Ranger
Base Class: Ranger

Significant time spent traveling through Wildspace has begun to alter the fabric of your being. Many Star Jumpers are quite chaotic in nature, becoming interplanetary bounty hunters, pirates, or thrill seekers. Others, however, might take a more lawful path, acting as guides to creatures less familiar with planar travel or becomng space marshals. These lunar rangers strive to either seek out or protect against evils found on the material plane as well as within the astral sea and beyond. No matter the chosen path, Star Jumpers feel as comfortable journeying among the stars as they do with their feet planted safely on the ground below the atmosphere.

Star Jumper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Star Jumper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd light, shield
5th blur
9th hypnotic pattern
13th dimension door
17th wall of force

Galvanize

3rd-level Star Jumper feature

You galvanize yourself, creating a protective and energizing barrier around your body. As a bonus action, you are galvanized for 10 minutes and gain temporary hit points equal to 1d10 + your ranger level. You gain the following benefits until your temporary hit points are depleted:

  • You gain resistance to psychic and cold damage.
  • Your jump height and distance increases by 10 feet.
  • You have advantage on Constitution saving throws.
  • Your attacks negate any resistance to radiant damage.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cosmic Impact

3rd-level Star Jumper feature

You can infuse the energies of the cosmos into your strikes, helping them land with greater impact. When you make a weapon attack, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. All attacks changed in this way are considered magical, do not require ammunition, and deal radiant damage. 

If you are currently galvanized, your attacks deal an additional 1d8 radiant damage.

Air Envelope

7th-level Star Jumper feature

You can generate a long-lasting air envelope that is ready for deployment at a moment's notice. As a bonus action, you can engage your air envelope, allowing you to breathe in any environment and providing immunity to all gas-related dangers and breath weapons. Your envelope can be engaged for a total of 60 minutes per day and is refilled to capacity each day at dawn.

Additionally, as an action, you can create one temporary air envelope for a willing creature within 5 feet of you. This temporary envelope provides immunity to all gas-related dangers and breath weapons and stays engaged for 30 minutes or until the recipient uses a bonus action to disengage. At 13th level, you can create 2 temporary envelopes and at 17th level, you can create 3 temporary envelopes. You regain all expended uses when you finish a long rest.

Cosmic Motes

11th-level Star Jumper Feature

You can produce small amounts of cosmic matter out of thin air and weaponize it. As an action, you create five shining motes that float around your head for ten minutes. As a bonus action on each turn after they are created, one mote can be launched toward a point you choose within 90 feet of you. Once a mote reaches your target or comes in contact with any solid surface, it emits a concussive blast. Each creature within 5 feet of the point of the blast must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, or half as much damage on a successful one. If you are galvanized, the blast from each mote can deal radiant damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Air Envelope Upgrade

15th-level Star Jumper feature

Your air envelope can safely filter out harmful substances from your surrounding environment, allowing for infinite use. You can keep it engaged indefinitely without running out of breathable air.

Additionally, the extra air from your envelope can be pressurized and controlled. You gain a permanent flying speed of 30 feet and the defensive thrusters reaction.

Defensive Thrusters: If a creature takes an attack of opportunity on you, you can use your reaction to avoid the attack, causing it to miss.

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2024 7:27:09 PM
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