Ranger
Base Class: Ranger

The vast majority of people are unaware of other planes of existences. However, there are a few individuals who possess a spark, an innate ability to traverse the multiverse. For some reason, the Tabaxi are more adept at planeswalking and many have walked between worlds for eons gathering stories, artifacts, and knowledge. Some say they do it to indulge their inquisitive nature, while others say they easily grow bored of their surroundings, forever destined to be vagabonds.  

Planeswalker is a hybrid subclass influenced by the Horizon Walker (Ranger) subclass and Planeswalkers from Magic: The Gathering. Abilities and features directly influenced from the Planeswalker, Variant (5e Class) on D&D Wiki. 

Planeswalker Magic

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

Planeswalker Spells

Ranger Level

Spells

3rd

Comprehend Languages

5th

Blur

9th

Blink

13th

Banishment

17th

Teleportation Circle

Planeswalk

The signature ability of the Planeswalker is to travel the length and breadth of will. At 3rd level, you may transport yourself to another plane of your choice a number of times equal to your Wisdom modifier. When you first planeswalk to a plane, you appear in a random location on it unless you are given a location on the plane to go to. When you planeswalk to a plane you've been to before, you appear in the location you were last at on that plane. If you are planeswalking with another Planeswalker then you can follow their aether trail to appear at the same location they appeared at after planeswalking. You may only target yourself.

Planeswalk Experience

You gain an additional charges equal to your Proficiency bonus at levels 5, 9, and 13 as you gain a greater control over your ability to crawl through the planes. Additionally, you gain the ability to transport others, however doing so costs double the cost and causes the non-Planeswalker a level of exhaustion per planeswalk. EX: If you and one non-Planeswalker were to travel that would be a total of 3 charges (1 for the Planeswalker and 2 for the non-Planeswalker).

Chromatic Resistance

Starting at 3rd level, because of your innate understanding of the chromatic nature of the arcane energy you have in your body, you've learned to specialize in one of the chromatic elements. You may choose one of the following damage types to become resistant to: Fire, Cold, Lightning, Acid, Poison

Acid Resistance

Gain acid resistance 

Cold Resistance

Gain cold resistance.

Fire Resistance

Gain fire resistance.

Lightning Resistance

Gain lightning resistance. 

Poison Resistance

Gain poison resistance. 

Empowered Summons

Starting at 7th level, your ability to summon greater and more powerful creatures has improved and you may choose to enhance a creature you have summoned. Once you have used this feature, you may not use it again until after your next long rest.

You may enhance creatures in different ways:

White: First Strike. The enhanced creature gets +5 to its attack rolls. On a successful hit, the enchanted creature cannot be targeted for an attack of opportunity until its next turn

Blue: Counterspell. The enhanced creature's next turn is countered. **This is not a use of the spell, Counterspell

Black: Deathtouch. The enhanced creature gets -5 to its attack rolls and +10 to its damage rolls.

Red: Haste. The enhanced creature gets its movement speed doubled, and +5 to its initiative rolls.

Green: Trample. The enhanced creature deals an additional 1d6 of bludgeoning damage on an attack roll of ten or higher, even if the result of that roll would be a miss on its target.

Artifacts

Artifacts are objects Planeswalkers can acquire through their travels that represent magical items, animated constructs, pieces of equipment, or other objects and devices. At the 11th level these can be used to greatly enhance your pre-existing abilities, or to grant you additional proficiencies to augment your offensive, defensive, and explorative abilities. A Planeswalker may only pick one artifact from the following list of artifacts. If your artifact is lost or destroyed, you can summon it back to you. This requires meditating over a long rest to complete. You must be on the same plane of existence that you lost the weapon to succeed in this. These artifacts are useless in the hands of any non-Planeswalker.

Blackblade

A mystical, soul-drinking weapon, made of blood-spattered steel seared by flames and quenched with souls. When you choose to wield this artifact you immediately gain proficiency with the weapon, as well as medium armor. You can use your Wisdom modifier to attack and damage rolls made with this weapon. Upon dropping an opponent to 0 hit points, this pitch black blade sucks the soul from your opponent and allows you to regenerate 1d6 + your current level in hit points whenever you use the blade to drop an enemy, and any excess hit points are converted to temporary hit points. This does not stack. This weapon can be used as a spellcasting focus upon hit.

This artifact counts as magical for the sake of overcoming resistances and immunities.

Illusionary Mask

An odd mask, carved from fire-hardened hickory wood carved with eldritch symbols, and lacking any distinguishable feature aside from a mouth, nose, and eyes. When you choose to wield this artifact you gain proficiency on Deception and Performance, and advantage on rolls pretending to be someone you're not. In addition you can cast Disguise Self at will, without expending a spell slot, as well as casting Alter Self once per short or long rest.

Mox Diamond

This necklace bears a finely cut diamond dangling from a gleaming golden chain. When you choose this artifact your health is permanently halved, and you gain double proficiency in all saves and throws related to Wisdom. This artifact grants you a +3 bonus in both your spell save DC, your spell attack modifier, as well as gives you the ability to cast False Life at the 6th level without expending a spell slot.

Steel Golem

A strangely crafted humanoid-like body, made of steel and with an oddly proportioned head and body. When you choose to wield this artifact you gain proficiency on Constitution and Strength saving throws, and ability rolls, as well as the service of a familiar, a spirit that resides in the steel body of the golem. It acts independently of you, but it always obeys your commands. It's incapable of speech, and instead communicates with you through telepathy. In combat, it rolls its own initiative and acts on its own turn. and upon being killed instead of outright dying it enters an inactive, motionless state, and will reawake with maximum hit points after a short rest. You are capable of using the Golem as a casting implement for spells.

The Golems stats are as followed: 18 AC, 150 HP, 30 movement speed. It has a 18 (+4) to Strength, and a 18 (+4) bonus to Constitution. It has disadvantage on all rolls involving Dexterity, Intelligence, Wisdom, and Charisma.

Unwinding Clock

This oddly made, glowing blue and golden hand clock has two buttons on top of it, and the screen over the clock face can be opened and the arms can be moved, the clock also measures the time perfectly. When you choose this artifact you become immune to any and all illusion spell effects or conditions (I.E. Charmed, Sleep, ETC). You cannot be surprised, have advantage on saving throws from traps, and while holding the hand-clock, you gain a +1 bonus to your AC. As an action, you can cast the modify memory spell at the 7th level with a spell save DC of 19 without expending a spell slot once every long rest.

Completed Spark

Your spark has achieved its final evolution and has became fully completed. Your now a fully fledged Planeswalker: At 15th level you can now planeswalk endlessly, and you may transport up to 8 willing creatures, and any number of inorganic objects to a single plane of your choosing. In addition, you can now forcibly planeswalk an opponent as an attack, to transport an unwilling creature you must make a spell attack roll against the unwilling creature. On a hit, the creature must make an Wisdom saving throw against your spell save DC or be transported to a random location on a plane that you specify. Transporting others no longer causes any levels of exhaustion.

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