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
When you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Protection from Evil and Good |
| 5 | Misty Step |
| 9 | Haste |
| 13 | Banishment |
| 17 | Teleportation Circle |
Planar Attunement
You gain the ability to magically sense the presence of portals. As a Magic action, you detect the distance and direction of the closest portal within 1 mile of you. This ability can detect inactive portals.
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 portals.
Hunt the Extraplanar
You learn to draw on the energy of the multiverse to augment your attacks. When you expend a spell slot of 1st-level or higher to cast the Hunter’s Mark spell, that casting of the spell does not require concentration.
Additionally, whenever you hit a creature marked by your Hunter’s Mark spell, you can cause the attack to deal your choice of Force damage or its normal damage type(s).
Distant Strike
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.
Planar Adversary
You’ve learned to trap your planar foes with your multiversal magic. Whenever a creature marked by your Hunter’s Mark spell attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.
At 20th level, this damage increases to 4d10.
Spectral Defense
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Previous Versions
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9/15/2024 3:23:30 AM
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Coming Soon
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