Base Class: Ranger
The wilderness is larger than any single world.
Beyond the boundaries of the Material Plane lie hunting grounds without end: the silver emptiness of the Astral Plane, the ordered gears of Mechanus, the infernal wastes of Baator, the radiant slopes of Mount Celestia, the shifting madness of Limbo, and countless other realms where the laws of nature themselves change.
Planar Hunters are rangers who have learned to survive these places.
Some serve as guides for caravans crossing the Great Wheel. Others hunt fiends that escape into mortal worlds, track dangerous beings through planar portals, chart passages through the Astral, or pursue fugitives who believe that fleeing to another plane is enough to escape them.
To a Planar Hunter, crossing into another reality is simply following the trail a little farther.
Planar Hunter Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Planar Hunter Spells table.
The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Planar Hunter Spells
| Ranger Level | Spell |
| 3rd | detect evil and good |
| 5th | misty step |
| 9th | magic circle |
| 13th | banishment |
| 17th | dispel evil and good |
Planar Discipline
When you choose this archetype at 3rd level, choose the region of the Great Wheel with which you are most experienced:
- Upper Planes
- Lower Planes
- Other Planes
Your choice represents where you learned the trade of a Planar Hunter. You might have grown accustomed to navigating celestial kingdoms, survived years hunting fiends through the Lower Planes, or served as a guide through places such as the Astral Sea and the Outlands.
Your Planar Discipline is separate from your Planar Terrain. You could, for example, possess the Lower Planes discipline but select Arborea as your first Planar Terrain.
Lower Planes
You specialize in the planes strongly associated with Evil:
- Acheron
- Baator, the Nine Hells
- Gehenna
- Hades, the Gray Waste
- Carceri
- The Abyss
- Pandemonium
Fiendish Lore
You learn to speak, read, and write either Abyssal or Infernal.
You gain proficiency in either Intimidation or Survival.
If you already have proficiency in the chosen skill, your proficiency bonus is doubled whenever you make a check with that skill concerning a Lower Plane, its inhabitants, its portals, or its planar phenomena.
Lower Planar Expertise
You have advantage on Intelligence checks made to recall information concerning the Lower Planes.
Other Planes
You specialize in the strange realms that do not belong comfortably to either the Upper or Lower Planes.
For this subclass, this category consists of:
- The Astral Plane
- Mechanus
- Limbo
- The Outlands
Planar Lore
You gain proficiency in either Arcana or Investigation.
You also learn one planar language appropriate to your experiences. Choose one of the following:
- Deep Speech
- Primordial
- another planar language permitted by the DM, such as Modron or Slaad
If you already have proficiency in your chosen skill, your proficiency bonus is doubled whenever you make a check with that skill concerning the Astral Plane, Mechanus, Limbo, the Outlands, their inhabitants, portals, or planar phenomena.
Esoteric Planar Expertise
You have advantage on Intelligence checks made to recall information concerning:
- the Astral Plane
- Mechanus
- Limbo
- the Outlands
Upper Planes
You specialize in the planes strongly associated with Good:
- Arcadia
- Mount Celestia
- Bytopia
- Elysium
- The Beastlands
- Arborea
- Ysgard
Celestial Lore
You learn to speak, read, and write Celestial.
You gain proficiency in either Insight or Religion.
If you already have proficiency in the chosen skill, your proficiency bonus is doubled whenever you make a check with that skill concerning an Upper Plane, its inhabitants, its portals, or its planar phenomena.
Upper Planar Expertise
You have advantage on Intelligence checks made to recall information concerning the Upper Planes.
Planar Terrain
Your travels have made an entire plane as familiar to you as a mortal ranger might know a forest or mountain range.
Choose one specific plane from the Planar Terrain table.
That plane counts as a favored terrain for your Natural Explorer feature.
This choice is completely separate from your Planar Discipline. You don't have to choose a plane belonging to your discipline.
Planar Terrains
| Region | Available Planes |
| Upper | Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Arborea, Ysgard |
| Lower | Acheron, Baator, Gehenna, Hades, Carceri, Abyss, Pandemonium |
| Other | Astral Plane, Mechanus, Limbo, Outlands |
For example, if you select Carceri, then whenever you are in Carceri, you gain all the normal benefits of Natural Explorer as though the entirety of Carceri were your favored terrain.
The specific landscape doesn't matter. A jungle, fortress, desert, swamp, prison, or mountain inside your chosen plane all count as your favored terrain.
In addition, the effects of this plane do not affect you, and you are treated as a native of this plane. This, however, would not affect your ability to use magic in the outlands or prevent your stats from changing in the Astral.
Planar Natural Explorer
While traveling for an hour or more through a plane selected as your Planar Terrain, you gain all of your normal Natural Explorer benefits.
Additionally, whenever you make an Intelligence or Wisdom check related specifically to navigating, surviving, tracking, recognizing hazards, or identifying locations on that plane, your proficiency bonus is doubled if you are using a skill with which you are proficient.
Additional Planar Terrains
Your knowledge expands alongside your normal Natural Explorer feature.
When you reach 6th level in this class, choose a second Planar Terrain.
When you reach 10th level in this class, choose a third Planar Terrain.
You cannot select the same plane more than once.
Sigil
For purposes of this subclass, a ranger who selects the Outlands as a Planar Terrain also gains the associated benefits while in Sigil.
Although Sigil is unique, your familiarity with the Outlands' portals, planar travelers, gate-towns, and philosophies translates particularly well to the City of Doors.
Planar Quarry
No amount of distance—not even the distance between realities—easily shakes you from a creature's trail.
As a bonus action, choose one creature you can see within 60 feet of you as your Planar Quarry.
The creature remains your Planar Quarry until:
- you finish a short or long rest,
- you designate another creature,
- or you choose to end the effect.
You can have only one Planar Quarry at a time.
This feature doesn't require concentration.
Hunter Between Worlds
The first time on each of your turns that you hit your Planar Quarry with a weapon attack, the attack deals an additional 1d6 force damage.
This damage can occur alongside hunter's mark.
Read the Quarry
When you designate a creature as your Planar Quarry, you immediately learn whether that creature is native to the plane you are currently on.
If it isn't, you learn which broad planar region its origin most closely corresponds to:
- Upper
- Lower
- Other
- Material
- Inner Planes
- Feywild
- Shadowfell
- another region determined by the DM
You don't yet learn its exact home plane.
Across the Trail
You have advantage on Wisdom (Survival) checks made to track your Planar Quarry.
Furthermore, while you and your quarry are on the same plane and it is within 1 mile of you, you know its general direction from you.
You don't know its precise distance or location.
If the creature leaves the plane, you immediately know that it has done so, though you don't initially know where it went.
Planar Conditioning
You've survived long enough in alien realities that your body and spirit have begun adapting to planar energies.
Whenever you finish a long rest, choose one damage type associated with your Planar Discipline.
You gain resistance to that damage type until you finish your next long rest.
Upper Planes
Choose:
- cold
- lightning
- radiant
Lower Planes
Choose:
- acid
- fire
- necrotic
Other Planes
Choose:
- force
- psychic
- thunder
You can change your selected resistance whenever you finish a long rest.
The resistance functions regardless of which plane you are currently on.
Sever the Tether
Your Planar Quarry improves in several ways.
Greater Planar Quarry
The additional force damage dealt by Planar Quarry increases from 1d6 to 2d6.
Planar Origin
When you designate your Planar Quarry, you now learn the creature's exact native plane, provided it has one.
For example, rather than merely learning that a devil originates from the Lower Planes, you recognize its metaphysical connection to Baator.
Sever the Path
Whenever you deal your Planar Quarry damage to a creature, planar fractures briefly form around it.
Until the beginning of your next turn, the target:
- cannot teleport willingly,
- cannot voluntarily enter a planar portal,
- cannot voluntarily travel to another plane.
If it attempts to do so, the effect fails, but any action, bonus action, or reaction used in the attempt is still spent.
A spell slot or limited-use ability isn't expended unless the effect specifically requires its expenditure before the attempt is made.
This feature doesn't prevent another creature from forcibly teleporting or banishing your quarry.
Follow Beyond
If your Planar Quarry leaves your current plane while still marked, you immediately learn which plane it entered.
Your Planar Quarry doesn't end simply because the creature travels to another plane.
If you later enter the same plane as your quarry, your ability to sense its general direction resumes.
There are few sensations more terrifying to a planar fugitive than escaping through a portal, only to eventually see the same ranger coming over the horizon.
Master of the Ways
You gain the following benefits.
Plane Shift
You can cast plane shift without expending a spell slot.
Wisdom is your spellcasting ability for the spell.
Once you cast plane shift using this feature, you cannot do so again until you finish a long rest.
Because this is a special subclass feature, you don't need a 7th-level spell slot to cast it.
Normally, you must still provide the spell's material component.
Familiar Destination
Your familiarity with your Planar Terrains makes traveling to them considerably easier.
When using plane shift to travel to one of the planes you selected with your Planar Terrain feature, you don't require that plane's tuning fork.
Your experience serves as the mystical connection necessary to reach it.
In addition, if you name a location on that plane that you have personally visited before, your arrival point is significantly more accurate than normal.
You arrive either:
- at the location,
- or at a safe location within 1 mile of it,
as determined by the DM.
This increased accuracy doesn't overcome powerful magical effects specifically preventing planar travel or protecting a location from entry.
Planar Escort
When you cast plane shift using Master of the Ways, you can affect yourself and up to eight willing creatures who link hands with you.
You can still use plane shift against an unwilling creature according to the normal rules of the spell, but doing so doesn't grant the benefits of Familiar Destination.
Greater Planar Conditioning
When you finish a long rest, you can now choose two different damage types from your Planar Discipline's Planar Conditioning list instead of one.
You have resistance to both until your next long rest.
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