Horizon Walker v1.4.0 #
Portal Striker (1) #
- This Feature replaces the “Detect Portal” Feature, if you are playing in a Campaign where that Feature may be relevant however, consult your DM and you can gain “Detect Portal” as well with their permission.
- At the start of each of your turns you can make a portal appear in a space of your choice that you can see, this portal lasts until the start of your next turn, and while you are within 1000ft of this portal when you make a Weapon Attack you can choose for that Attack to come from this space instead of your own. At 15th Level in this Class your Attacks that originate from this portal cause Creatures within 5 feet of it to take 1d8 Force Damage as the portals overflow and surge with Planar Energy.
Planar Warrior (1) #
- As a Bonus Action you can coat your Weapon in Planar magic, causing your next Attack against a Creature to deal an additional 2d8 Force Damage and at 11th Level in this Class this becomes 4d8 Force Damage.
Horizon Walker Magic (1) #
- This feature is gained at Level 1 and spells normally granted at 3rd Level in Ranger are granted at 1st Level instead.
Empowered Marks (3) #
- When you reach 3rd Level in this subclass, you gain the following two Empowered Mark options.
Warping Mark #
- When you land an Attack against a Creature under the effect of this Mark you can choose an unoccupied space you can see within 10 feet of the origin space and force that Creature to appear there.
Horizon Mark #
- Choose a point you can see within 5 feet of the target and manifest a Vortex of Planar Energy, Creatures within 30 feet of the Vortex at the start of their turn must make a Constitution Saving Throw or be pulled 15 feet towards the center of the Vortex. Creatures who start their turn within 5 feet of the Vortex must succeed on a Strength Saving Throw or have their speed reduced to 0.
Ethereal Step (7) #
- You can use this Feature two times and regain both usages when you finish a Short or Long Rest.
Distant Strike (11) #
- The Distance you can teleport before each Attack is increased to 15 feet.
- The extra Attack can be made against a third Creature or either of the previous two.
Spectral Defence (15) #
- Clarifying rule meaning: You take half Damage from that Attack and any additional effects from it until the start of your next turn.