Ranger
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

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 Spells
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal and travel. At will, you detect the distance and direction to the closest planar portal within 1 mile of you, and you can detect whenever a creature or object has used teleportation or planar travel magic such as Plane Shift within 1 mile but you do not know the exact spell you used.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, for 1 minute all damage dealt by weapon attacks become force damage, and deal an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Whenever you cast a spell, you can change the spells damage type to force.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell duration is 10 minutes.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 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 or if none the second creature you've attacked instead.

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 during battle. When you would take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage until the start of your next turn.

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