Base Class: Ranger
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 | Banishing Smite |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Distant Strike
When you join this conclave at 3rd level, you gain the ability to pass between the planes in the blink of an eye. When you roll a melee weapon attack, you can teleport up to 10 feet before the attack to an unoccupied space you can see.
If you hit at least two different creatures with your attacks, you can make one additional attack with it against a third creature, this attacks deals an additional 1d8 damage and the attacks damage type becomes force.
Ethereal Step
At 7th 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 only lasts one minute.
You can use this feature a number of times equal to your proficiency modifier, regaining expenses uses on a long rest.
Planar controller
You tear at the planes creating a vacuum between them causing a creature to be forced to plane shift. You cast the plane shift spell using no material or verbal components the DC is equal to your spellcasting DC.
If the plane you are attempting to shift the creature to is it's plane of origin the creature makes the save at disadvantage.
You can use this feature a number of times equal to your wisdom modifier, the uses reset on a long rest
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you or your allies during battle. When you or an ally takes damage from an attack, you can use your reaction to give yourself or an ally within 30 feet resistance to all damage until the start of their next turn.
Comments