Horizon Walker Magic
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. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

3rd - Protection from Evil and Good
5th - Misty Step
9th - Haste
13th - Banishment
17th - Teleportation Circle

IMPLEMENTATION:  Rules as Written.  Teleportation Circle can be found in 5e Spells.

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

IMPLEMENTATION:  This has no applicability in BG3.  As an Action, you gain Advantage on Perception checks for 1 minute, once per short/long rest.

Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

IMPLEMENTATION:  Rules as Written.  

KNOWN ISSUES:  All resistance/immunity/vulnerability is properly reflected in the converted attack, and all damage modifiers for the attack (i.e. from items) are converted to Force as well.  The combat log will read very weird, but this is cosmetic only - the actual math for the damage is correct.


Ethereal Step
At 7th 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.

IMPLEMENTATION:  There is no real purpose to this spell in the context of BG3, nor is it natively implemented.  I have added my own version of Etherealness in the mod that unlocks for the Horizon Walker's Ethereal Step feature.  Casting it will give you a turn to run around with immunity but not interact with anything.  

IMPORTANT NOTES: This only lasts one turn, so if you use it outside of combat, enter turn based mode or you will waste the spell.


Distant Strike
At 11th 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 10 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 against a third creature.

IMPLEMENTATION:  Rules as Written.

Spectral Defense
At 15th 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.

IMPLEMENTATION:  Rules as Written.  Uses the interrupt system.

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