Base Class: Ranger
The oceans of Aetheris are crossed by merchants, navies, pirates, pilgrims, privateers, explorers, diplomats, slavers, treasure-seekers, and adventurers.
Most follow established routes.
Horizon Wayfinders find new ones.
These rangers are among the greatest practical navigators of Aurvalis. Their skills combine traditional Stormvaarder seamanship with wilderness tracking, weather lore, celestial navigation, monster knowledge, and the almost instinctive ability to perceive how currents, winds, reefs, clouds, wildlife, and stars interact.
A competent sailor can operate a ship.
A competent navigator can bring it safely between known ports.
A Horizon Wayfinder can stand aboard a vessel hundreds of miles from land, examine the color of the water, the shape of clouds, the angle of migrating birds, the taste of spray, and the pattern of stars—
and tell the captain that the charted current has moved fourteen miles south.
They serve aboard:
- exploration ships;
- naval vessels;
- merchant fleets;
- privateer vessels;
- diplomatic ships;
- rescue cutters;
- research expeditions;
- and adventuring vessels.
Many are Stormvaarders, though the tradition is open to anyone capable of mastering its demanding combination of maritime survival and exploration.
Origins in Aurvalis
The Horizon Wayfinder tradition developed primarily among the Stormvaarder sea-clans of the Pearl Coast.
Long before Aurvalis existed as a kingdom, Stormvaarders built harbors, shipyards, navigation routes, merchant networks, and maritime law along the southeastern coast of Arganthyr. Their navigational traditions remain central to modern Aurvalian maritime power.
When Stormvaarder maritime knowledge later merged with:
- elven wilderness craft;
- Aurvalian cartography;
- Academy astronomy;
- naval weathercraft;
- druidic current-lore;
- and Ranger monster-hunting traditions,
the Horizon Wayfinder emerged as a recognizable specialist.
Today, Horizon Wayfinders are especially common around:
- Goldmere;
- the Pearl Coast;
- Sapphire Littoral Watch stations;
- naval academies;
- independent sea-clans;
- and long-distance exploration companies.
They are frequently assigned to expeditions traveling beyond well-charted waters.
Philosophy and Doctrine
The Horizon Wayfinder tradition teaches six principles.
The Horizon Is Information
A good navigator looks outward constantly.
Clouds.
Birds.
Light.
Waves.
Distant haze.
Stars.
A change at the horizon may provide warning hours before danger arrives.
Every Sea Leaves Signs
The open ocean appears empty only to someone who cannot read it.
A Wayfinder sees:
- current boundaries;
- temperature changes;
- feeding birds;
- migrating animals;
- floating vegetation;
- cloud formations above unseen islands;
- storm fronts;
- wreckage;
- and subtle changes in wave patterns.
Charts Are Memories, Not Prophecies
A chart records what someone found before.
It does not promise the sea remained unchanged.
Reefs shift.
Sandbars move.
Storms alter channels.
Magical events can rewrite coastlines.
Trust charts.
Verify everything.
A Navigator's Duty Is Arrival
Speed is valuable.
Cargo matters.
Schedules matter.
But none matter more than bringing the ship and its people safely home.
Never Assume the Sea Is Empty
A calm ocean can conceal:
- reefs;
- monsters;
- wrecks;
- underwater ruins;
- hostile vessels;
- magical phenomena;
- or storms beyond sight.
Wayfinders remain observant precisely when everyone else relaxes.
Learn the Way Back
Discovery is useless if nobody can reproduce the voyage.
Wayfinders are meticulous about recording:
- headings;
- stars;
- currents;
- weather;
- distances;
- landmarks;
- depth;
- hazards;
- and alternate routes.
Visual Identity
Horizon Wayfinders favor practical maritime equipment rather than ceremonial ranger attire.
Common clothing includes:
- fitted sea coats;
- sleeveless weatherproof jackets;
- sea-silk shirts;
- reinforced trousers;
- waterproof boots;
- fingerless gloves;
- climbing belts;
- harnesses;
- and storm cloaks.
Common colors include:
- deep blue;
- sea-green;
- weathered gray;
- pearl white;
- dark brown;
- and muted gold.
Typical equipment includes:
- compass;
- sextant;
- spyglass;
- charts;
- waterproof journals;
- measuring line;
- chalk;
- signal flags;
- rope;
- grappling hooks;
- knives;
- navigation stones;
- and portable star charts.
Stormvaarder Wayfinders often carry nautical tattoos recording important voyages.
A veteran may have their entire career mapped across their skin.
Weapons and Combat Style
Horizon Wayfinders favor weapons that function effectively aboard ships.
Common choices include:
- longbows;
- shortbows;
- crossbows;
- rapiers;
- cutlasses;
- shortswords;
- spears;
- harpoons;
- boarding axes;
- daggers;
- and, among wealthy or military specialists, rare firearms.
Unlike the Moonwatch Sentinel, firearms are not central to this subclass.
The Horizon Wayfinder is fundamentally a navigator and mobile maritime combatant.
Role in Aetheris
The Horizon Wayfinder functions primarily as a:
Scout / Striker / Explorer
Its strengths are:
- navigation;
- long-distance travel;
- lookout duty;
- weather prediction;
- vessel combat;
- reconnaissance;
- ranged combat;
- maritime mobility;
- and protecting allies from environmental danger.
The Circle of the Pearl Current understands the living sea.
The Horizon Wayfinder understands how to cross it.
Horizon Wayfinder Features
|
Ranger Level |
Feature |
|
3rd |
Wayfinder Training, Horizon Quarry, Wayfinder Spells |
|
7th |
Sea-Road Mastery |
|
11th |
Strike Beyond the Horizon |
|
15th |
Master of the Open Sea |
Wayfinder Spells
Your maritime training gives you access to specialized magic suited to exploration and navigation.
You always have these spells prepared at the Ranger levels indicated. They count as Ranger spells for you and do not count against the number of Ranger spells you prepare.
|
Ranger Level |
Spells |
|
3rd |
Feather Fall, Fog Cloud |
|
5th |
Misty Step, Gust of Wind |
|
9th |
Water Breathing, Clairvoyance |
|
13th |
Freedom of Movement, Locate Creature |
|
17th |
Commune with Nature, Control Winds |
When you cast Commune with Nature while at sea, it may reveal maritime features instead of terrestrial ones, including:
- major currents;
- reefs;
- islands;
- unusual concentrations of marine life;
- large unnatural creatures;
- major wrecks;
- and significant supernatural disturbances
within the normal limitations of the spell.
Optional Horizon Wayfinder Techniques
These can be granted as specialized Ranger teachings, feats, maritime training rewards, or regional abilities.
Starfinder
Action Type: Passive
Uses: At-will
If you can see the night sky, you always know:
- true north;
- approximate latitude;
- and how many hours remain until sunrise.
You have Advantage on Navigator's Tools checks made using celestial navigation.
Reefrunner
Action Type: Passive
Uses: At-will
You have Advantage on checks made to navigate:
- reefs;
- shoals;
- narrow channels;
- sea caves;
- or mangrove waterways.
Your movement through shallow water costs no additional movement.
Boarding Step
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Move up to 15 feet.
This movement may include:
- climbing;
- jumping;
- swinging from rigging;
- or crossing between adjacent vessels.
This movement does not provoke Opportunity Attacks.
If you end adjacent to a hostile creature, you gain Advantage on your next weapon attack against it before the end of the turn.
Captain's Eye
Action Type: Reaction
Uses: Once per Short or Long Rest
When an ally within 30 feet makes an attack against a creature you can see, add your Wisdom modifier to the attack roll.
You may use this after seeing the roll but before knowing whether it succeeds.
Storm-Sense
Action Type: Passive
Uses: At-will
You can determine whether a visible storm is:
- natural;
- magically intensified;
- extraplanar;
- or otherwise supernatural
after observing it for 1 minute.
You do not automatically determine its exact source.
Wake Reader
Action Type: Special
Uses: At-will
After studying the wake of a vessel for at least 1 minute, you can estimate:
- its approximate size;
- speed;
- direction;
- whether it changed course recently;
- and approximately how long ago it passed.
Extremely violent weather may erase these signs.
Playing the Horizon Wayfinder
The Horizon Wayfinder is designed for a Ranger who wants the sea to become an exploration environment rather than merely scenery between adventures.
The subclass is especially well suited to campaigns involving:
- ships;
- island chains;
- naval warfare;
- piracy;
- exploration;
- unknown continents;
- sea monsters;
- wrecks;
- merchant voyages;
- maritime diplomacy;
- and long-distance travel.
A typical Horizon Wayfinder may:
- study the weather before departure;
- chart the safest route;
- identify dangerous currents;
- serve as the ship's lookout;
- mark hostile ships or monsters as Horizon Quarry;
- fight effectively from moving decks;
- guide boarding actions;
- keep companions from being swept overboard;
- pursue fleeing enemies across open water;
- ensure the expedition can find its way home.
Strengths
The subclass excels at:
- navigation;
- ranged combat;
- maritime travel;
- reconnaissance;
- weather reading;
- pursuit;
- lookout duty;
- mobile combat;
- shipboard fighting;
- and protecting companions from environmental hazards.
Weaknesses
The Horizon Wayfinder gains relatively little direct magical power.
Its strongest advantages depend on:
- travel;
- positioning;
- ranged attacks;
- tracking;
- or movement.
A landlocked dungeon campaign will naturally reduce the importance of some exploration abilities.
However, Horizon Quarry, Long-Wake Shot, Read the Opening, Horizon Step, and Navigator's Warning remain broadly useful outside maritime campaigns.
Comparison to the Circle of the Pearl Current
The two traditions often travel together, but they have distinctly different philosophies.
Circle of the Pearl Current
The Druid asks:
"What is the sea doing?"
It specializes in:
- currents;
- marine ecology;
- weather;
- rescue;
- water magic;
- environmental stewardship.
Horizon Wayfinder
The Ranger asks:
"How do we get through it?"
It specializes in:
- navigation;
- scouting;
- charts;
- lookout duty;
- pursuit;
- exploration;
- ranged combat.
Together they make an extraordinary maritime expedition team.
Comparison to the Moonwatch Sentinel
Both are Ranger traditions with exceptional perception.
The distinction is specialization.
Moonwatch Sentinel
Focuses on:
- firearms;
- precision shooting;
- reconnaissance;
- overwatch;
- target elimination.
Horizon Wayfinder
Focuses on:
- maritime navigation;
- exploration;
- ranged versatility;
- pursuit;
- weather;
- travel.
A Moonwatch Sentinel watches the enemy.
A Horizon Wayfinder watches the world around the enemy.
Faction and Organization Connections
Velindran Fleet
Perhaps the largest formal employer of Horizon Wayfinders.
They serve as:
- navigators;
- scouts;
- lookouts;
- pursuit specialists;
- exploration officers;
- and shipboard rangers.
Aurvalis explicitly relies upon the Velindran Fleet for Pearl Coast defense, convoy protection, anti-piracy operations, rescue, diplomacy, and monitoring the dangerous waters around the Isles of Dawn.
Pearlwatch Office
Wayfinders are exceptionally valuable for hunting:
- pirate vessels;
- slaver ships;
- false-flag merchants;
- smugglers;
- and missing vessels.
Pearlwatch's own philosophy that every vessel leaves a wake in water, paper, rumor, and money aligns naturally with Wayfinder tracking methods.
Stormvaarder Sea-Clans
Many Wayfinders learn first from family navigators rather than formal institutions.
Some inherit generations of:
- charts;
- weather journals;
- sailing routes;
- wreck records;
- and navigational lore.
A famous sea-clan may possess route knowledge more valuable than treasure.
Aurvalian Academy
The Academy trains navigators in:
- astronomy;
- cartography;
- mathematics;
- magical navigation;
- and weather observation.
The Star-Tide Observatory is specifically associated with Stormvaarder navigators, astronomers, and weather mages.
Sapphire Littoral Watch
Wayfinders based along the Watch serve as:
- coastal scouts;
- rescue navigators;
- pirate trackers;
- lighthouse observers;
- and monster-watchers.
Merchant Houses
Experienced Wayfinders command exceptional salaries.
A merchant vessel with a famous Wayfinder may:
- cross difficult routes faster;
- avoid seasonal storms;
- reach distant ports more reliably;
- and reduce insurance costs.
Some Wayfinders consequently become extremely wealthy without ever owning a ship.
Adventure Hooks
Beyond the Chart
A surviving Stormvaarder chart shows a route across an area of the Sapphire Expanse considered unnavigable.
The final note reads:
"Follow the green stars. Ignore the real ones."
The Vanishing Current
A major current used by Aurvalian merchants disappears.
Not weakens.
Disappears.
Ships entering the region simply stop moving despite strong wind.
The Ship Beyond the Horizon
Lookouts repeatedly see a black-sailed vessel at extreme range.
No matter how the party changes course, the vessel remains exactly on the horizon.
Dead Reckoning
A celebrated Wayfinder returns from an expedition claiming to have discovered a new island.
No one else aboard remembers seeing it.
His chart is extraordinarily detailed.
The Navigator's Skin
A dead Stormvaarder captain's nautical tattoos contain coordinates no one recognized during her lifetime.
After her death, the stars have shifted into exactly the arrangement depicted on her back.
The Western Passage
A new sea route could connect Aurvalis to distant markets and transform Goldmere's economy.
Three expeditions have attempted it.
Two disappeared.
The third returned without its navigator—
and refuses to explain what happened.
Notable NPCs
Saren Tideglass
Species: Stormvaarder
Class: Ranger — Horizon Wayfinder
Role: Master Navigator
Saren has sailed nearly every established route across the Sapphire Expanse.
He maintains forty-seven navigation journals.
Journal forty-eight is kept locked.
When asked why, he says:
"Because we came back."
He refuses further explanation.
Elira Starwake
Species: Half-Elf
Class: Ranger — Horizon Wayfinder
Role: Academy exploration navigator
Elira combines elven astronomical knowledge with Stormvaarder practical navigation.
She specializes in routes where:
- celestial observations;
- magical currents;
- and conventional charts
contradict one another.
She considers getting lost a research opportunity.
Her captains generally disagree.
Joren Seabright
Species: Stormvaarder
Class: Ranger / Fighter
Role: Pearlwatch Pursuit Captain
Joren specializes in hunting pirate vessels.
He can identify several notorious Isles of Dawn captains merely by examining:
- wake pattern;
- sail handling;
- and how closely the vessel approaches reefs.
He claims every captain has handwriting.
Some simply write with ships.
Balance Notes
Primary Role: Scout / Striker
Secondary Role: Explorer / Support
The Horizon Wayfinder receives moderate additional damage through Horizon Quarry, scaling from 1d6 to 1d8 once per turn.
Its major power budget instead goes toward:
- navigation;
- movement;
- ranged versatility;
- environmental resilience;
- tracking;
- and group protection.
It deliberately does not gain multiple large damage riders because the Ranger's core combat features already provide significant offensive potential.
The 15th-level feature is powerful but primarily expands awareness, mobility, pursuit, and rescue rather than simply multiplying damage.
Summary
The Horizon Wayfinder represents the adventurous, exploratory side of Aurvalis' maritime identity.
Aurvalis does not merely defend the Pearl Coast. Its Stormvaarder traditions encourage it to look outward toward the Sapphire Expanse and the distant seas of Aetheris. Stormvaarders are foundational to that identity: navigators, captains, explorers, shipwrights, admirals, and merchants whose maritime heritage predates the kingdom itself.
The subclass develops that tradition mechanically.
At 3rd level, the Ranger becomes a trained navigator, weather-reader, lookout, and maritime tracker through Wayfinder Training and Horizon Quarry.
At 7th level, Sea-Road Mastery makes the Ranger exceptionally difficult to lose at sea and highly resistant to maritime hazards.
At 11th level, Strike Beyond the Horizon turns them into an accomplished ranged combatant capable of firing accurately from unstable platforms and extraordinary distances.
At 15th level, Master of the Open Sea grants almost preternatural awareness of direction, movement, vessels, danger, and the routes by which companions can escape it.
The distinction from the Pearl Current Druid is ultimately very clean:
The Pearl Current listens to the sea.
The Horizon Wayfinder reads it.
And when the captain points toward an empty horizon and asks whether anyone has ever sailed that way before—
the Horizon Wayfinder is the person most likely to smile and answer:
"Not yet."
Wayfinder Spells
Your maritime training gives you access to specialized magic suited to exploration and navigation.
You always have these spells prepared at the Ranger levels indicated. They count as Ranger spells for you and do not count against the number of Ranger spells you prepare.
|
Ranger Level |
Spells |
|
3rd |
Feather Fall, Fog Cloud |
|
5th |
Misty Step, Gust of Wind |
|
9th |
Water Breathing, Clairvoyance |
|
13th |
Freedom of Movement, Locate Creature |
|
17th |
Commune with Nature, Control Winds |
When you cast Commune with Nature while at sea, it may reveal maritime features instead of terrestrial ones, including:
- major currents;
- reefs;
- islands;
- unusual concentrations of marine life;
- large unnatural creatures;
- major wrecks;
- and significant supernatural disturbances
within the normal limitations of the spell.
Wayfinder Training
You have mastered the foundational disciplines of Aurvalian ocean navigation.
Action Type: Passive
Uses: At-will
Duration: Permanent
Scaling: Expanded by later features
You gain proficiency with:
- Navigator's Tools
- Water Vehicles
If you already possess either proficiency, you gain Expertise with that proficiency instead.
You also gain proficiency in one of:
- Perception;
- Survival;
- Nature;
- Investigation.
If you already possess the chosen proficiency, gain Expertise instead.
Sea-Legs
You have Advantage on ability checks or saving throws made to:
- maintain balance aboard a moving vessel;
- climb rigging;
- resist being knocked Prone by waves;
- leap between vessels;
- climb a wet hull;
- or remain secured during violent ship movement.
Horizon Sight
Your eyes are trained for extended observation.
You have Advantage on Wisdom (Perception) checks made to detect:
- ships;
- coastlines;
- islands;
- smoke;
- storms;
- flying creatures;
- navigation markers;
- or other large distant features.
You suffer no penalty to Perception checks simply because you are using a spyglass while aboard a moving vessel.
Weatherwise
After observing the sky, water, and wind for at least 1 minute, you can determine the likely natural weather during the next 6 hours.
You can recognize approaching:
- storms;
- fog;
- strong wind shifts;
- major rainfall;
- dangerous wave conditions;
- and unusual temperature changes.
At 7th level, you can predict conditions up to 12 hours ahead.
This does not automatically identify magical weather.
Horizon Quarry
You are trained to pursue enemies across spaces where conventional tracking becomes impossible.
Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 hour
Scaling: Improved at 11th level
As a Bonus Action, choose one creature you can see within 120 feet.
That creature becomes your Horizon Quarry.
For 1 hour, or until you designate another Quarry, you gain the following benefits.
Read the Wake
You have Advantage on checks made to:
- track the Quarry;
- determine its direction of travel;
- identify a ship or vessel it recently occupied;
- or distinguish signs left by it from those of other creatures.
If your Quarry travels by vessel, you can identify that vessel's wake and sailing behavior for up to 1 hour after it passes, provided weather has not completely erased the signs.
Wayfinder's Strike
Once on each of your turns when you hit your Horizon Quarry with a weapon attack, it takes an additional:
1d6 damage of the weapon's type.
At 11th level, this becomes 1d8.
No Escape Over Water
While your Quarry remains within 1 mile of you and both of you are on or above the same body of water, you have Advantage on Survival checks made to determine:
- the direction it traveled;
- approximate speed;
- and whether it substantially changed direction.
This does not magically reveal its exact position.
Sea-Road Mastery
You have learned to treat the moving sea as navigable terrain.
Action Type: Passive / Reaction
Uses: Reaction — Proficiency Bonus per Long Rest
Duration: Permanent / Instantaneous
Scaling: None
Unerring Navigator
While you are conscious, you always know:
- true north;
- your approximate direction of travel;
- whether you are moving generally toward or away from your intended destination;
- and the direction of the nearest coastline you have previously visited within 100 miles.
If traveling along a route you have personally navigated before, you cannot become lost through nonmagical means.
Read the Sea-Road
After spending 10 minutes examining:
- currents;
- charts;
- stars;
- wind;
- and surrounding conditions,
you may identify the safest practical route toward a known destination.
During the next 8 hours of travel, a vessel you are actively navigating gains the following benefits:
- Advantage on checks made to avoid reefs or shoals;
- Advantage on checks made to navigate storms;
- ordinary currents cannot cause the vessel to become lost;
- travel time is reduced by approximately 10% when favorable natural currents exist.
This feature does not make impossible routes safe.
Ride the Deck
You ignore Difficult Terrain caused solely by:
- ship rigging;
- ropes;
- tilting decks;
- shallow water;
- wet surfaces;
- or ordinary ship debris.
Standing from Prone aboard a vessel costs you only 5 feet of movement.
Turn With the Sea
When you fail a Strength or Dexterity saving throw caused by:
- falling;
- forced movement;
- waves;
- wind;
- ship motion;
- or losing your footing,
you may use your Reaction to reroll the saving throw.
You must use the new result.
You may use this feature a number of times equal to your Proficiency Bonus and regain all expended uses after a Long Rest.
Strike Beyond the Horizon
You have learned to attack from unstable positions and extraordinary distances with the calm precision of someone accustomed to fighting across moving decks.
Action Type: Passive / triggered on attack
Uses: Once per turn
Duration: Permanent
Scaling: Horizon Quarry damage becomes 1d8
Your Horizon Quarry damage increases to 1d8.
You also gain the following benefits.
Long-Wake Shot
Attacking with a ranged weapon at Long Range no longer automatically imposes Disadvantage.
If another source of Disadvantage applies, it still functions normally.
Moving Platform Mastery
You suffer no Disadvantage on weapon attacks solely because you are:
- aboard a moving ship;
- on a moving vehicle;
- swimming;
- climbing;
- standing on unstable terrain;
- or being moved by ordinary wind or waves.
Read the Opening
Once on each of your turns when you make a weapon attack against your Horizon Quarry, choose one of the following before making the attack.
Crossing Shot
Ignore Half Cover and Three-Quarters Cover.
Rigging Shot
On a hit, reduce the target's Speed by 10 feet until the beginning of your next turn.
Driving Shot
On a hit, the target must make a Strength saving throw against your Ranger spell save DC.
On a failure, push it 10 feet.
Mark the Course
On a hit, the next attack roll made against the target by one of your allies before the beginning of your next turn gains a +2 bonus.
You may use only one Read the Opening effect each turn.
Master of the Open Sea
You have crossed enough of the seas of Aetheris that navigation has become almost instinctive.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 10 minutes
Scaling: Capstone
As a Bonus Action, enter a state of extraordinary Wayfinder awareness called Open Horizon.
For 10 minutes, your senses seem to expand across sea, sky, and motion.
You gain the following benefits.
Horizon Awareness
While conscious, you cannot be Surprised.
You gain Blindsight out to 20 feet, representing extraordinary awareness of:
- movement;
- air;
- vibration;
- water;
- rigging tension;
- and nearby changes in pressure.
Perfect Bearing
You always know:
- true north;
- your precise heading;
- your approximate speed;
- the direction of the nearest coastline within 100 miles;
- the direction of your Horizon Quarry if it is within 1 mile;
- and the direction of any vessel you have personally occupied within the last 24 hours if it remains within 5 miles.
Powerful anti-divination magic can prevent supernatural location effects.
Horizon Step
Once during each of your turns, you may move 10 feet without spending movement.
This movement:
- does not provoke Opportunity Attacks;
- can occur before or after an attack;
- and may be used while climbing, swimming, or aboard a vessel.
Never Lose the Quarry
During Open Horizon, your Horizon Quarry:
- cannot benefit from Half or Three-Quarters Cover against your attacks;
- gains no advantage against you merely from being Invisible;
- and cannot erase its trail from your Survival checks through nonmagical means.
If your Quarry is reduced to 0 Hit Points, you may immediately designate another creature you can see as your Horizon Quarry without using an action or expending a use.
The Sea Opens Before You
You gain:
- a Swim Speed equal to your Speed;
- a Climb Speed equal to your Speed;
- and immunity to Difficult Terrain created by water, wind, rigging, wet surfaces, and ship debris.
You can also hold your breath for 1 hour.
Navigator's Warning
Once each round when a creature you can see within 30 feet fails:
- an attack roll;
- Dexterity saving throw;
- Strength saving throw;
- or ability check involving movement or balance,
you may use your Reaction to call out a correction.
Roll 1d8 and add it to the failed roll.
If the new result succeeds, the creature succeeds instead.
You may use Navigator's Warning a number of times during Open Horizon equal to your Wisdom modifier, minimum once.
The Way Home
Once during Open Horizon, when you or an ally within 30 feet would be reduced to 0 Hit Points, you may use your Reaction.
That creature instead remains at 1 Hit Point and may immediately move up to half its Speed without provoking Opportunity Attacks.
If aboard a ship or in water, the creature may specifically move toward:
- the ship's deck;
- a lifeboat;
- floating debris;
- shore;
- or another obvious safe position.
Once used, this portion of the feature cannot be used again during the same activation.
After Open Horizon ends, you cannot activate it again until you finish a Long Rest.
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