wear wolf pelts and dance under full
last turn. moons or must wear it while partaking in
Being frightened does not prevent you from moving hallucinogenic drugs and concoctions.
closer to the source of your fear. Known as wolves, these yaegers are some of the
When you use your Mortal Shell feature, you instead strangest of yaegers in all of Yvarra. Some hail from
drop to a number of hit points equal to your yaeger guilds that revere Great Beasts who assume wolf-like
level. forms, such as Freyune or Ylashra'han. Others simply
follow ancient ritualistic practices and sacrificial
Rise in Death ceremonies that involve wolves, and some are even
By 10th level, you become increasingly harder to kill. members of guilds that have ties to lycanthropy. Fewer
You can use your Mortal Shell feature even when you are still are the yaegers that are mad enough to worship the
killed outright. Mad Hound, Dayoth the God of Madness and Curses.
Additionally, when you use your Mortal Shell feature, These yaegers often adorn their armor, clothing, jewelry,
you immediately enter your focus, even if you have no and weapons with imagery of wolves and moons and fur
remaining uses of it. trimming.

11
In addition, the rites and rituals used to induct yaegers Once per turn when it deals damage with an attack
into this guild often leave the newly initiated with to a creature that you have damaged within the past
physical alterations, such as sharpened fangs, thicker hair minute, the creature deals an additional 1d4 damage
or fur, sharper nails, and a more lithe yet strong frame. of the attack's type. If the attack has more than one
Many also possess yellow or dark brown eyes, and have a damage type, the pack member chooses the damage
tendency to sniff the air or the ground when they are type.
tracking a creature.
Hunter's Focus
Whatever their reason for seeking to acquire the
strength of wolves themselves, yaegers who belong to By 6th level, your focus further enhances your wolf-like
this guild are incredible hunters, preferring to fight nature. While focused, you gain the following benefits:
alongside their comrades to take down their prey. When you reduce a creature that is hostile to you to
Wolf Features 0 hit points with a melee weapon attack on your
Yaeger Level Features turn, you can use your bonus action to move up to
3rd Lycantongue, Wolf's Pack half your speed and make a melee attack against a
6th Hunter's Focus creature within 5 feet of you (no action required).
10th Pursuer Moving through difficult terrain costs you no extra
14th Packmaster movement.
18th Call of the Pack
You have advantage on an attack roll against a
creature that is hostile to you if at least one of your
Lycantongue allies is within 5 feet of the creature and your ally
Beginning at 3rd level, you can communicate with dogs, isn't incapacitated.
wolves, and werewolves as if you shared a language. Pursuer
Additionally, you gain proficiency in the Stealth and
Starting at 10th level, little hinders you in your pursuit.
Survival skills, if you are not already, and you have
You can make a running long jump or a running high
advantage on Wisdom (Perception) checks that rely on
jump without moving, and your jump height is tripled.
hearing or smell.
Additionally, when you take the Dash action, your
Wolf's Pack movement increases by an additional 30 feet until the
Also at 3rd level, you can create a pack that fights, hunts, end of your turn.
and moves together. Over the course of a long rest, you Packmaster
can spend 1 hour with one or more willing creatures, up
By 14th level, your pack has become a deadly force to be
to your Wisdom modifier. A creature that participates in
reckoned with. While a creature is a member of your
this is considered part of your pack until it uses an
pack, it has advantage on Dexterity (Stealth) checks that
action to leave it, you use an action to remove it, or you
rely on moving silently, and it deals 2d4 additional
use this feature again to create another pack. If you die,
damage instead of 1d4.
your pack begins to fall apart; creatures in your pack are
aware of your demise, and retain the benefits of your Call of the Pack
pack for a number of days equal to your proficiency By 18th level, you can rally your pack to fight together.
bonus. When you take the Attack action, you can call your pack
While a creature is a member of your pack, it gains to attack alongside you as part of the same action. Each
the following benefits: member of your pack can move up to half its speed
towards the target of your attack and make one attack
Its speed increases by 10 feet.
against the target (no action required). This movement
It can treat a roll of 9 or lower on a Wisdom
does not provoke attacks of opportunity.
(Survival) check made to find another member of
Once you have used this feature, you can’t do so again
the pack as a 10.
until you finish a long rest.

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