Base Class: Ranger
Planetouched rangers possess an innate connection to planar magic. They can sense and manipulate planar gates and stand vigilant against cosmic threats. Tasked with safeguarding the barriers between planes, these rangers seek out hidden nexuses and hunt interplanar dangers. They ally with benevolent dragons, fey, and elementals—any who share their mission of preserving life and order. Ever attuned to cosmic currents, Planetouched rangers guard the edges of reality itself, ensuring no malevolent force from beyond gains a foothold in the mortal realm.
Level 3: Planar Magic
When you reach a Ranger level specified in the Planetouched Spells table, you thereafter always have the listed spells prepared.
Planetouched Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Blink |
| 13th | Banishment |
| 17th | Planar Binding |
Level 3: Rift Sense
You learn to pick up on the subtle traces left by outsiders. Whenever you make an Intelligence (Arcana) check to discern planar boundaries, detect extraplanar entities, or study teleportation circles, you can add your Wisdom modifier to the roll, in addition to any other modifiers you normally apply.
Additionally, you can cast the Detect Evil and Good spell without expending a spell slot. When you do so, its range extends to 90 feet, and it does not require concentration. You can cast the spell like this a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest
Level 3: Planar Warrior
You draw on the raw boundaries between worlds to step through space and hit with planar force, granting the following abilities:
Blink Strike. Immediately before you make a weapon attack against a creature, you may use your Reaction to perform a Blink Strike. Before you make your Attack roll, you may teleport up to 10 feet to an unoccupied space you can see, and the attack’s damage type becomes force damage.
You can use this ability a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Short Rest or a Long Rest. When you use this ability on a creature marked by your Hunter's Mark, you do not expend a use of Blink Strike.
Extraplanar Hunt. When you hit an Aberration, Celestial, Elemental, Fey, or Fiend with a weapon attack, the target takes an extra 1d6 force damage. This extra damage increases to 2d6 when you reach 11th level in this class.
Level 7: Riftbound Reversal
Your mastery of planar energies allows you to bend the fabric of reality around incoming attacks.
When you or a creature you can see within 30 feet of you is hit by a weapon or spell attack roll, you can use your reaction to choose another creature (other than the attacker) within 30 feet of you that you can see. That creature becomes the new target of the attack, using the same roll to determine whether the attack hits. This magic can transfer the attack’s effects even if the original attack’s range would normally not reach the new target.
You can use this feature a number of times equal to your Wisdom modifier per Long Rest.
Level 11: Warp Strike
The planar energies you wield extend their reach. When you use your Blink Strike ability, you may now teleport up to 10 feet before and after you make the attack.
Additionally, if you attack at least two different creatures with your Attack action, you can make one additional attack with it against a third creature within range.
Level 15: Planeswalker
Your mastery of planar currents lets you stride between worlds and keep allies anchored to this one. You gain the following abilities:
Planar Passage. You learn the Plane Shift and Teleport spells and can cast them once per Long Rest without expending a spell slot. When cast this way, you can only target yourself and up to five willing creatures.
Reality Anchor. You and all allies within 30 feet of you have advantage on saving throws made to resist being teleported or moved to another plane of existence, such as the Banishment spell.
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