Jumper (5e Class)
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Jumper
Jumper
Jumpers are beings who were born with the inherent ability to fold their bodies into the cracks in space, and seemingly teleport across great distances. Jumpers also seem to become steadily more and more mobile on the battlefield, eventually completely ignoring detriments that would normally stop anyone else in their tracks, and slipping between their enemies blows with ease. A jumper is a fleeting being that can be found anywhere on a battlefield at any given point in time.
Creating a Jumper
- Quick Build
You can make a Jumper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Urchin background. Third, choose Scimitar, Hand Crossbow with 20 bolts and a Dungeoneer's Pack.
Class Features
As a Jumper you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Jumper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jumper level after 1st
- Proficiencies
Armor: None
Weapons: All Simple and Finesse Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Pick three Athletics, Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scimitar or (b) Shortsword or (c) Rapier
- (a) A Short Bow and quiver of 20 arrows or (b) A Hand Crossbow and quiver of 20 bolts
- (a) A Dungeoneer's Pack or (b) An Explorer's Pack
- If you are using starting wealth, you have 4 d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Jump Points |
---|---|---|---|
1st | +2 | The Jump, Unarmored Defense | 1+Dex Mod |
2nd | +2 | Nimble Strike, Nimble Reflexes | 2+Dex Mod |
3rd | +2 | Instinctive Initiative | 3+Dex Mod |
4th | +2 | Ability Score Improvement | 4+Dex Mod |
5th | +3 | Extra Attack | 5+Dex Mod |
6th | +3 | Long Jump | 6+Dex Mod |
7th | +3 | Muli-Jump | 7+Dex Mod |
8th | +3 | Ability Score Improvement | 8+Dex Mod |
9th | +4 | Battle Ready | 9+Dex Mod |
10th | +4 | Mortal Strike | 10+Dex Mod |
11th | +4 | Hearths Flame | 11+Dex Mod |
12th | +4 | Ability Score Improvement | 12+Dex Mod |
13th | +5 | Reflex Attunement | 13+Dex Mod |
14th | +5 | Dexterous | 14+Dex Mod |
15th | +5 | Extra Attack(2) | 15+Dex Mod |
16th | +5 | Ability Score Improvement | 16+Dex Mod |
17th | +6 | Skilled Dexterity | 17+Dex Mod |
18th | +6 | Come With Me | 18+Dex Mod |
19th | +6 | Ability Score Improvement | 19+Dex Mod |
20th | +6 | Complete Mastery | 20+Dex Mod |
- The Jump
Ever since you were a child you have found that when you intend to walk somewhere occasionally you seem to blink to your destination instead of actually walking there. Anytime you move you can choose to expend 1 jump point to blink. You have a number of jumps available per long rest as specified in the table. A jumper gains the ability to travel between two places instantaneously. The jumper may teleport from his current location to any other location within 10 feet of his original location as a bonus action that does not provoke an attack of opportunity. A jumper can bring along objects as long as their weight doesn’t exceed his maximum load. A jumper can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a jumper can jump with an unwilling creature as long as that creature is grappled by the jumper, though, even then, an unwilling creature is allowed a Dexterity saving throw (DC 8 + your proficiency bonus + the jumper's Dexterity modifier) to avoid being taken along with the jumper. A jumper cannot teleport to a location that is occupied by another creature or an object, nor can he jump if he is immobilized. All jump points expended are recovered during a long rest.
- Unarmored Defense
At 1st level, you become much more adept at dodging that you don't need to rely on armor. Your AC equals 10 + your Dexterity Modifier + your Constitution Modifier
- Nimble Strike
At second level, Jumpers are unbelievably fast, and, upon the battlefield, it is extremely difficult to dodge their attacks. As long as a jumper moves more than 15 feet in a round, they deal an extra 1d6 on any attack they make, and the attack is made with a plus 1 to hit. The extra damage dealt by this class feature increase by an extra 1d6 and plus 1 to hit every 4 levels after first (6th, 10th, 14th and 18th.). A jumper who uses The Jump class feature during a round counts as having moved 15 feet for the purposes of these attacks, no matter how what distance they actually teleported across.
- Nimble Reflexes
A jumper's reflexes are unmatched, and few living beings can seem to catch them off guard. Starting at 2nd level, if a jumper is in a situation where he must make a Dexterity save, he may expend X Jump Points to get a +X bonus on the save, if you have sucsess you take no damage instead of half damage.
- Instinctive Initiative
At 3rd level, a jumper's body is always on edge and prepared for whatever happens around it, no matter how calm the world may be. At the beginning of an encounter, the jumper add his proficiency bonus on initiative rolls.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.
- Long Jump
At 6th level, you’ve realized that if you focus you can jump longer distances. You can jump to anywhere within 1 Kilometter, it is very difficult to do, and you must spend 5 Jump Points and focus for 5 minutes to complete the jump. You can use this skill once per long rest.
- Multi-Jump
At the 7th level, you have become more comfortable with jumping and gained the ability to jump, the distance you Jump with 1 Jump Point is now 20 feet.
- Battle Ready
At 9th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. You may add your proficiency bônus to the damage of your first melee attack in the combat.
- Mortal Strikes
From 10th level onwards, you score a critical hit in a roll of 19-20 with your melee attacks.
- Hearths Flame
At 11th level, you have gained better control over your jumping ability and thusly your own body. When you use The Jump feature you gain temporary hit points equal to your Constitution Modifier. In adition you regain half your Jump Points in a short rest.
- Reflex Attunement
At 13th level, you become extremely hard to fight due to your unnatural speed. When a creature you can see attacks you with a melee attack, you can use your reaction to add your proficiency bônus to your armor class potentially making the attack to miss. You can use this feature a number of times equal to your Dexterity Modifier, you regain all uses with a long rest.
- Dexterous
At 14th level your movements are so fluid and effortless it appears like you and water are almost indistinguishable. You may use your reaction to gain advantage in a Dexterity Saving Throw. You can use this feature once per long rest.
- Skilled Dexterity
At level 17 you gain proficiency in Sleight of Hand, Acrobatics, and Stealth, if you already have, you gain expertise.
- Come With Me
At 18th level, when jumping, calculate your carrying capacity with your dexterity.
- Complete Mastery
At 20th level, the distance you jump with 1 Jump Point passes to 30 feet, in adition, when you roll for iniciative you gain Jump Points equal to your Dexterity Modifier.
Multiclassing
Prerequisites. To qualify for multiclassing into Jumper class, you must meet these prerequisites: 13 Dexterity and 13 Constitution
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