Ranger
Base Class: Ranger

Guard the Boundaries Between Worlds

Horizon Wanderers train where the fabric of reality thins—near hidden portals, planar scars, and places brushed by distant realms. These watchful Rangers track creatures that slip through such seams, eventually becoming planar hunters in their own right. Horizon Wanderers are well versed in the signs of planar disturbance, from Feywild shimmer to Shadowfell gloom, and in the dangers posed by elementals, aberrations, and other extraplanar intruders.

Travelers and planar scholars speak of them with equal parts awe and unease. Some say that Horizon Wanderers gain their strange gifts from prolonged exposure to unstable crossings. Others claim their powers are bestowed by benevolent dragons, ancient fey, or wandering elementals who guard the balance between worlds. Whatever the source, these Rangers stand at the thresholds between planes, ensuring that what crosses them does not threaten the mortal realm.

Horizon Wanderer Magic

When you reach a Ranger level specified in the Horizon Wanderer Spells table, you thereafter always have the listed spells prepared.

Horizon Wanderer Spells

Ethereal Strikes

At 3rd level, you can augment your weapon strikes with raw force magic drawn from the ethereal plane. When you hit a creature with a weapon, you can deal an extra 1d4 Force damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Ethereal Channeling

You can expend one of your free uses of Hunter’s Mark granted by Favored Enemy to shape the planar energy coursing through you into one of the following manifestations:

Horizon’s Mark

Planar energy threads between you and your quarry. When you cast Hunter’s Mark, you reduce the damage you take from the marked creature by an amount equal to your Wisdom modifier (minimum of 1), unless the damage is Force or Psychic. If the creature is a Celestial, Fey, Aberration, Elemental, or Fiend that crossed through a nearby portal, you sense that portal’s direction and approximate distance if it lies within 1 mile.

Phase Step

As a Bonus Action, you can become briefly incorporeal. Until the end of your next turn, you can teleport up to 5 feet to an unoccupied space you can see. This teleportation does not provoke opportunity attacks and allows you to pass through physical barriers such as walls or narrow openings, as if your body were momentarily phased out of the material plane.

This effect requires Concentration (as if concentrating on a spell) and lasts for 1 minute.

Planar Smite

Once per turn when you hit a creature with a weapon attack, you can choose to unleash the planar energy bound within you as part of that attack. The attack deals an extra 2d8 Force damage, increasing to 3d8 at level 5, 4d8 at level 9, 5d8 at level 13, and 6d8 at level 17.

If the target is a Celestial, Fey, Aberration, Elemental, or Fiend, it takes an additional 1d8 Force damage and has disadvantage on the next saving throw it makes before the end of your next turn.

Horizon Assault

When you take the Attack action on your turn, you can teleport up to 10 feet before or after each attack you make as part of that action, appearing in an unoccupied space you can see. Teleporting this way does not provoke opportunity attacks.

Starting at Ranger level 11, when you use the Attack action, you can make one additional weapon attack as part of the same action.

Ethereal Defense

When you take damage from an attack, you can use your Reaction to gain Resistance to all damage from that attack except Force and Psychic.

Additionally, while you are concentrating on Hunter’s Mark or an Ethereal Channeling manifestation, you gain resistance to Force damage and advantage on saving throws against being pushed, pulled, or moved against your will.

Event Horizon

When you activate Hunter’s Mark or Ethereal Channeling, a swirling collapse of extradimensional energy surrounds you in a 10-foot Emanation for the duration.

When you activate this effect, you can designate any number of creatures you can see to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space, and whenever a creature enters the Emanation or ends its turn there, the creature must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d8 Force damage. On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

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