Base Class: Ranger
Horizon Walkers are rangers who stand watch at the edges of reality, where worlds blur, and dangers slip through unseen seams. They sense planar distortions as instinctively as others feel the wind, striking with weapons infused by otherworldly energy. Whether hunting extraplanar threats or guarding ancient thresholds, they walk paths few can see, and fewer dare to tread. To a Horizon Walker, the multiverse is a frontier, and every breach is a call to action.
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
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Blink |
| 13th | Banishment |
| 17th | Dispel Evil and Good |
Wisdom of the Wanderer
Wisdom of the Wanderer: Your bond with the multiverse grants you insight beyond mortal comprehension. Whenever you make an Intelligence check, you add a bonus equal to your Wisdom modifier (minimum of +1), as fragments of otherworldly wisdom seep into your mind. Additionally, you gain proficiency in one of the following skills of your choice: Arcana, History, or Religion, allowing you to unravel the secrets of the cosmos.
Planar Warrior
Planar Warrior: You channel the raw energy of the multiverse to enhance your strikes. Either immediately before or after making an attack, you can teleport up to 10 feet to an unoccupied space you can see. This feature increases to 20ft at 11th level. Additionally, you can choose to convert all of the attack’s damage into force damage and deal extra damage equal to your proficiency bonus.
Planar Resilience
Planar Resilience: Your attunement to the multiverse grants you supernatural fortitude. After a short or long rest, you can choose one damage type from the following: Fire, Cold, Lightning, Thunder, Acid, Poison, Radiant, Necrotic, or Psychic, gaining resistance to that type until your next rest.
(Poison, Radiant, Necrotic, or Psychic are unavailable as an option in DND Beyond, please go to the Defenses -> Customize to add in one of these conditions)
Astral Onslaught
Your mastery of planar movement lets you weave attacks seamlessly between teleports.
Extended Step. The distance you can teleport using your subclass feature increases to 20 feet.
Phase Lunge. Once per turn, if you attack at least two different creatures during your turn, you can make one additional attack against a third creature.
Cascading Strikes. When you hit a creature with an attack, your subsequent attacks against that same creature before the end of your turn deal an extra 1d8 force damage.
Wayfinder
You can cast any one of your Horizon Walker spells as a bonus action a number of times equal to your Wisdom Modifier, resetting on a short rest. Additionally, you can cast Teleport and Etherealness once per long rest.
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