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 Spells

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 Prepared Spells
3 Detect Evil and Good
5 Misty Step
9 Haste
13 Banishment
17 Teleportation Circle

 

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you restore a use by expending a spell slot of first level or higher (no action required).

Interplanar Warrior

At 3rd level, you learn to create instantaneous planar rifts and draw power from the forces of the multiverse.

As a Bonus Action, you can expend a use of Favored Enemy to begin slipping between the planes, gaining the following benefits for 1 minute or until you have the Incapacitated condition, die, or end the effect (no action required).

Blink Strike. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

Otherworldly Energy. When you hit a creature with an attack roll using a weapon or unarmed strike, you can deal an extra 1d8 Force damage to the target, which can take this extra damage only once per turn. 

Ethereal Steps

At 7th level, you learn to stride 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 ends at the end of the current turn.

You can cast it this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Interplanar Paragon

At 11th level, your ability to quickly phase between realities is unmatched, allowing you to channel your momentum between attacks and become partially incorporeal in response to danger. While using your Interplanar Warrior feature, you gain the following benefits:

Distant Strike. If you attack at least two different creatures with the Attack action, you can make one additional attack with it against a third creature.

Spectral Defense. 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.

Keeper of Egress

At 15th level, you have mastered the use of interplanar portals for yourself and others. You gain the following abilities:

Plane Shift. You may cast the Plane Shift spell without spending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest. 

Hunter's Shunt. When you cast Banishment against a creature currently targeted by your Hunter's Mark, you may give the creature disadvantage on its saving throw. If it fails its save and is banished, you may ignore concentration requirements for Banishment while continuing to concentrate on Hunter's Mark. When your concentration on Hunter's Mark ends, both spells end. You may only banish one creature at a time using this feature, even when using a higher-level spell slot. 

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