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 draw upon the powers of the Great Wheel to keep balance on and between the planes. While it is rare to find a ranger who has chosen to walk this path, they make up for their small numbers with immense power. They control the battlefield with rapid movement and dizzying strikes, always keeping two steps ahead of their opponents. Walking the wheel is not for all but can bear great fruits for those who choose this path.

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

Portal Sense

You gain proficiency in Arcana and Charisma Saves.

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. At 7th level, you the distance expands to 20 miles. At 11th level, you can determine the portal's destination as well as approximately how much longer it will remain open. At 15th level you can detect the location of any portals on the same plane as you.

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

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Walker of The Wheel

At 3rd level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

At 11th level if you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Planar Paroxysm

You draw upon your connection to the Inner Planes of the Great Wheel to empower your strikes. Once per turn when you successfully make an attack roll, you can add 2d6 to the damage for that attack. Choose one of the d6s. The number rolled on that die determines the damage type and the plane from which that energy is drawn, as shown below. 

d6 DAMAGE TYPE
1  Fire (Elemental Plane of Fire)
2  Cold (Elemental Plane of Water)
3  Bludgeoning (Elemental Plane of Earth)
4  Lightning (Elemental Plane of Air)
5 Radiant (Positive Energy Plane)
6 Necrotic (Negative Energy Plane)

 

The damage increases to 4d6 at level 11, and at level 15 you can apply this feature to all attacks.

This damage counts as magical even if the weapon is not.

Glimpse The Void

You grasp a creature's mind and fill it with visions of the infinity of the void between the Planes. The creature must make a wisdom saving throw. On a failed save they take 8d8 + WIS psychic damage and are frightened for 1 minute. On a successful save they take half damage and are not frightened.

You may use this ability once per long rest.

Ethereal Escape

At 15th level, you can combine your honed instincts with Planar magic in order to avoid attacks by a hair's breadth. When you would be hit with an attack you can use your reaction to teleport up to 10 feet to an unoccupied space you can see before it connects, causing it to miss.

You can use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.

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