Jumper, Variant (5e Class)

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Jumper, Variant[edit]


Jumpers are assassins from the Saltare family with the inherent ability to fold their bodies into the cracks in space, and "jump" across great distances. They have used this ability to secure their noble lineage through their part in many an assassination scheme. Jumpers are trained from birth to use their inherent ability by playing hide and seek and other games to train them to benefit the family. Through training they learn to increase the distance and shorten the time needed to travel intervening space.

Creating a Jumper[edit]

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 noble background. Third, choose Knife, Throwing Darts, 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


Armor: Light and Medium
Weapons: All Simple and Finesse Weapons, choose one Exotic Weapon
Tools: Poisoner's Kit or Alchemy Kit
Saving Throws: Dexterity, Constitution
Skills: Athletics, Acrobatics, and Stealth. Then choose two: Deception, Insight, Intimidation, Perception, Performance, Persuasion, or Sleight of Hand


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Knife 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 or (c) 10 Throwing Darts
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • (a) An Alchemy Kit or (b) A Poisoner's Kit
  • If you are using starting wealth, you have 1 Gold Coin in funds.

Table: The Jumper

Level Proficiency
Features Short Jump Points Long Jump Points
1st +2 The Jump, Unarmored Defense, Sneak Attack 1+Dex Mod 1+Con Mod/2 Min of 1
2nd +2 Nimble Strike, Nimble Reflexes 2+Dex Mod 2+Con Mod/2
3rd +2 Instinctive Initiative 3+Dex Mod 3+Con Mod/2
4th +2 Ability Score Improvement 4+Dex Mod 4+Con Mod/2
5th +3 Extra Attack, Reflex Hop 5+Dex Mod 5+Con Mod/2
6th +3 Fast Travel 6+Dex Mod 6+Con Mod/2
7th +3 Multi-Jump 7+Dex Mod 7+Con Mod/2
8th +3 Ability Score Improvement 8+Dex Mod 8+Con Mod/2
9th +4 Battle Ready 9+Dex Mod 9+Con Mod/2
10th +4 Mortal Strike 10+Dex Mod 10+Con Mod/2
11th +4 Hearths Flame, Cross the Void 11+Dex Mod 11+Con Mod/2
12th +4 Ability Score Improvement 12+Dex Mod 12+Con Mod/2
13th +5 Magic Hopper 13+Dex Mod 13+Con Mod/2
14th +5 Dexterous 14+Dex Mod 14+Con Mod/2
15th +5 Extra Attack(2) 15+Dex Mod 15+Con Mod/2
16th +5 Ability Score Improvement 16+Dex Mod 16+Con Mod/2
17th +6 Skilled Dexterity 17+Dex Mod 17+Con Mod/2
18th +6 Come With Me 18+Dex Mod 18+Con Mod/2
19th +6 Ability Score Improvement 19+Dex Mod 19+Con Mod/2
20th +6 Complete Mastery 20+Dex Mod 20+Con Mod/2
The Jump

Ever since you were a child you have been taught to use your innate ability to teleport between places, steadily learning to do this across large and small distances, and build your tolerance to be able to repeat this task more than once a day. As either a movement or bonus action you can choose to expend 1 short jump point to blink up to 10 feet to a location you see or can understand is there e.g. through a door or wall without triggering an attack of opportunity, additionally with 5 minutes of concentration you can spend 1 long jump point to teleport up to 1000 feet to a location that you can either see or have been to before. You have a number of short jumps available per short rest and long jumps per long rest as specified in the table. 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, if not losing the grapple, 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 unconscious. 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 + any other bonuses

Sneak Attack

At 1st level you can use your training as an assassin well. Once per turn you can add 1d6 damage to any attack during which you would have advantage, including on an enemy who is flanked or is unaware of you. This can only be applied to a melee or ranged attack that you have proficiency with. The bonus damage increases by 1d6 at 5th, 10th, 15th, and 20th level.

Nimble Strike

At 2nd 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 2nd (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 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 him, 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.

Reflex Hop

At 5th level, you become extremely hard to fight due to your unnatural speed. When a creature you can see attacks you with a melee or ranged attack, you can use your reaction to spend 1 Short Jump Point and add your proficiency bônus to your armor class potentially making the attack miss or taking half damage if the attack hits.

Fast Travel

At 6th level, you’ve realized that if you focus you can jump longer distances. You can jump to anywhere within 1 Mile, it is very difficult to do but your training has taught you much, reducing the concentration time to long jump to only 1 minute.


At the 7th level, you have become more comfortable with jumping and gained the ability to increase the distance you Jump with 1 Short Jump Point to 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 thus 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 Long Jump Points in a short rest.

Cross the Void

At 11th level you have gone beyond what was believed to be possible and can now spend 5 Long Jump Points to cross any distance. With 1 minute of concentration and a clear destination in mind, you can jump to any place you have been to or have sufficient information to locate. Some even speculate that you could reach other planes of existence.

Magic Hopper

At 13th level, you have gained and instinctive feel for when an area spell, breath attack, or trap is being activated near you. You can use 2 Short Jump Points in place of any dexterity save to avoid damage entirely.


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 Short Jump Point passes to 30 feet, any Long Jump is able to be completed instantly, and in adition, when you roll for initiative you gain Jump Points equal to your Dexterity Modifier.


Prerequisites. To qualify for multiclassing into Jumper class, you must meet these prerequisites: 13 Dexterity and 13 Constitution

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