Ranger -Horizon Walker (Revised)

by Frootbat

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Horizon Walker

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 Spell
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Planar Knowledge

At 3rd level, you have accumulated knowledge from the many planes in the multiverse, always chiming in with far flung guidance. You gain proficiency in your choice of History, Arcana or Nature. Additionally, whenever you make an Intelligence check, you can add your Wisdom modifier to the roll (minimum of +1.)

Planar Warrior

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

As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, creature takes an extra 1d10 force damage from the attack and must succeed on a Charisma Saving throw. On a failure, it is teleported up to 10 feet horizontally to an unoccupied space of your choice. When you reach 11th level in this class, the extra damage increases to 2d10.

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 ends at the end of the current turn.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a 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.

Spectral Strider

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, and to travel worlds to your hearts desire. You gain the following benefits:

  • When you are hit by an attack, you can choose to vanish onto another plane. At the start of your next turn, you return to an unoccupied space within 10 feet of where you left. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
  • You can cast the planeshift spell without expending a spell slot and without using material components. WHen cast this way, you can only target willing creatures. Once you cast this spell, you cannot do so again until you finish a long rest.
 

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