Conclave: Conclave of the Horizon Walker

My take on the Horizon Walker as an opportunity to introduce favored terrain and the prestige class.

Level Ability
3 Feral Hands, Favored Terrain
5 Extra Attack
7 Endurance
10 Horizon Step
15 Ambush
Feral Hands You treat unarmed strikes, quarterstaffs, clubs, greatclubs, shortbows, daggers, javelins, handaxes, and spears as wild weapons. A wild weapon has a 1d6 damage die (unless its base value is higher). When you use the attack action, as a bonus action you can make one attack with a wild weapon. At level 10, wild weapons deal 1d8 damage. At level 15, wild weapons deal 1d10 damage.

Favored Terrain
Choose one from: arctic, coast, desert, forest, grassland, mountain, swamp, underdark, inner planes, outer planes
While in a favored terrain, you gain the non-damage bonus of Favored Enemy against all creatures of that terrain.
You gain a bonus favored terrain at levels 5, 7, 10, and 15.

Extra Attack
When you use the attack action, you can make two attacks.

You exist comfortably in cold and hot conditions. You need half the normal amount of food and water for a member of your race. You ignore some penalties of extraplanar environments.

Horizon Step
At 10th level, you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye. On your turn, you can teleport up to 30 feet to a spot you can see. Each foot of this teleportation costs 1 foot of your movement. You can’t do this again until 1d4 rounds have passed.

If you attack a foe while benefiting from being hidden, your attacks for the remainder of that turn deal 2d8 bonus damage on a successful attack.

Table is borked. On a mobile; will fix later.

This Unearthed Arcana has a Conclave of the Horizon Walker.

It is nicely flavored.