Spelljamming Ranger
Class Skills: Skill points at each level: 6+ Intelligence modifier
Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Spelljamming, Religion) (Int), Listen (Wis), Move Silently (Dex), Pilot (Int), Profession (Wis), Search (Wis), Speak Language, Spot (Wis), Survival (Wis), and Use Rope (Wis)
Table 6: Spelljamming
Lvl Abilities
1st 1st favored enemy, Track, alien empathy
2nd Combat style
3rd Endurance
4th Sidekick
5th 2nd favored enemy
6th Improved combat style
7th Living in the Void
8th Follow the Stars
9th Evasion
10th 3rd favored enemy
11th Combat style mastery
12th
13th Camouflage
14th
15th 4th favored enemy
16th
17th Hide in plain sight
18th
19th
20th 5th favored enemy
Class Features
• Favored Enemy: This ability functions just as the ability of the same name in the Players’ Handbook.
• Track: This ability functions just as the ability of the same name in the Players’ Handbook.
• Alien Empathy: The ranger can sense the motives and feeling of races he has never encountered (details to come).
• Combat Style: This ability functions just as the ability of the same name in the Players’ Handbook.
• Endurance: This ability functions just as the ability of the same name in the Players’ Handbook.
• Sidekick: The Ranger gains a companion of similar demeanor to himself. The companion is 1st level and is an NPC. The DM has discretion over the race and class of the sidekick. By default, a ranger of the same race should be used.
• Living in the Void: The ranger's long experience in the void allows him to move and survive better than would be normal for his race (details to come)
• Follow the Stats: The ranger is used to looking into the Void. His ability to spot things and navigate is improved (details to come)
• Evasion: This ability functions just as the ability of the same name in the Players’ Handbook.
• Camouflage: This ability functions just as the ability of the same name in the Players’ Handbook.
• Hide in Plain Sight: This ability functions just as the ability of the same name in the Players’ Handbook.
Spell List
1st level: Alarm, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy (more to come)
2nd level: Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Cure Light Wounds, Eagle’s Splendor, Owl’s Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Wind Wall. (more to come)
3rd level: Command Plants; Cure Moderate Wounds; Darkvision; Diminish Plants, Magic Fang, Greater; Neutralize Poison; Plant Growth; Remove Disease; Repel Vermin; Tree Shape; Water Walk. (more to come)
4th level: Commune with the Void; Cure Serious Wounds; Freedom of Movement; Nondetection. (more to come)