Base Class: Ranger
The Horizon Walkers (or Walkers of the Rift) are rangers who follow a culture of traditions and worship related to the cosmos, the planes, and the god Silvanus. They wield the power of interplanar energy, which manifests primarily in the ability to transfer small masses between the Prime Material Plane and the Ethereal Plane, often to destructive effects. The culture of the Horizon Walkers is largely academic and insular, with members taking great efforts to record every observation and identify patterns in their knowledge, yet being hesitant to share this knowledge with others. As Horizon Walkers grow higher in level, they gain a greater familiarity with interplanar forces - most prominantly the Ethereal Plane.
Creator Note: This is a heavily homebrewed version of the Xanathar's Horizon Walker subclass, also made to be compatible with Revised Ranger (meaning there are features to be taken at 5th level). Due to template limitations, the Revised Ranger features that can be taken at 5th level are listed below under the title "Multiplanar," and the rest of the features (at 3rd, 7th, 11th, and 15th level) are listed further below.
Multiplanar
At 5th level, the connection you have to the Ethereal Plane grows so strong that you become inextricably linked to the planar horizon, allowing you to transition parts of your corporeal form - and even other objects - across the planar horizon. Part of your body now permanently resides in the Ethereal Plane while the rest continues to reside in the Material Plane. This dichotomy gives you access to the following abilities that go beyond your original form.
Planeskip
At 5th level, while touching an object, you can attempt to temporarily pull that object into the Ethereal Plane, allowing it to pass through obstacles and creatures unhindered before returning to the Material Plane. This feature can be applied to projectile motion. For example, it is possible to pull an arrow into the Ethereal Plane just as you fire it, allowing it to pass through walls, creatures, or other obstacles in order to hit an enemy. Make a Nature check against a DC equal to [15 - your Ranger level]; on a success, you succeed in the maneuver and the object briefly blips out of the Material Plane before suddenly reappearing. On a failure, the object may return to the Material Plane too early or too late, possibly occupying a region already filled by another subject, causing fusion with or destruction of the original object.
Ethereal Blast
At 5th level, you can use a bonus action to choose a small object you are currently holding (<1 lbs) and channel energy to boost it into the Ethereal Plane, where it floats in place. As a bonus action on any subsequent turn, you can release the object from its position, causing it to partially break down into pure energy and releasing an extraplanar explosion from the object’s original position. All creatures within 10 feet of the blast center must make a Dexterity saving throw against your spell save DC. A target takes [1d8 + your Dexterity modifier] force damage and is thrown back 5 feet from the explosion's center on a failed save, or half as much damage on a successful one. The object used for this is destroyed in the process. This feature can be used a number of times per long rest equal to [1 + your Nature check modifier] before the Ethereal part of your form runs out of energy to support such blasts.
You may try to boost multiple objects at the same time. Make an Arcana check with a DC equal to [11 + 3 * (# of objects)]; on a success, they all enter the Ethereal Plane in the same position, but on a failure, the objects simply fall. To release multiple objects at once, the same DC check must be made, but on a failure, none explode.
Corporeal Phase
At 5th level, when an attack or hazard would briefly pass through a space you are occupying, you can use a reaction to momentarily pull yourself entirely into the Ethereal Plane to avoid the danger. You avoid all damage caused by or associated with the attack or hazard before returning to the Prime. Once you use this feature, you can’t use it again until you finish a long rest.
At 9th level, you become accustomed to slipping entirely in and out of the Material Plane, and can use this feature once every short or long rest.
Planar Warrior
At 3rd level, when making a ranged attack with a longbow or shortbow, you can use a bonus action to channel an arrow you are aiming with extraplanar force. On a hit, that arrow will do 1d8 extra force damage, and will knock the target 5 feet away from you if they are Medium or smaller. If you roll a natural 2 or below when channeling an arrow, you mischannel the energy and the arrow explodes, knocking the bow out of your hand.
Ethereal Step
At 7th level, you learn to willingly step into, and stabilize your entire body within, the Ethereal Plane. You can use a bonus action on your turn to cast the Etherealness spell without expending a spell slot. While you remain in the borders of the Ethereal Plane, physical objects, creatures, and dangers cannot affect you, and vice-versa, although extremely large objects (such as the ground) remain as misty barriers. You can end the spell as a free action on your turn or as a reaction anytime during the round. At the end of each of your turns, you make a Nature check with a DC equal to [25 - your Ranger level]; on a success, you maintain your elevated state for another round, and on a failed save you fall back into the Prime Material Plane. If you occupy the same spot as a solid object or creature when you return to the Prime, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use 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 Control
At 15th level, you gain true mastery over your environment and the cosmic forces that influence it, enabling you to exert your planar control over the battlefield. When you hit a creature with a ranged or melee attack, you may use a free action to use Ethereal Blast to either release an object you have boosted, or to boost a new object into the Ethereal Plane at the creature's position - this can be the arrow itself in the case of a ranged attack, or an object on your person (like a small stone) in the case of a ranged attack.
In addition, whenever a creature fails a save against your Ethereal Blast, you can choose the direction they are blasted, and can move them up to 10 feet.
Previous Versions
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9/29/2023 9:24:58 PM
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18
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5
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1.5
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Coming Soon
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