Ranger Archetypes

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.

Horizon Walker Spells

Planar Jaunt

At 3rd level, you learn the jaunt cantrip.

 

Horizon Shift

Also at 3rd level, as a bonus action, you become ethereal until the end of your turn.

While ethereal, you can move in any direction. You can see and hear the plane you shifted from, but everything there looks grey, and you can't see anything more than 60 feet away. While you are ethereal, you can only affect and be affected by other creatures on that plane. You ignore all objects, creatures, and effects that aren't on the ethereal plane, allowing you to move through objects you perceive on the plane you originated from.

You can use this feature once between short and long rests.

 

Distant Strikes

Beginning at 9th 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 when you take the attack action, you can teleport up to 10 feet again and make one additional attack against one of your favoured enemies. This attack does an additional 1d6 force damage.

 

Horizon Walk

Beginning at 17th level, you can bring along any number of willing creatures within 5 feet of you when you use you horizon shift feature. In addition, you can have the effect last for up to 1 minute when you bring along other creatures or up to 1 hour if you do not bring other creatures along. While in the ethereal plane, you return yourself and all creatures to the plane you shifted from with another bonus action.

Ranger Level

Spells

3

sense portal

5

misty step

9

etherealness

13

dimensional anchor

17

steel wind strike