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, 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.
Horizon Walker Magic
At 3rd level, you gain the following spells. They do not count against your spells known, and count as ranger spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.
1st Level: Protection from Evil and Good
2nd Level: Misty Step
3rd Level: Haste
4th Level: Banishment
5th Level: Teleportation Circle
Detect 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 short or long rest.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. When you hit a creature that is marked with your Hunters Prey feature, you can choose to make all the damage of the attack become force damage, and you deal an additional 1d8 force damage. You can only use this feature once per round.
At 11th level, you deal an additional 2d8 force damage instead of 1d8.
Distant Strike
At 7th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 15 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.
Spectral Defense
At 11th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Ethereal Step
At 15th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, 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 short or long rest.
Additionally, you can cast the Misty Step spell without using a spell slot.