Horizon Walker, Variant (5e Subclass)

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Horizon Walker, Variant[edit]

Ranger Subclass

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.

Ranger Level Spells
3rd Detect Evil and Good
5th Misty Step
9th Dispel Magic
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. If you already have proficiency, you instead gain expertise with the chosen skill. Additionally, whenever you make an Intelligence check, you can add your Wisdom modifier to the roll (minimum of +1.).

Hunt the Extraplanar

At 3rd level, you gain the ability to magically sense the presence of planar portals and extraplanar creatures. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. In addition, you detect the distance and direction to the closest fey, celestial, fiend, elemental or aberration(your choice) within 1 mile of you that has been summoned using a spell of 3rd level or higher. You can use this feature a number of times equal to proficiency bonus, regaining all expended uses on a long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. Once per turn, when you hit that creature with a weapon attack, the creature takes an extra 1d6 force damage from the attack, and you can choose all damage dealt by the attack to become force damage. Additionally, when you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. When you reach 11th level in this class, the extra damage increases to 1d8, and if you attack at least two different creatures with the Attack action, you can make one additional attack with it against a third creature.

Planar Resistance

At 7th level, when you finish a short or long rest, choose one of the following damage types: poison, acid, fire, cold, radiant, necrotic, lightning, thunder, force, or psychic. You have resistance to that damage type until your next short or long rest.

Ethereal Step

At 11th 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 start of the next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

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 Plane Shift 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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