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===<span class="level">1</span>Planar Warrior ===
===<span class="level">1</span>Planar Warrior ===
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
At 1st 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 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. At 3rd level, the attack also deals 1d8 additional damage. At 9th level, the attack deals 2d8 additional damage instead.
As a bonus 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. At 3rd level, the attack also deals 1d8 additional damage. At 9th level, the attack deals 2d8 additional damage instead.

Latest revision as of 04:46, 22 May 2020

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.

Subclass Features

As a Horizon Walker, you gain the following features.

1Portal Trap

Spend 1 scrap to prepare a portal trap. When a creature moves adjacent to you, you can activate a portal trap. You teleport to a place you can see up to 15 feet away from you.

  • Targeting: (+1 scrap) When a creature moves adjacent to an ally, you may also activate this trap, and the ally may teleport instead.
  • Range: (+1 scrap) You teleport up to 25 feet away.
  • Switch: (+1 scrap) When a creature moves adjacent to you, the creature must make a Wisdom saving throw. On a failure, they teleport to a place you can see within 15 feet of them instead of you teleporting.

1Planar Warrior

At 1st 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 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. At 3rd level, the attack also deals 1d8 additional damage. At 9th level, the attack deals 2d8 additional damage instead.

3Detect Portal

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.

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

6Ethereal Step

At 6th level, you learn to step through the Ethereal Plane. As a bonus action, 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.

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

9Distant Strike

At 9th 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.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.