The Jailer
Version 1.6
Changelog
- Buffed Chain Reaction
- Nerfed Sentence of Deflection
Walking slowly into the abandoned building, a man scouts his surroundings, the glimmering of his sword casting small shadows on the rough interior of this house while the sound of manacles accompanies his own figure. There’s been a crime here, and those who perpetrated it are soon to be judged.
A dwarven lady stumbles and picks herself back up after being pushed by the huge monster who’s scratching and biting at her friends. She releases a divine chain that envelops the horrid figure and limits its movements, while she and her friends move in to finish the fight.
With the reward sitting heavy in her pouch, the elf takes a moment to breathe in her previous victory, she wouldn’t have done it were it not for the help of her friends and their generous patron… Something’s wrong, they’ve been tricked, she urges her party to turn back and have the liar face their wrath.
Long Arm of the Law
There isn’t many of them, but the jailers don’t hide from sight and that proves there’s laws revolving around everything, nothing is controlled by chaos. These figures train their body so that it doesn’t fall short of their powers, in order to be able to keep the balance anywhere they’re called to. They thrive wherever there’s people breaking the laws of this world, and that means all over the world, so jailers never lack work to do, and they’re mostly unwilling to stand by at any time in their life.
Marathon to success
Jailers have many reasons to become that which they feel they need, whether they need to repair some wrongs of their own doing or they are called upon action by higher powers, they’re all motivated to endure the training and the endless challenges that await them. Some try to skip and cheat their way into gaining their powers, and quickly find out they’ve broken the code of meritocracy, and shame themselves out of the way. The training for a jailer includes mastery of weaponry and learning of the knowledge required to recognize those in the wrong and judge them by it, this is no easy trifle, it’s a long road and it brings up only the best among those who took the challenge. Their powers are then gifted and they’re sent out to action, that’s where the marathon begins, every crime is the same but the people are different, one must know how to interact with them so one can provide the best help, or punishment.
Creating a Jailer
As you create a jailer, think of why your character wanted to become one in the first place, and which entity gave powers to them. Were you the child of a local guard who got murdered on the job? Did you wish to become a protector of the laws of your secluded society? Was the training part of your early life and you didn’t find the meaning of it until you realized what you could become? Consider what laws you’re enforcing. Are you part of the guard of a town or city? Is your job to hunt down those who seek to destroy your religion? Might you have been instructed on the shady ways of your criminal group, and are you standing by them when it comes to getting rid of your mates? As a result of the moral-free life they have to attend, jailers are almost always lawful in alignment.
Quick Build
You can create a jailer quickly by following these suggestions. First, make Constitution your highest score, and either Strength or Dexterity as a close second depending on whether you want to focus on melee weapons, or archery (or finesse weapons). Then, choose the Soldier background.
Jailer Table
| Level | Proficiency Bonus | Features | Sentences Known | Sentence Die |
|---|---|---|---|---|
| 1st | +2 | Shackling Imposition, War Binding, Weapon Mastery | 2 | 1d4 |
| 2nd | +2 | Chain Reaction, Fighting Style | 2 | 1d4 |
| 3rd | +2 | Enforcer's Law | 2 | 1d4 |
| 4th | +2 | Ability Score Improvement | 2 | 1d4 |
| 5th | +3 | Extra Attack | 3 | 1d6 |
| 6th | +3 | Perjury | 3 | 1d6 |
| 7th | +3 | Enforcer's Law feature | 3 | 1d6 |
| 8th | +3 | Ability Score Improvement | 3 | 1d6 |
| 9th | +4 | Extra Shackles (1) | 4 | 1d8 |
| 10th | +4 | Firm Grasp | 4 | 1d8 |
| 11th | +4 | Enforcer's Law feature | 4 | 1d8 |
| 12th | +4 | Ability Score Improvement | 4 | 1d8 |
| 13th | +5 | Warden's Instruction | 5 | 1d10 |
| 14th | +5 | Extra Shackles (2) | 5 | 1d10 |
| 15th | +5 | Enforcer's Law feature | 5 | 1d10 |
| 16th | +5 | Ability Score Improvement | 5 | 1d10 |
| 17th | +6 | Life Sentence | 6 | 1d12 |
| 18th | +6 | Extra Shackles (3) | 6 | 1d12 |
| 19th | +6 | Ability Score Improvement | 6 | 1d12 |
| 20th | +6 | Endless Prison | 6 | 1d12 |
Hit Points:
- Hit Dice: 1d10
- Hit Points at 1st level: 10 + your Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per Jailer level after 1st
Proficiencies:
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Constitution, Intelligence
- Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Religion and Survival
Starting equipment:
Choose A or B:
- (A) Chain Shirt, Maul, Heavy Crossbow, Manacles, Explorer's Pack, 13 gp
- (B) 135 gp
Multiclassing:
- Ability Score Minimum: Strength or Dexterity 13, Constitution 13
When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies
- Armor: light armor, medium armor
- Weapons: simple weapons, martial weapons
- Tools: none
- Skills: Choose 1 from Arcana, History, Insight, Investigation, Nature, Religion, Perception and Survival
Shackling Imposition
At 1st level, you have been gifted powers to punish those who are escaping judgement, empowering your body to harness magical shackles that sprout from you when you release them and latch onto creatures of your choosing. You know 2 of these effects called Sentences, detailed in the “Sentences” section at the end of the class description. You learn more sentences as you gain levels in this class. You can change which sentences you know every time you take a level in this class.
You can use Shackling Imposition as a bonus action on your turn, apparating your shackles for 1 minute. As a part of this action, you can target a creature that you can see within 30 feet of you and impose a sentence. The sentence lasts for the duration appointed in the sentence's description or until you and your target are no longer within 30 feet of eachother, at which point the shackle breaks. You can retarget your shackles or deactivate and reactivate your sentences as a bonus action on subsequent turns. When releasing your shackles, you must choose whether you want to target allied or hostile creatures with all the shackles you have upon releasing them and upon retargeting.
Depending on the sentence, it may require the target to take magical piercing damage determined by your Jailer level, as shown in the Sentence Die column of the Jailer table. This effect lasts up to 1 minute.
Hostile creatures need to make a Saving Throw (the ability score changes depending on the sentence) in order to resist the effect of the sentences when the shackles are directed at them and at the end of each of their turns if they're under their effect, the DC for this is calculated as listed below. The shackles stay active if a creature resists the effects of the sentence but don't stay on the target and require a bonus action to be retargeted.
Sentence Saving Throw DC: 8 + your proficiency bonus + your Constitution modifier
You can use this feature a number of times equal to your proficiency bonus and you regain expended uses at the end of a short or long rest.
War Binding
Also at 1st level, you can use your Constitution modifier when calculating your AC, instead of your Dexterity modifier.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice.
Chain Reaction
At 2nd level, you can transfer your suffering over to your enemies or use it to empower your allies. When you are damaged, you can use your reaction to trigger one of the following effects:
- If you are shackled to allies: You suffer damage equal to one roll of your sentence die and your allies are healed by one roll of your sentence die.
- If you are shackled to enemies: You reduce the damage you take by one roll of your sentence die, and the shackled enemies take damage equal to one roll of your sentence die.
At 9th level and again at 14th and 17th level, you can roll one additional sentence die when healing allies or damaging enemies while using Chain Reaction.
Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Jailer level, you can replace the feat you chose with a different Fighting Style feat.
Enforcer’s Laws
At 3rd level, the nature of your magic is revealed in a form of laws that follow a faction, nation or religion, you choose from the list of available laws. Your choice grants you features at 3rd level and then again at 7th, 11th and 15th level.
Ability Score Improvement
When you reach levels 4, 8, 12, 16 and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Perjury
At 6th level, your powers allow you to recognize liars. As an action, you can tie a creature’s heart with a special, invisible shackle. The creature must make a Constitution Saving Throw to resist this feature’s effect, it doesn’t know that this effect is taking place. You know when the creature is lying as long as it's on the same plane as you. The perjury ends if 1 hour goes by, you dismiss it or you use this feature to apply it to another creature. Your perjury can be dispelled with dispel magic, and is treated as a spell with a level equal to half your jailer level (maximum 9th level). You can use this feature a number of times equal to your proficiency bonus and regain expended uses after a long rest.
Extra Shackles
At 9th level and again at 14th and 17th level, you can release one additional shackle whenever you use Shackling Imposition. You roll the sentence die once for all targets. You can only choose one sentence to activate at a time.
Firm Grasp
At 10th level, your Shackling Imposition and sentences last for up to 10 minutes.
Warden’s Instruction
At 13th level, your powers give you additional knowledge. You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Endless Prison
At 17th level, once per turn, when a creature you attempted to put a sentence on resists it, you can use your reaction to force it to roll again and take the second roll. Additionally, when you score a critical hit, you regain one expended use for your Shackling Imposition feature.
Life Sentence
At 20th level, your current and maximum scores for Constitution and either Strength and Dexterity increase by 2. Your Shackling Imposition and sentences last for up to 1 hour. Your body stops aging, becomes immune to disease and doesn't need food or sleep.
Jailer’s Sentences
Sentence of Agony
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must succeed on a Wisdom Saving Throw. On a failed save, it can't move more than 30 feet from you and it takes damage equal to your sentence die every time you hit it with a weapon attack until the start of your next turn. The damage type is the same as the weapon with which you damage the target with.
Sentence of Deflection
Prerequisite: 5th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. Any damage taken by you and that creature is reduced by an amount equal to your Constitution modifier until the start of your next turn.
Sentence of Displacement
Prerequisite: 9th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must make an Constitution Saving Throw. On a failed save, it takes damage equal to your sentence die and you can pull it to an unoccupied space that you can see within 30 feet. You cannot target creature that are more than 1 size larger than you.
Sentence of Evasion
As a bonus action, you target a creature that you can see within 30 feet of you. You and that creature do not provoke opportunity attacks when moving out of a hostile creature's reach. When you target an ally with this sentence on your turn, that ally can use their reaction to move up to half their movement without causing opportunity attacks. This effect lasts until the start of your next turn.
Sentence of Execution
Prerequisite: 5th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must succeed on a Dexterity Saving Throw or all attacks against it have advantage until the start of your next turn.
Sentence of Fear
Prerequisite: 13th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must make a Wisdom Saving Throw. On a failed save, it becomes paralyzed until the start of your next turn.
Sentence of Negation
Prerequisite: 13th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must make a Charisma Saving Throw. On a failed save, it takes damage equal to your sentence die and its next spell is dispelled upon being cast. The creature doesn't know of this effect when it takes place.
Sentence of Madness
Prerequisite: 5th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must make an Intelligence Saving Throw. On a failed save, it takes damage equal to your sentence die and it falls prone, having psychotic visions until the start of your next turn.
Sentence of Relief
Prerequisite: 9th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. You and the target regain hit points equal to one roll of your sentence die.
Sentence of Safeguarding
As a bonus action, you target a creature that you can see within 30 feet of you. You and that creature gain temporary hit points equal to your sentence die.
Sentence of Seizing
Prerequisite: 9th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must make a Strength Saving Throw. On a failed save, it is restrained until the start of your next turn and pulled 15 feet towards you. If the target is already within 15 feet when the sentence is applied, it takes damage equal to your sentence die and you place it in an unoccupied space within 5 feet of you.
Sentence of Zeal
Prerequisite: 13th level Jailer
As a bonus action, you target a creature that you can see within 30 feet of you. You and that creature's speed increases by 10 feet and you both deal bonus damage equal to your sentence die with your weapon attacks until the start of your next turn.. The damage type is the same as the weapon used in the attack.
Enforcer’s Laws
Jailers choose which laws to enforce, thus becoming heralds of a particular group, be it an evil cult or the neutral worshipers of a certain deity, the harsh laws of a military nation, the code of honor for a thieves’ guild or even the laws of nature and the elements. Jailers protect those laws and punish those who break them.
Law of the Officer
Those who follow the Officer’s Law are often soldiers or guards in a society and their powers are usually given by lawful high-ranking patrons within it, aiming to bolster their resources for good or evil.
Sentence of Coercion
At 3rd level, you learn the Sentence of Coercion, ordering your target to face justice.
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must save on a Constitution Saving Throw. On a failed save, it takes damage equal to the sentence die each time it directly attacks a creature that is not you until the start of your next turn. This sentence doesn't count towards your total known sentences.
Additionally, you gain proficiency in the Investigation skill.
Innocent’s Defense
At 7th level, if any allied creatures that is under the effects of Shackling Imposition is forced to make a saving throw, you can use your reaction to impose advantage on that Saving Throw.
Crime Prevention
At 11th level, you can use your action to emanate a 10-foot radius aura of arcane locks. Allied creatures (including you) in this area have avantage on Saving Throws against spells and other magical effects. This effect lasts up to 1 minute or until you dispel it.
You can't use this feature again until you finish a short or long rest.
Innocent’s Payback
At 15th level, if you used your reaction to trigger Innocent’s Defense, your ally can immediately retaliate by making an attack roll against the creature that forced the saving throw.
Law of Nature
Jailers abiding to the Nature’s Law are often living close to it, their powers are usually given by neutral creatures who work to keep the balance in a lake, desert or jungle.
Sentence of Hypnosis
At 3rd level, you learn the Sentence of Hypnosis, allowing you to control ill intentions.
As a bonus action, you target a hostile creature that you can see within 30 feet of you. That creature must succeed on a Charisma Saving Throw or be charmed by you until the start of your next turn.
This sentence doesn't count towards your total known sentences.
Additionally, you gain proficiency in the Perception skill.
Elemental Prison
At 7th level, you can use your action to create a 10-foot radius area on the ground from a point you can see within 30 feet. The ground here becomes difficult terrain as a layer of frozen, ardent or electrified locks, chains and manacles apparate (your choice).
Any creature in this area takes damage equal to your sentence die, changing the damage type to cold, fire or lightning, depending on the effect choice, and again at the start of each of their turns. Any creature that falls prone in this area becomes restrained. This effect lasts up to 1 minute or until you dispel it.
You can't use this feature again until you finish a short or long rest.
Primal Enforcer
At 11th level, you can use your action to create a line of fire, ice, light or darkness (your choice) on a solid surface within 120 feet of you. The line is 5-feet wide and extends for up to 60 feet.
When the line appears each creature within 5 feet of it suffers damage equal to the shackles die, rolled 6 times, changing the damage type to cold, fire, radiant or necrotic, depending on the effect choice. Any creature that enters the area or ends their turn within 5 feet of it suffers the damage. This effect lasts up to 1 minute or until you dispel it.
You can't use this feature again until you finish a short or long rest.
Binding Torrent
At 15th level, you can unleash a torrent of primal shackles around you. As an action, you emanate a 10-foot radius aura. Hostile creatures that start their turn in this area must make a Strength saving throw against your sentence saving throw DC.
On a failed save, they suffer your sentence die and their speed is reduced to 0 until the start of their next turn. On a successful save, they take half as much damage, and their speed is halved. This effect lasts up to 1 minute.
You can't use this feature again until you finish a short or long rest.
Law of Knowledge
Who gets to the knowledge first and retains it from the others has a better chance to spread it equally and ensuring everyone’s well-being. Jailers following this ideal are often gifted their powers by secret societies who work in the shadows to dethrone a corrupt monarch or overrun a mob organization.
Sentence of Secrecy
At 3rd level, you learn the Sentence of Secrecy, aiding you and your allies with covert operations.
As a bonus action, you target a creature that you can see within 30 feet of you. You and that creature become Invisible until the start of your next turn, the effect also ends if you or the creature attack or cast a spell, and if it is dispelled by some anti-magic effect like Dispel Magic. This sentence doesn't count towards your total known sentences.
Additionally, you gain proficiency in Thieves’ tools and the Stealth skill.
Shackle Step
At 7th level, you gain the ability to use your shackles in order to help you move around more easily. As a bonus action, you can pull yourself up to your Shackling Imposition range to an unoccupied space you can see.
Additionally, you gain proficiency in 1 skill between Nature, Survival and Investigation.
Element of Surprise
At 11th level, you’re always one step ahead of your target. You can add your Constitution modifier to your initiative rolls and during the first round of combat, the first hostile creature you target with a sentence has disadvantage on the saving throw made to resist it.
Unwilling Hostage
At 15th level, you’re trained to not fall captive as to not give out precious information. You have advantage on Wisdom, Intelligence and Charisma saving throws made to resist charm effects.
Law of Torment
A Jailer who distributes the Law of Torment is one who swore to inflict the maximum physical and mental pain to those who actively search for ways to avoid it. A Jailer on this path might be hunting a lich, or interrogating a spy of the enemy.
Sentence of Anguish
At 3rd level, you learn the Sentence of Anguish, allowing you to slowly sap at one's vital force.
As a bonus action, you target a creature that you can see within 30 feet of you. That creature must succeed on a Wisdom Saving Throw or the chains around the creature tighten up. A creature under this effect takes damage equal to your sentence die upon casting and you heal for the same amount of damage dealt until the start of your next turn.
Additionally, you gain proficiency in the Insight skill.
Pressing Wound
At 7th level, whenever a hostile creature, Large or smaller, within 30 feet of you under the effect of any sentence takes damage, you can use your reaction to pull yourself and the creature 15 feet towards each other, making an attack as part of this reaction.
Additionally, you gain advantage on ability checks made to track a bleeding, exhausted or otherwise wounded creature.
Master of Pain
At 15th level, whenever a hostile creature fails to resist your sentence, they immediately take damage equal to your sentence die and your attacks against them crit on a roll of 17 or higher.
Lawbreaker
The Lawbreaker embodies defiance and independence, wielding their signature chains with unrivaled skill and tenacity. Masters of chaos and unpredictability, they disrupt the flow of battle, defying convention and authority with every strike. Embracing their rebellious nature, they navigate the battlefield with unparalleled freedom, leaving chaos in their wake. One doesn't become a Lawbreaker by abiding to the Law, but must break it in order to have their magic sapped and tampered with by the higher powers that be, thriving in the chaos generated.
Sentence of Chaos
At 3rd level, you learn the Sentence of Chaos, shaping the battlefield to your wish.
As a bonus action, you target a creature within 30 feet of you. The ground below both you and that creature in a 5-foot radius becomes warped and entangled in chains and follows the targets as they move.
If a hostile creature enters this radius for the first time or starts its turn inside of it, they must succeed on a Wisdom Saving Throw. On a fail, their movement is halved until the start of your next turn.
Additionally, you gain proficiency in the Deception skill.
Fateful Surge
Also at 3rd level, you can tap into the chaotic energies within you to unleash unpredictable effects when you release your Shackling Imposition. Once per short rest, immediately after you use your Shackling Imposition feature, you can roll a d4, determining one of these effects:
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Teleportation Flicker: You briefly flicker with chaotic energy, as a reaction, you can teleport to an unoccupied space within 30 feet of your current location. This movement does not provoke opportunity attacks.
-
Disorienting Glare: Your eyes blaze with fateful energy, causing one random creature within 15 feet of you to become disoriented. The creature must succeed on a Wisdom saving throw against your Sentence Saving Throw DC or be unable to take reactions until the start of its next turn.
-
Chaotic Spark: A spark of chaotic energy travels through your shackles, the target of your next Sentence must roll a d4 and subtract it from its saving throw made to resist the Sentence.
-
Fortune's Game: You gain advantage on your next attack roll. If you miss with this attack then you take damage equal to one roll of your Sentence Die.
Lawbreaker's Chains
At 7th level, when releasing your Shackling Imposition, you manage to maintain part of the chain to use it as a weapon in battle. The chains are treated as a two-handed weapon with a 15-foot reach, dealing 1d8 damage on hit.
Guided Path
At 11th level, your connection to chaos enhances your survival skills, allowing you to navigate and thrive in the most unpredictable environments.
You gain proficiency in the Survival skill if you don't already have it.
Additionally, when making Wisdom (Survival) checks, you can add your Constitution modifier to the roll.
Unpredictable Combatant
At 15th level, your attacks become infused with unpredictable energy, making them difficult to anticipate. Once per turn when you make an attack roll, you can choose to gain advantage on the strike. If the attack misses anyway, you suffer damage equal to one roll of your Sentence Die.
Law of the Arcane
Jailers who swear upon the Law of the Arcane accept its blessing and its dues. Enhancing their bodies further with the use of magic and spell-slinging, they hunt those that make ill use of their magical capabilities, at any cost.
Sentence of the Mage-Eater
At 3rd level, you learn the Sentence of the Mage, tapping into your powers to sap those of others.
As a bonus action, you target a creature within 30 feet of you. That creature must succeed on an Intelligence Saving Throw or it cannot cast spells or concentrate on them until the start of your next turn.
Additionally, you gain proficiency in the Arcana skill.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells, your spell list is that of the Wizard's.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Law of the Arcane Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice. The Spells Known column of the Law of the Arcane Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots , and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Constitution is your spellcasting ability for your wizard spells, since you learn your spells by giving your body as collateral. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
-
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
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Spell attack modifier = your proficiency bonus + your Constitution modifier
Spell-Shackling
Beginning at 7th level, when you use your Shackling Imposition, you can choose to cast a spell instead of placing a Sentence. The spell must target a single creature and its range is limited to that of the Shackling Imposition's.
Chain Spell
At 15th level, if a creature is under the effects of any Sentence when you cast a spell on it, the creature has disadvantage on any saving throws it makes against the spell, and you have advantage on any spell attack rolls against it.
Law of the Arcane Spellcasting Table
| Class Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | - | - | - | - | - | - |
| 2nd | - | - | - | - | - | - |
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |