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.
Based off of the work of Shades the Mothman
Horizon Walker Magic
Your travels through the multiverse ensure you always have certain spells ready; when you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
Horizon Walker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Detect Rift
At 3rd level, you gain the ability to magically sense the disturbances in the veil between the planes. As an action, you detect the distance and direction to the closest planar portal or a portal that has been opened in the last 7 days within 1 mile of you. You also learn if a creature has used the portal within the last 7 days, and if it is on the same plane as you, you may expend a use of your Favored Enemy feature to cast Hunter's Mark on the last creature to do so, even if it is not within the range of the spell.
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.
Blitzing Strikes
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
Once on your turn when you take the Attack action, you can teleport up to 10 feet before one attack to an unoccupied space you can see. That attack deals an additional 1d4 Force damage.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses when you finish a Long Rest.
Distant Strikes
At 11th level, your ability to pass between the planes becomes faster than ever, granting you the following benefits:
Greater Blitzing Strikes. You can use your Blitzing Strike feature on each attack you make as part of the Attack action, instead of only once per turn.
Crowd Cutter. When you use the Attack action and attack two different creatures with that action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, 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. Until the start of your next turn, you have resistance to one damage type dealt by the triggering attack.
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