Legends of Tolria
The Galactic Game

Subclass Compendium · Ranger

Void Hunter

Zero-gravity, vacuum-rated, deep-black specialist. The Ranger whose favored terrain is space itself.

Identity

Void Hunters are the Rangers the Halcyion Marine Corps no longer admits to training, the Echelon contractors who hunt fugitives across asteroid belts, the Aurelion solar-rangers who walked the corona on a tether. Their country is hard vacuum, low gravity, the orbital lattice of dead stations, the long shadows behind drifting wreckage. They breathe slow, they move on momentum, and they have made friends with the absence of sound. To a Void Hunter, the closest analogue to a forest is a debris field — full of life, full of hiding places, and just as patient as anything that grows.

Features

  • L3 Void Acclimated

    Choose **void / asteroid-belt** as one of your favored terrains if you have not already. You no longer need an air supply for up to 10 minutes (your lungs hold and your body knows the breath-cycle); you have resistance to cold damage; you can survive vacuum exposure without taking damage for up to 1 minute (rolling on subsequent rounds, GM's discretion); and you can move at your normal speed in zero-gravity environments by intuiting handholds, pushing off surfaces, and using a single small attitude-jet or magnetic-boot system worn as standard kit. You have advantage on saving throws against environmental hazards in space — radiation pulses, micro-meteorite spalling, decompression.

  • L7 Magnetic Maneuvers

    You have advantage on Acrobatics, Athletics, and Stealth checks made in zero-gravity, low-gravity, or microgravity environments. While in such environments, your movement speed is increased by 10 ft, you can use a bonus action to make a launching push that propels you up to your speed in a straight line with no opportunity-attack provocation along the path, and you can end the movement clinging to any surface you reach. You can also pass through narrow gaps as a creature one size smaller than you while in zero-gravity by orienting your body to the gap.

  • L11 Void Strike

    Your training has taught you which body parts decompress fastest. When you hit a creature with a weapon attack while you and the creature are in vacuum, low-pressure, or hard zero-gravity environments, the attack deals an additional 2d6 cold damage. Additionally, on a critical hit in such an environment, the target must succeed on a CON save against your channel DC or gain the **Decompressing** condition until end of its next turn (Decompressing: take 1d6 cold damage at the start of each turn, disadvantage on attack rolls and CON saves). Creatures without lungs, sealed in environment-rated armor, or otherwise immune to vacuum are unaffected by the Decompressing condition but still take the bonus cold damage.

  • L15 Trackless in the Black

    Space hides you. You leave no trail in zero-gravity, vacuum, or void environments — no thermal signature reading above ambient, no radio leakage, no visible drift-trace. You cannot be followed by sensor-tracking, drone-pursuit, or scent in these environments; magical or Rift-derived tracking effects must succeed on a check against your channel DC to locate you. Additionally, while in such an environment you can use the Hide action even while in the open if there is at least one piece of debris, derelict, asteroid, or shadow within 30 ft to mentally anchor the concealment to.

  • L18 Stalker of the Void

    You have become the predator the long-haul crews tell stories about. In vacuum, void, or zero-gravity environments, you gain blindsight out to 60 ft (you sense pressure differentials, heat blooms, and vibration through your suit and through the medium you are anchored to); you can move at your normal speed in a continuous, soundless drift, ignoring difficult terrain caused by debris; and once per long rest, when you are in such an environment and you make a weapon attack against a creature that has not detected you, you can declare the attack a **Killing Drift** — the attack is an automatic critical hit on a hit, and on a hit the target must succeed on a CON save against your channel DC at disadvantage or be reduced to 0 HP outright if it is at or below half its maximum HP. Constructs, undead, and creatures larger than Huge are immune to the instant-kill clause but still take the critical hit damage.