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Ranger

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.

Plane Effect
Elemental Plane of AirYou gave a fall speed of 60 ft per round.
Elemental Plane of EarthYou are unaffected by Difficult Terrain.
Elemental Plane of FireYou are Resistant to Fire damage.
Elemental Plane of WaterYou can breathe underwater and have a Swimming speed equal to your movement speed.
EtherealYou can see Invisible creatures and objects and have Darkvision 60 ft or an additional 30 ft of Darkvision if you have it.
FeywildYou have Resistance on saving throws against being Charmed or Frightened.
ShadowfellYou can use a bonus action to become Invisible in Dim Light or Darkness for one minute or until you make an attack, cast a spell, or are dealt damage. You can use this creature times per long rest equal to your WIS modifier (Minimum 1).
MechanusYou cannot have advantage or disadvantage imposed on any D20 test.
ArcadiaYou have a bonus to INT saving throws equal to your WIS modifier (Minimum 1).
Mount CelestiaIf you restore hit points to yourself or an ally, you add hit points equal to your WIS modifier (Minimum 1).
BytopiaThe first time you hit a creature within an attack, you reduce its movement speed to 0 ft until the end of its next turn. The target is Immune to this feature for 24 hours.
ElysiumYou can tell if a lie is told within 30 ft of you.
The BeastlandsYour Ranger’s Companion deals an additional damage equal to your WIS modifier (Minimum 1).
ArboriaYou can cast the Augury once per long rest without expending a spell slot.
YsgardYour melee and ranged attacks deal an additional 2 Lightning damage.
LimboWhen you cast a spell, roll 1D20, on a 1 you roll on the Sorcerer’s Wild Magic Table. Your spell save DC and attack bonus is increased by one.
PandemoniumYou can cast the spell Shatter once per long rest without expending a spell slot. The spell cast this way has its range doubled.
The AbyssYou have advantage on saving throws against being Poisoned and have Resistance to Cold, Necrotic or Poison damage.
CarceriCreatures within 15 ft of you cannot use teleportation effects or planeshift effects.
HadesYou can cast the Darkness spell times per long rest without expending a spell slot equal to your WIS modifier (Minimum 1).
GehennaYour first attack each turn deals Fire damage equal to half your Ranger level rounded down.
The Nine HellsYou have a bonus to Deception or Persuasion checks equal to your WIS modifier (Minimum 1).
AcheronYou can cast Speak with Dead times per long rest equal to your WIS modifier (Minimum 1) without expending a spell slot.
Astral SeaYou can cast a spell with a casting time of an action as a bonus action once per long rest.
Negative Energy PlaneUndead have disadvantage on attacks against you.
Positive Energy PlaneCelestials have disadvantage on attacks against you.
Level Spells
3Protection from Evil and Good
5Misty Step
9Haste
13Banishment
17Teleportation Circle

Subclass Features

Lv 3

Well Versed in the Outerplanar

You must know your enemy in order to combat it. You have proficiency in Religion and Arcana checks.

Planar Traveler

Having visited many planes you have developed skills and tricks to survive within them. Choose two planar features. You can change which features are in effect during a long rest.

Conclave Spells

Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Planar Traveler

You can use the tricks and tactics from another plane as you expand your repertoire. You have an additional planar feature active (Total of 3).

Adaptive Survivor

You can think quickly and learn from your travels.You can use a bonus action to swap one planar feature for another. You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Lv 11

Planar Traveler

You can use the tricks and tactics from another plane as you expand your repertoire. You have an additional planar feature active (Total of 4).

Quick Escape

You are used to dangerous situations. Twice per long rest you can use your reaction to give yourself advantage on a saving throw. If you fail the saving throw the use of this feature is not expended.

Lv 15

Planar Traveler

You can use the tricks and tactics from another plane as you expand your repertoire. You have an additional planar feature active (Total of 5).

Plane Jumper

You can use an action to summon an ethereal portal at your feet for one minute. During this time you can teleport to a location you can see within 60 ft of you once per turn as a bonus action. You briefly visit a plane and can substitute the planar feature of that plane with one you have active.