Rangers are some of the hardiest explorers, from interplanar portal travelers to the barren desert sentinels, but none are tougher than the Void Runners. They feel most at home in the infinite reaches of the Cosmos, drafting across galaxies on a quest to patrol, discover, protect, or simply survive. They spend much of their life hopping between homeworlds on a seemingly endless adventure. They are visitors accustomed to strange new lands: adept at picking up new languages and dealing with unknown challenges. Many are scoundrels, smugglers, or bounty hunters prepared to dive into the worst of missions for money or glory.

Void Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Void Runner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. When you cast your spells, you may choose to describe them as effects of futuristic gadgets.

Ranger LevelSpell
3rdFeather Fall
5thSpider Climb
9thMajor Image
13thDimension Door
17thWall of Force

Seasoned Voidfarer

When you choose this archetype at 3rd level, you pick up a few tricks from your travels. You gain the following benefits:

  • When you finish a long rest, choose one language you have heard before. Until the end of your next long rest, you can moderately understand and speak this language. Native speakers quickly recognize your lack of fluency in this language.
  • As an action, you can magically supply yourself with enough air for an hour. As part of this action, you can grant this benefit to up to a number of allies you touch equal to your Wisdom modifier (minimum of 1). This action cannot be used again until you finish a long rest.
  • You gain proficiency with void vehicles if you don't already have it.
  • If you have the Natural Explorer feature, you can add the cosmic void to your list of favored terrain.

Shoot First

Also at 3rd level, you know it's short first or be killed. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

On your first turns of each combat, your weapon attacks deal an extra 1d8 damage of the weapon's type. A target can only take this extra damage once that turn. When you reach 11th level in this class, the extra damage increases to 2d8.

Void Traveler

Beginning at 7th level, you gain resistance to cold damage and ignore the negative effects of cold environments.

Star Jump

When you reach 11th level, you learn to maneuver easily through space. Immediately after you take the Attack action, you can fly up to half your speed without provoking attacks of opportunity. If you use this movement to fly over a creature you have not attacked this turn, you can make one additional attack against it when you land.

Force Deflector

Starting at 15th level, when you are hit by an attack, you can use your reaction to reduce the damage you take by 1d8 + your Wisdom modifier, and allow yourself to be pushed 10 feet away from the attacker.