Subclass - Farstrider (Ranger)

by No Laifu

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Farstrider

The world is vast with few mapped places, begging for exploration and instilling wanderlust in brave hearts. Roving it is a test of skill and stamina; an ordeal that rewards the intrepid with amazing sights, exciting encounters, and more. All of it is just beyond the horizon, be it a new locale or an alien plane. Such is the calling of the Farstrider, or Horizon Walkers to some.

Farstrider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Farstrider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you know.

Farstrider Spells
Ranger level Features
3rd longstrider
5th misty step
9th haste
13th dimension door
17th far step

Unbound

At 3rd level, a journey isn't much of one unless you have the means to finish it. You gain one the following movement types equal to your movement speed: swimming speed, climbing speed, or crawling speed.

Vagrant Spirit

Starting at 3rd level, you learn to channel latent planar energy to empower unconventional tactics. When you take the Dash action, you no longer provoke opportunity attacks.

Additionally, if you use your action to use the Dash action, you may make an attack at the end of this movement. The damage type of the attack is changed to your choice of acid, cold, fire, radiant, or lightning damage and deals an additional 1d10 of that damage type. This damage is increased to 2d10 at 11th level.

Flicker

Starting at 7th level, you gain the innate ability to traverse short distances by temporarily passing between planes. As a bonus action, you may teleport up to 30 feet to an unoccupied space you can see.

You can use this feature once per short or long rest. You gain additional uses of this feature between rests when you gain ranger conclave features at 11th, and 15th level.

Chaos Blitz

Beginning at 11th level, planar energy swirls within you, waiting to be unleashed. When you hit with an attack using your vagrant spirit feature, you may expend a spell slot. The target must make a Constitution saving throw against your ranger spell DC. The DC increases by 1 for each slot above 1st. On a failed save, the target takes 1d10 damage of the attack's damage type at the start of its turn until it saves at the end of its turns.

Planeswalker

Starting at 15th level, you are no longer truly bound to the influences of your home plane; the multiverse is your oyster. You may cast the etherealness or the plane shift spells without the need for material components or spell slots but only target a number of creatures up to your Wisdom modifier. You can cast each spell twice per short or long rest.

Design Notes

Super edgy homebrew by No Laifu. This subclass was designed as a call back to the original, legacy, horizon walker and 4E horizon walker. Here, you are almost consumed with wanderlust and will seek out each and every far horizon you can imagine - in the same plane or otherwise. Your travels take you from locale to locale, plane to plane, where the only thing that stops you from exploring are physical inabilities. While 5E horizon walker is an absurdly good time, I want it to remain its own unique thing while this exists; make it that true planar warrior. In the meantime, I wanted to harken back to its roots a little and go with a traditional explorer type that goes beyond normal means.

Maybe needs a boost for PHB ranger?

Often times, players will have access to homebrew rangers, subclass or class. In the event the former is available but not the latter, I can suggest you try to add another favored terrain. There's enough room in the ribbon feature if you wanted to try it.

 

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