Horizon Walker - Z's Revised (5e Ranger Archetype)

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Author: Zhenra-Khal (talk)
Date Created: 7-7-2022
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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Horizon Walker - Z's Rework[edit]

Horizon Walker Magic[edit]

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; At each listed level, you may learn one of the listed spells for that level. Each spell learned from this feature counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Table: Horizon Walker Spells

Ranger Level Spells Gained
3rd Detect Evil and Good - OR - Magnify Gravity
5th Kinetic Jaunt - OR - Misty Step
9th Hunger Of Hadar - OR - Thunder Step
13th Banishment - OR - Dimension Door
17th Teleportation Circle - OR - Far Step

Detect Portal[edit]

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 short or long rest, unless you expend a spell slot of any level to use it again.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Rift Warrior[edit]

As a bonus action, you can rip an unstable rift in the fabric of space, with a miniature version, called a Rip, floating within your space; You must concentrate (As if you were concentrating on a spell) to maintain it. You can create this Rift in any unoccupied space you can see within 30 feet of you, and it lasts until it is destroyed, until you dismiss it as a bonus action, until you use this feature again, until you lose concentration, or until you're incapacitated.

Your Rift is a Medium-sized magical effect that occupies its space. It has an AC equal to your Ranger spell save DC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can mentally move your Rift up to 30 feet in any direction (no action required). If your Rift is ever more than 30 feet from you at the end of your turn, it destabilizes and is destroyed.

  • When a creature makes an attack roll against your Rift, they can choose to make their attack with disadvantage in order to target you with the attack instead, as they attack you through the portal you've made.
  • As a bonus action, you can teleport, magically swapping places with your Rift at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space, or your Rift's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your Rift moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the Rift's space.

Distant Strike[edit]

At 7th level, you gain the ability to pass between the planes in a blink of an eye, by rapidly moving and stepping through your Rift. When you use the Attack action while your Rift is active, you can teleport up to 10 feet before each attack to an unoccupied space you can see. Immediately after you do so, you may move your Rift to any unoccupied space within 30ft of you, even if you have already moved it this round.

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

Redirecting Rift[edit]

Also at 7th level, you learn how to shift and open your Rift at just the right moment, allowing attacks to pass through it. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest, and you regain one expended use when you finish a Short Rest. You may also expend a spell slot of 2nd level or higher to use this feature without expending one of its uses.

You may use this feature in either of the following ways.

  • When a creature within 5ft of your Rift is targeted by an attack, you can use your Reaction to redirect it through your Rift. In doing so, the attack targets you instead, regardless of the attack's range. Your Rift is destroyed immediately after you use this feature.
  • When you or a creature within 5ft of you is targeted by an attack, you can use your Reaction to redirect it through your Rip. In doing so, the attack targets a creature of your choice within 5ft of your Rift, regardless of the attack's range. Your Rift is destroyed immediately after you use this feature.

Improved Rift Warrior[edit]

Beginning at 11th level, your ability to create and manipulate your Rift grows exponentially. This grants you the following benefits.

  • You can cast spells as though you were in your Rift's space, but you must use your own senses. Your Rift is destroyed immediately after you use this feature in this way.
  • You can use your Rift to scout. As an action, you can perceive your Rift's surroundings as if you were in its space for up to 10 minutes, or until you end this feature (No action required). While using this feature, you are considered blind and deaf to your own surroundings; You are subject to the hazards of your Rift's surroundings; Any attack made against your Rift may target you without incurring disadvantage; And while being used in this way, it can be up to 1,000 feet away from you without being destroyed.
  • Whenever you use your bonus action to swap places with your Rift, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
  • As an action, you may pull a creature within 5ft of your Rift through the portal. An unwilling creature may make a Strength or Dexterity saving throw (Target creature's choice) to avoid the effect. If the chosen creature is willing, or fails its saving throw, it is teleported to an unoccupied space of your choice that you can see within 5ft of you. Your Rift is destroyed immediately after you use this feature in this way.

Master Riftwalker[edit]

At 15th level, you can widen your Rift to open a door to another plane. In doing so, you cast the Gate spell. The Gate appears in your Rift's space. When the spell ends, your Rift is destroyed, and cannot be summoned again for 10 minutes.

Once you use this feature, you must finish a Long rest before you may do so again.


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AuthorZhenra-Khal +
Canontrue +
ClassRanger +
Identifier5e Ranger Archetype +
RatingUndiscussed +
SummaryHorizon Walker is one of the worst subclasses for an originally-bad class; Fey Wanderer is just better. So let's give it some juice, shall we? +
TitleHorizon Walker - Z's Revised +