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 + your Ranger level, with a maximum of 12 Planejumping slots. 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).
Astral
You have a connection with the Astral Plane. Immediately after you Planejump, you can telepathically connect with another creature within a 30 ft radius of you that you can see. The creature does not need to understand your language to be affected. You can use this connection to communicate with the creature or attempt to charm it. If you attempt to charm it, the creature must succeed on a wisdom saving throw of 10 + your CHA modifier. You may use this ability as part of your Planejumping bonus action, meaning your action for this turn is not used up.
From level 7, you can communicate telepathically with 2 creatures or have one creature you are attempting to charm have disadvantage on its saving throw.
From level 11, you can communicate with or attempt to charm 3 creatures, and have each creature you attempt to charm have disadvantage on their saving throws.
Celestial
You have a connection with a Celestial Plane. Celestial planes differ in their type and attributes, but all are the realms of gods or other powerful beings that are considered good. When you Planejump via your connection with this plane, you may borrow some divine energy from the other plane. If you do, immediately after you appear you may choose one of the following: 1) One of your weapons may be blessed with divine power, adding 1d4 to attack rolls. 2) Your armour may be blessed with divine energy, granting you +2 to your AC. These effects will last for 10 minutes after you reappear. You can choose which effect you wish to apply each time you Planejump.
From level 7, you can add 1d6 to your attack rolls or +3 to your AC.
From level 11, you can add 1d8 to your attack rolls or +4 to your AC.
Elemental
You are connected with one of the four elemental planes (earth, water, fire, or air). Your connection lets you conjure a blast of elemental fury when you re-enter the material plane. When you Planeshift, you may conjure a plume of spiked stones, frost, fire, or thunder in a 10 ft radius around you. Each creature within range must make a DEX save. They take 1d8 damage on a fail and half that on a success.
From level 7, the damage is 1d10 + 2.
From level 11, the damage is 1d12 + 2.
Ethereal
You are connected with the Ethereal Plane, a misty, fog--bound dimension that is sometimes described as a great ocean. Immediately after Planejumping, you may cause a thick blanket of fog to surround you and cover a 30 ft radius around you. A magical fog obscures that area and any creature within it cannot be seen. The fog will last for 10 minutes before disappearing.
From level 7, the fog covers a 40 ft radius around you and also muffles all sound. Creatures other than you within the fog gain disadvantage on perception checks involving hearing.
From level 11, if you choose to activate the fog cloud effect when you Planejump, you may also turn invisible for 30 seconds.
Hellish
You have a connection with a Hellish Plane. Hellish planes vary in their properties - some are classic, fiery hells, some are dark and misty. The Hellish Plane you are connected with can be decided by you or your DM. When you Planejump, you may bring a demon with you into the material plane. The exact nature of the demon will depend on which plane you are connected with. The demon will have the same stats as a Quasit (MM p. 63). The demon stays in the material plane for 5 minutes or until it is killed. After 5 minutes, it will return to its original plane. The demon is aggressive and chaotic, and has a strong desire to kill anything it sees. If will target any of your foes that it can see, but it it cannot see any foes of yours (or if you have no foes left) it will attempt to kill your allies or party members.
From level 7, the demon summoned has the stats of a Shadow Demon (MM p. 64).
From level 11, the demon summoned has the stats of a Vrock (MM p. 64).
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.
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.
Extended Jumping Effects
From level 11, you may spend an extra Planejumping slot after Planejumping to heal yourself for 1d12 + 6.
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Posted Jan 7, 2022Thank you William BaDass, I found Billy Bad ass! A Ranger that leaps from perfectly good planes for fun!. Skilled in both the arts and the Application of fun!
I Will Be continuing to amass In formation Invaluably inconsistently til I can Dispose of my Ancient Adversary & Bring back the rising of Pizza Crust