Ranger
Base Class: Ranger

A Planejumper Ranger has a connection with another plane of existence. You may have been touched by a creature from another plane, or may have made a deal with the lord of another world. One way or another, you are touched by some kind of otherworldly presence. Through this connection, you gain supernatural powers, chief among them being an ability to briefly move between your plane and theirs.

Your connection with another world has imbued you with magic and special abilities. Your most potent ability is to briefly flash into the other plane and back into the material plane, altering your position instantly. Every time you come into contact with the other world, you can bring some part of it back with you. There are many different planes of existence, and the nature of the plane you are connected with determines the kind of power it grants you.

Planejumping

At 3rd level, you gain a connection with another plane of existence. For a split second, you can travel between your plane and the other plane, allowing you to move up to 30 ft instantly. This can be done as a bonus action. You can choose what kind of plane you are connected with: astral, ethereal, elemental (earth, water, fire, or air), hellish, or celestial. The number of times you can Planejump per long rest is determined by the number of Planejumping slots you have.

The number of Planejump Slots you have is 2 + 1/2 your Ranger level. All slots are restored after a long rest.

You can Planejump while in combat. If you do, you will not provoke an opportunity attack against you. Additionally, if you Planejump behind an enemy, you will have advantage on an attack you make against them immediately after appearing. If you activate a Planejump effect while doing this, if the effect is offensive, that is the attack you will have advantage on (in the case of enemies needing to make saving throws, they will have disadvantage).

Jumping Effects

From level 7, you can use your Planejumping slots to perform additional actions.

Your connection with another plane provides you with extra strength and fortitude. When you Planeshift, you may use an additional shift slot to use the energy from the other plane to heal you for 1d8 + 2. This increases to 1d12+6 when you reach level 11.

Additionally, you can now Planejump creatures other than yourself. Each creature you cause to Planejump spends one Planejump slot. You may can Planejump another creature by touching it. You may Planejump yourself and the other creature at the same time for 2 slots, or the other creature alone for 1. You choose where the other creature will shift to within the normal range of your shifting ability. If the creature is unwilling to Planejump, they must make a CHA saving throw of 12 + your CHA modifier.

 

Double Jump

From level 7, in combat, you can Planejump twice in quick succession and have it cost only one Planejumping slot. If you Planejump within no more than two turns in a row, the Planejump on the second turn does not expend a Planejumping slot. This effect does not stack - it can only be used for two Planejumps. A third Planejump will use another slot.

Otherworldly Offering

From level 11, you may send other creatures into the plane you are connected with. You may have the creature sent to the plane as an enemy or as a ward. You may do this once per long rest.

Enemy: The plane's inhabitants and nature will be hostile to the creature. The creature will take damage appropriate to the type of plane and be returned to the material plane on your following turn. During the time the enemy is in the other plane, it cannot effect or be effected by anything in the material plane. The creature may return to the material plane itself if it is able, or else it is forced to stay in that plane until your next turn. On your next turn, the creature will reappear in the material plane and will be dealt 1d12 + 4 damage corresponding to the type of plane (Fire: Fire, Earth: Bludgeoning, Water: Frost, Air: Thunder, Astral: Poison, Ethereal: Psychic, Celestial: Radiant, Hellish: Psychic, Poison, or Piercing depending on plane).

Ward: A creature is sent to the plane as an ally. The plane's inhabitants and nature hold the creature under their protection until you next Planejump. The next time you Planejump, you will appear with the creature next to you. A creature may be unwillingly sent to a plane as a ward.

When using this ability, it is important to note the nature and relationship between the creature you are sending and the plane's environment and inhabitants. You have a connection with this plane, but you do NOT command it. If you send a devil to a celestial plane as a ward, the Celestials may choose not to protect such a creature and may even attack it. If you send a fire elemental to the Water Plane, it may take damage or die purely from the nature of the plane. A creature you send to another plane as an enemy may even be able to plead with the plane's inhabitants to convince them not to harm it. It is up to the DM to decide how such situations will play out.

Elite Jumping

From level 15, when you are required to make a Saving Throw to avoid a physical effect, you may Planejump instead. If you do, you do not need to roll and automatically succeed on the save, as long as you appear in a location that the physical effect would not reach.

You may Planejump yourself and up to two other creatures by touching them (Same rules as before). You may also Planejump yourself and one other willing creature within a range of 30 ft without needing to touch them.

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