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.
Hunt the Extraplanar
At 3rd level, you gain the ability to magically sense the presence of planar portals and extraplanar creatures. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. In addition, you detect the distance and direction to the closest fey, celestial, fiend, elemental or aberration(your choice) within 1 mile of you that has been summoned using a spell of 3rd level or higher.
You can use this feature a number of times equal to 1+your Wisdom modifier(minimum of 1), regaining all expended uses on a long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
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.
Ranger Level |
Spells |
3rd |
Protection from Evil and Good |
5th |
Misty Step |
9th |
Blink |
13th |
Banishment |
17th |
Dispel Evil and Good |
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
Whenever you hit a creature using a weapon attack on your turn you can choose to turn all damage dealt by the attack into force damage, and the creature takes an extra 1d4 force damage from the attack. When you reach 7th level in this class, the extra damage increases to 2d4. At 11th level this damage increases to 3d4.
Across Space and Time
At 7th level, you gain the ability to pass between the planes in the blink of an eye. When you hit a creature with a weapon attack, you can use one of the following options of your choice:
- You can teleport up to 10 feet before each attack to an unoccupied space you can see.
- You can teleport after each attack to an unoccupied space within 10 feet of the creature. The maximum distance you can teleport using this feature is a number of feet equal to your Wisdom score×5(minimum of 50 feet).
Ethereal Step
At 11th 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 lasts until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Spectral Defence
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 on this turn.
For the 7th level ability Across Space and Time it says "When you hit a creature with a weapon attack" instead it should say 'When you make a Weapon Attack against a creature' because the first option conflicts with this statement.
"You can teleport up to 10 feet before each attack to an unoccupied space you can see"
Otherwise you have to hit a creature in order to teleport before an attack which makes this redundant because the second statement
"You can teleport after each attack to an unoccupied space within 10 feet of the creature. The maximum distance you can teleport using this feature is a number of feet equal to your Wisdom score×5(minimum of 50 feet)."
Already gives that ability and more. Changing this wording doesn't require you to hit with an attack before being able to teleport "before the attack"
Also I feel if Ethereal Step is going to be moved to 11th level, it should have more to it other than just extending it's time by a round and should definitely be able to recharge on a short or long rest.
Lastly, I know it's unchanged. But since you're tweaking things... Spectral Defence has always seemed like a more versatile Blade Ward. Which I've always thought was lacking. It's fine if left alone, but personally I'd give it something cool like being able to create an entrance to the Ethereal or something.