- The ranger horizon walker might just be the subclass
I'm the most excited for in Xanathar's Guide to Everything.
Instead of nature, they draw their magic
from the D&D multiverse itself,
and they can sense when portals are nearby.
I talked to Jeremy Crawford about the utility
of this new subclass, and what they can bring
to any D&D party.
So the horizon walker is a ranger subclass
that is all about drawing on the magic of the multiverse.
So many other rangers are very much tied to beasts
or hunting particular prey in the natural environment.
The horizon walker in a way, the camera pans back
and it's about the whole multiverse.
This is a ranger who's in a way, their,
their natural environment is the whole cosmos
and they're drawing on its magic and
in the process, they're able to teleport around,
they're able to draw on that planar magic
to deal more damage with their attacks.
It is a type of ranger that actually appeared
in 3rd Edition for instance, so there,
it also has some history in the game,
and it also leans on a side of the ranger
that our Player's Handbook subclasses for the ranger
don't lean on, and that is the magical side.
The ranger has always had magic in D&D
except for 4th Edition.
That was the edition where the ranger lost its magic,
but in, otherwise, the ranger has always had
this bit of nature magic, so the Horizon Walker
basically has that magic sort of turned up a little bit,
and it's specifically this planar magic,
having to do with teleportation
and entering into the ethereal plane,
which not only will have combat applications
but also exploration applications, you know, being able to
step into the ethereal plane can often mean
you can get places other people can't get.
So this is a ranger who is going to be
sort of a magical scout for a particular group.
This is also a ranger who has an ability to detect
portals to other dimensions nearby.
This was actually an ability in the Unearthed Arcana version
of the Horizon Walker that was more powerful
than the version in Xanathar's Guide
because originally, the Horizon Walker when we released it
in Unearthed Arcana, could detect every single portal
within a particular distance
and our playtesters rightly pointed out that
having that ability could basically
wreck certain adventures if suddenly you know
where every single planar portal is
within like a mile, and, so we narrowed that down
where you locate the nearest portal within a mile
and then you can't use this ability again until you rest.
So it's now a nice flavorful ability
that in certain adventures is going to be very helpful,
but it's not gonna crash an entire adventure.
Imagine if we had left it in the game,
going into Sigil, the City of Doors, in Planescape,
and suddenly knowing where every portal is
to go into another world.
I imagine almost, you know, steam coming out
of the ranger's ears because there's too much information
at once, and now that it's just one portal,
it can be very useful because if let's say
the group has decided, they've learned,
"All right. That strange house down at the end
"of that block in this city, we've heard
"that infernal creatures have been emerging from it,"
and the ranger can, "All right, I'm gonna use my ability
"and see is there a portal in there somewhere?"
and this is the ranger who can do that,
which I think is gonna be really flavorful in useful
in certain campaigns.
The Horizon Walker also, given its magical quality,
starts off knowing more spells,
just a smidge more than the ranger subclasses
in the Player's Handbook.
This is actually a common theme
among the ranger subclasses in Xanathar's Guide.
All the ranger subclasses have a feature
that gives them a few more spells that they know
tailored to their subclass beyond the number of spells
that they already know as a ranger.
Now, the horizon walker, also for people who
are familiar with it from the Unearthed Arcana series,
know that it also had a capstone ability,
its highest level ability, that's what we call it,
we call it its capstone, had one that would halve damage,
and so this is a chance for me to sort of
pull back the curtain and talk a little bit about
the balancing process.
A person who closely compares the Unearthed Arcana version
of the subclass to the version in Xanathar's Guide
will notice a slight change in wording
which is actually important for how the game functions.
In Unearthed Arcana, it said the damage is halved.
In the final version of the feature, its says
the ranger has resistance to that damage.
Now to many people listening to me, like,
"Oh, why does that matter? 'Cause resistance halves damage.
"Isn't that the same thing?"
It's not the same thing because resistance doesn't stack
'cause when I was working with Ben Petrisor
doing, a number of our staff, doing a balance pass
on everything in this book, we looked at that
and we were like, "Oops. It never should have said
"just naked halving."
Occasionally we do that purposefully,
but in this case it was accidental.
Because that would mean if the ranger also had resistance
to that damage, that halving would stack with it,
which was not our intent.
It was intent for it to just be a,
like all other resistance,
either you're halving it or you're not, and
so that's a good example of, as we refine something,
as we take it from its initial draft form,
we get playtest feedback, we develop it
into its final form, that's the kind of subtle change
that we make that can sometimes end up having,
in corner cases, a large impact at the game table.
So feedback in general for the horizon walker was positive.
I think people liked, again, this cosmic feel,
the teleportation, the ranger getting to do force damage
by channeling this planar magic.
People just liked the feel of it, the narrative of it,
'cause we find most often what people respond to first
when they really like a subclass,
is they're responding positively to its story
and to its aesthetic, and then,
they want to see game mechanics that back up that story,
and I think they felt that the horizon walker's story
was well-supported by its game mechanics,
so it's actually an example of a subclass
that did not get heavily revised
from the Unearthed Arcana process,
from there to the final version, but again,
there are subtle changes all over,
even in the list of extra spells the horizon walker knows,
we changed a few of those spells
because our playtesters rightly pointed out
that the spells had very little combat utility,
that we had actually gone so far in the direction of
sort of exploration and this cosmic feel
that we hadn't given the ranger many new options
that would see use in combat, so we swapped out
a couple of the spells to do that.
Also, people rightly pointed out
that for a subclass that's all about
stepping between planar barriers and teleporting,
all the teleportation built in to the subclass
was most combat-based, so we then,
this is a case where instead of putting a combat thing
in the spell list, we put a non-combat thing,
we made sure that the ranger had Misty Step there
as one that they would know for free,
and so that means it's not a spell
that a ranger would have to learn by some other means.
- The ranger horizon walker appears
in Xanathar's Guide to Everything.
You can buy that book on dndbeyond.com
in the link provided in this video description.
Thanks for watching.
I'm Todd Kenreck.
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