Horizon Walker
Horizon walker rangers tether their magic to the otherworldly magic that creates portals and teleportation. These rangers are accompanied by their blink companions, who teleport and vanish almost instantly to surprise their foes. Through the honing of this planar magic, these rangers can create portals for themselves and their ranged attacks, greatly increasing their evasiveness and accuracy.
Detect Portal
When you choose this archetype at 3rd level, you gain a magical sense that can detect the presence of lingering teleportation magic.
As an action, you can touch a teleportation circle, portal, or similar device that utilises teleportation, and learn certain information about the teleportation circle, portal, or similar device. Examples of this information may vary depending on the detected device, but can include information such as the last time it was used, its destination, its distance between its destination, or the type of creature that created it, or the magic it used to create it.
Alternatively, if a creature within 60ft of you magically teleports to a destination within the same plane of existence, as a reaction, you can automatically sense the direction of the teleporting creature’s destination.
Teleporting Shot
Starting at 3rd level, your planar magic affects your ranged attacks. You automatically learn this Primal shot option, and it is not counted against the number of Primal Shot options you know.
Teleporting Shot
When you use this option, you must use this primal shot before you make an attack roll. You create a portal that your shot can travel through to attack a creature you can see or you know the position of. The portal appears within the target creature’s space and you make a ranged attack against the target creature, ignoring three-quarters cover and half cover. The creature must be within your weapon’s range, and if the creature is further than your weapon’s normal range, you make the attack at disadvantage as normal.
If the shot hits, the creature suffers the weapon’s normal effects and takes 1d6 force damage. If the shot misses, you do not expend the use of this feature or the spell slot if one was used.
If you expend a spell slot of 1st level or higher to use this primal shot, the force damage increases by 1d6 for each spell slot level.
Blink Companion
Starting at 3rd level, your ranger companion is influenced by the Planes, granting it the ability to teleport. When you summon your companion after completing a long rest, you can choose to have your companion be affected by your planar magic. Your blink companion uses one of the ranger companion’s stat blocks, and you determine the appearance of your companion. While your blink companion is summoned, it gains the following benefits:
- Blink Attack: Your companion gains a new action in its stat block. As an action, your companion can magically teleport to an unoccupied space within 20ft. Before or after it teleports, your companion can make one attack against a creature within range, using one of its attacks listed in its stat block.
Ethereal Step
Beginning at 7th level, you learn how to create portals that you can travel short distances with. You learn the Misty Step spell, which does not count against the number of ranger spells you know. You can cast this spell once without expending a spell slot before needing to complete a long rest. You can also cast this spell normally with your ranger spell slots.
In addition, whenever you cast the Misty Step spell, 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.
Blink Escape
Starting at 7th level, your companion’s teleporting power improves to avoid imminent harm. Your companion gains a new reaction to its stat block.
As a reaction to being hit with an attack, the companion can halve the damage it takes and disappear into a harmless demiplane. At the start of your next turn, the companion reappears in a space of its choice within 10ft of the space it vanished from. If no unoccupied space is available within that range, it appears in the nearest unoccupied space (chosen at random if more than one space is equally near).
Evasive Shift
Starting at 11th level, you learn how to utilise similar defensive planar magic that your companion uses. As a reaction to taking damage, you can choose to disappear into a harmless demiplane, avoiding the triggering damage. At the start of your next turn, you reappear in a space of your choice within 10ft of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).
You can choose to use this reaction after you are hit with an attack or targeted with a damaging effect, but before the damage is rolled. You cannot use this reaction if the damage originates from a critical hit.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1), and regain all expended uses when you complete a long rest. If you have no uses remaining, you can expend one ranger spell slot of 3rd level or higher to use this feature again.
Improved Blink Attack
Beginning at 11th level, when your companion uses its Blink Attack, it can teleport up to 30ft, and make two attacks instead of one.
Portal Master
Starting at 15th level, you have gained a mastery of planar magic that allows you to wrestle control of the magic around you. Whenever a creature you can see attempts to teleport within 60ft of you, as a reaction you can force the teleporting creature to make a Charisma saving throw against your spell save DC. On a failed save, the teleportation fails and the attempt is wasted. You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1), and regain all expended uses when you complete a long rest.
Additionally, you learn the Banishment spell, which does not count against the number of ranger spells you know. You can cast this spell once without expending a spell slot before needing to complete a long rest. You can also cast this spell normally with your ranger spell slots.

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