Base Class: Ranger
The multiverse is not a quiet place. Countless planes brush against the edges of the world, their boundaries thin and fragile. From those rifts come beings of terrible power—fiends seeking corruption, fey weaving chaos, aberrations spilling madness, and even celestial hosts that meddle too deeply in mortal affairs.
Horizon Walkers stand watch at those borders. Trained to sense the tremors of unstable portals and feel the pull of planar tides, they walk the edges of existence as guardians and hunters. Some serve ancient orders sworn to defend the Material Plane, while others act alone, following visions or oaths whispered by forces beyond mortal comprehension.
To a Horizon Walker, reality is not fixed. They step between worlds, their weapons suffused with the raw force of planar energy. When they strike, their blades unravel magic itself, sundering spells and breaking the concentration of even the most powerful sorcerers. In battle, they slip into the Ethereal Plane, fighting like phantoms—half here, half elsewhere—striking from impossible angles before vanishing again.
Legends speak of Horizon Walkers who could hunt a demon across planes, dragging it screaming into the Ethereal to finish the kill unseen. Others act as scouts and lorekeepers, tracking the movements of extraplanar forces and ensuring mortal realms remain free from domination.
To walk the horizons is to live between realities: never fully of this world, never bound to another. Whether sworn protectors, wandering hunters, or planar mercenaries, Horizon Walkers remind all who trespass from beyond that the Material Plane is not unguarded.
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 | haste |
| 13th | banishment |
| 17th | teleportation circle |
Detect Portal
You can sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within the world.
You can use this feature a number of times per short rest equal to your proficiency bonus.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Planar Bane
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a free action, you enter your Planar Bane state for 1 minute. While in this state, you gain the following benefits:
- Planar Warrior. All of your weapon attacks deal force damage instead of their normal damage type, and you deal an extra 1d8 force damage on a hit. Once per turn
You can activate this feature a number of times equal to 1 + the number of Horizon Walker subclass features you’ve gained. You regain all expended uses when you finish a long rest.
Planar Lore
You gain advantage on Intelligence (History) and Wisdom (Survival) checks to recall information about plant creatures or to track planar creatures.
Planar Awareness
As a bonus action, you can attempt to heighten your senses toward a planar foe. Choose one creature you can see within 60 feet. Make a Wisdom (Survival) check, contested by the creature’s Charisma (Deception) check.
- On a success, you and your allies have advantage on attack rolls against that creature until the end of the combat.
- You can use this feature a number of times per short or long rest equal to your proficiency bonus.
- (Planar Lore does not give advantage on this check, as your senses are less focused in battle.)
Ethereal Step
You can step into the Ethereal Plane. As an action, you shift into the Ethereal Plane for 3 turns. You can use this feature a number of times per long rest equal to your proficiency bonus.
- When activating this feature, you may make one weapon attack before shifting.
- This feature cannot be used while in Planar Bane Mode.
Planar Bane Interaction. While in Planar Bane Mode, every other turn alternates between the Material Plane and the Ethereal Plane.
- In the Ethereal Plane:
- Ranged weapons transform into two ethereal shortswords that deal force damage. Their attack and damage bonus are equal to the ranged weapon they replaced.
- These shortswords deal an additional 1d8 force damage on a hit, but do not benefit from the extra damage from Planar Bane.
- You cannot make ranged attacks.
- Your movement speed is doubled.
- You can see creatures in the Material Plane as faint glowing outlines. You can make melee attacks against them, but normally with disadvantage.
- You still benefit from Distant Strike while in this state.
Distant Strike
At 7th level, 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 20 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 Sever
Your vision pierces the planar veil, granting you Ethereal Sight to a range of 60 feet.
In addition, while in the Ethereal Plane during Planar Bane:
- Your melee attacks no longer suffer disadvantage against Material Plane creatures.
- Creatures you hit must make Concentration checks at disadvantage.
- When a creature you can see casts a spell in the Material Plane, you can use your reaction to make a ranged attack against them. On a hit, the spell fails.
- You can use this Spell Sever reaction a number of times per short or long rest equal to your Wisdom modifier.
Planar Executioner
You become a true terror across worlds.
- Planar Resolve. While in Planar Bane Mode, you and allies within 30 feet have advantage on saving throws to avoid or end the charmed or frightened conditions.
- Ethereal Grasp. At the end of your turn while in the Ethereal Plane during Planar Bane, choose one creature you can see within 60 feet. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is pulled into the Ethereal Plane with you until the start of your next turn. While there, it has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against its effects.
- Ethereal Blades. When you return to the Material Plane, you manifest your ethereal shortswords for 1 turn. Attacks with these blades deal an additional 2d8 force damage.
- Finishing Strike. Once per turn when you hit a creature with your ethereal shortswords, you may force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, if the creature has 50 hit points or fewer, it is reduced to 0 hit points. On a success, or if it has more than 50 hit points, it instead takes 3d8 force damage, and until the start of your next turn, it has disadvantage on spell attack rolls, and your allies have advantage on saving throws against its spells.
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