Ranger
Base Class: Ranger

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

 

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 10 miles of you. The mileage grows a number of 10 miles for every level you take in this subclass above 3rd.  

Once you use this feature, you can’t use it again until you finish a short or long rest.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

Once per turn, whenever you take the attack action, you can change the damage type to force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

If the attack was a melee weapon attack you have advantage on that attack. If the attack was a ranged weapon attack, you ignore cover and long range doesn't impose disadvantage on your ranged weapon attack rolls.

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Ethereal Jump

At 11th level, your ability to move between planes enables you to jump through the ethereal plane to escape from danger. When you take damage from an attack, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Walker Between Planes

You becoming used to walk between planes has granted you more control over where within the multiverse you travel to. Once per long rest, you can cast Teleport, Etherealness or Plane Shift without expending a spell slot.

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