Horizon Walker Conclave (5A)
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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.
Source: Xanathar's Guide to Everything
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
|Protection from Evil and Good
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. You can also detect minor portals to other planes, like those created by the spells Rope Trick, Teleportation Circle, and Demiplane within 300 feet. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Once you use this feature, you can't use it again until you finish a short or long rest.
You also become skilled in Arcana. When rolling lore checks about the plane you are on at the moment, you can use Wisdom rather than Intelligence. If you already know Arcana, you learn Religion instead. If you already know Religion, you learn any one skill of your choice.
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, Once per turn when you take the Attack action, choose one creature you can see within 30 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, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
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 start of your next turn. end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest. You gain an additional use at 11th and 15th level.
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.
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. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attacker's damage on this turn.
Horizon Walker needs a power-up.
- Detect Portal got a minor enhancement in that it can now detect some spell effects. You also learn Arcana, and can use Lore checks with Wisdom rather than Intelligence. The later ability is useful on prime with the Nature skill.
- Planar Warrior no longer takes a bonus action.
- Ethereal Step lasts until the start of your next turn, giving you one round of practical invulnerability. You also gain additional uses at high levels.