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View Full Version : D&D 5e/Next Tweeking Ranger Class, with New Beast Master & Hunter



Scuronotte
2016-01-19, 09:47 PM
Level Features

1st Fighting Style, Natural Explorer
2nd Expertise, Spell Casting
3rd Ranger Archtype, Swift of Foot
4th Ability Score Improvement
5th Extra Attack
6th Alacrity, Natural Explorer
7th Ranger Archtype feature
8th Ability Score Improvement, Land's Stride
9th
10th Evasion, Vanish
11th Ranger Archtype feature
12th Ability Score Improvement
13th
14th Nature's Stamina
15th Ranger Archtype feature
16th Ability Score Improvement
17th
18th Feral Senses
19th Ability Score Improvement
20th Primal Master

Scuronotte
2016-01-19, 09:52 PM
Expertise (New)
At 2nd level, gain expertise in Survival and Stealth

Natural Explorer
Select 2 Terrains at 1st level. Another 2 terrains at 10th level.
Learn 1 language spoken by a creature at each terrain.
Ignore Doubling skills you have selected in Expertise.

Fighting Style
Add Great Weapon

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You are able to draw and stow both weapons. At Ranger 8th level, the offhand attack becomes part of your Attack action.

Alacrity
Add Ranger proficiency bonus to Initiative checks

Vanish
Remove Hide as bonus action. Add Dash as bonus action

Swift of Foot
Add 10 feet to base movement speed

Nature’s Stamina
At 14th level, Select one of the following:
1. Your ability to survive both harsh climates and encounters with various creatures have strengthened your core. You gain proficiency in Constitution saving throws.
2. You developed great mental strength in dealings with aberrations, celestials, dragons, elementals, fey, fiends, and undead who have attempted to charm, frighten, or possess you. You gain proficiency in Wisdom.

Primal Master
Your ability to survive the forces of nature and living with creatures with innate magical abilities have strengthen your fortitude. You gain Resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder

Scuronotte
2016-01-19, 09:53 PM
Spell Casting

As a Paladin ie number known based on level and Wisdom modifier. Can be changed after long rest.

Spells added
1st Protection from Evil/Good
2nd See Invisibility, Calm Emotions (in Beasts only)
3rd Dispel Magic, Elemental Weapon, Tongues, Revivify (Beast only)
4th Dominate Beast

Spells Changed
5th Swift Quiver to Swift Attack – Use bonus action to make either 2 additional ranged or melee weapon attacks.

Scuronotte
2016-01-19, 09:55 PM
HUNTER

Colossus Slayer
At 3rd level, your tenacity can wear down the most powerful of foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Skirmisher
At 3rd level, you gain one of the following features of your choice[/U

Art of War: Your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Skirmisher’s Stealth: You combine speed and stealth to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal you position. At start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.


Defensive Tactics
[U]At 7th level, you gain one of the following features of your choice

Escape the Horde: Opportunity attacks against you are made with disadvantage.
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Multiattack
[]At 11th level, you gain one of the following features of your choice

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against many creatures. Using half of your movement or remaining movement, whichever is less, make a separate attack roll for each target that is within a straight path

Hunter’s Prey
At 15th level, you gain one of the following features of your choice

Foe Slayer: Once per turn you add your Wisdom modifier to one attack and damage roll against ANY FOE

Stalker’s Fury: You have the ability to make your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.

Scuronotte
2016-01-19, 09:58 PM
Beast Master

3rd level Aid of the Beast
Anytime both you and your beast companion attack the same creature, and the beast is in melee combat with that creature, you gain sneak attack bonus once per turn.

Levels 1 through 6 1d8
Levels 7 through 14 2d8
Levels 15 through 20 3d8

3rd Level Ranger's Companion
Choose a beast the is no larger than Medium and maximum CR of1/4. Add your proficiency bonus to its AC, Attack rolls, and damage rolls as well as saving throws and skills it is proficient in. Its hit points maximum equals its normal maximum or 4 times your Ranger level, which ever is greater.

As you progress in levels, the companions CR rating and size increase as well. It can either be to selecting a new companion or the maturation of the selected companion animal. For example, a wolf eventually "grows" into a Winter wolf.

Level CR Size
3rd Level 1/4 Medium or smaller
6th Level 1/2 Large or smaller
9th Level 1 Large or smaller
12th Level 2 Large or smaller
15th level 3 Huge or smaller

The companion animal can increase its ability scores with your level of progression. When your companion reaches 6th, 12th and 18th level, you can increase one of it's ability scores by 2, or two of it's ability scores by 1. As normal, you can't increase an ability score above 20 using this feature. Or you can select an appropriate feat, such as Alert, Athlete, Charger, Durable, Grappler, Mobile, Moderately Armored, Observant, Resilient, Sentinel, or Tough.

It can use 1 or more hit dice after a short rest, up to its maximum number of hit dice. For each hit dice spent in this way, roll the die and add your constitution modifier It regains some Hit Dice after a long rest.

Scuronotte
2016-01-19, 09:59 PM
Beast Master

7th level Exceptional Training
On any of your turns, you can command it to Dash, dodge, Disengage, or Help.
Additionally, on your turn, you can use a bonus action to set your companion loose in combat. You can initially use a bonus action to let it loose on one target, then let it continue attacking other creatures it selects on its own. Unless you use another bonus action to command it otherwise. It uses it's own initiative. Until the end of combat your companion will continue to attack any hostile creature without the need of your command. During this time, it will not use Dodge or Help. It may Dash on its own to reach a creature in combat or Disengage on its own if Critically injured. You can use an action to control your companion.

11th Bestial Fury
It can use 2 attacks. Or it uses multiattack if it possess it. It can also wear Light Armor.

15th Share Spells
When cast a spell that targets yourself, it also affects your beast if it is within 30ft.

PoeticDwarf
2016-01-20, 02:25 AM
I like this. It is not THAT different like most variants and changes for ranger.

You could give the ranger one expertise and let them choose (or keep both). A rogue has typical stealth and deception for example but can get medicine and nature. It would be way nicer than just: this skill and this skill

On level 15 please buff the first option. Stalker's fury is way stronger

Scuronotte
2016-01-20, 10:34 AM
I like this. It is not THAT different like most variants and changes for ranger.

You could give the ranger one expertise and let them choose (or keep both). A rogue has typical stealth and deception for example but can get medicine and nature. It would be way nicer than just: this skill and this skill

On level 15 please buff the first option. Stalker's fury is way stronger

Thought Horde Cleaver was strong. You have potential of killing 2 creatures (3 if low level monsters) with one swing. Thought would work well with Multiattack ability

With Expertise in Survival & Nature, reasoning was to make them capable in terrains other than their selected ones.
Expertise in Stealth replaces hide in plain sight. I could let the other be one chosen by the player

WarrentheHero
2016-01-20, 11:37 AM
Do you actually have to move for Whirlwind Attack, or are you just throwing your sword at creatures 15 feet away?

PoeticDwarf
2016-01-20, 11:56 AM
Thought Horde Cleaver was strong. You have potential of killing 2 creatures (3 if low level monsters) with one swing. Thought would work well with Multiattack ability

With Expertise in Survival & Nature, reasoning was to make them capable in terrains other than their selected ones.
Expertise in Stealth replaces hide in plain sight. I could let the other be one chosen by the player

The damage isn't really higher. For example you are fighting creatures with 50hp, which is very low because this is after level 15. One is down to 8hp and you hit that creature for 14 damage, and then another one for 6 is 6 more than without this. Stalker's fury is a free attack is 14 more. Point is that you always get more damage with stalker's fury. Cause you won't bring more than 1 creature down except if your attack deals like 30 damage, most PCs will focus on one enemy.

You could then give survival and stealth expertise, and then later let the PC choose.

Scuronotte
2016-01-20, 12:39 PM
Do you actually have to move for Whirlwind Attack, or are you just throwing your sword at creatures 15 feet away?

Your moving for the Attack action. Or you can attack each creature that surrounds you. This is a melee weapon feature. The other is archer

If you want thrown weapons, then choose volley

Scuronotte
2016-01-20, 01:02 PM
Do you actually have to move for Whirlwind Attack, or are you just throwing your sword at creatures 15 feet away?

Your right, it is poorly written. Is this better:

Whirlwind Attack. You can use your action to make a melee attack against many creatures. Using half of your movement, make a separate attack roll for each target that is within that path.

Scuronotte
2016-01-20, 01:08 PM
The damage isn't really higher. For example you are fighting creatures with 50hp, which is very low because this is after level 15. One is down to 8hp and you hit that creature for 14 damage, and then another one for 6 is 6 more than without this. Stalker's fury is a free attack is 14 more. Point is that you always get more damage with stalker's fury. Cause you won't bring more than 1 creature down except if your attack deals like 30 damage, most PCs will focus on one enemy.

You could then give survival and stealth expertise, and then later let the PC choose.

Yes, I understand how the 1st feature is weak. I will change the ability

For Expertise, how about this change.
Expertise (New)
At 2nd level, gain expertise in Survival and 1 other Ranger skill
Gain expertise in any 2 skills you are proficient in at 10th level

PoeticDwarf
2016-01-20, 01:47 PM
Yes, I understand how the 1st feature is weak. I will change the ability

For Expertise, how about this change.
Expertise (New)
At 2nd level, gain expertise in Survival and 1 other Ranger skill
Gain expertise in any 2 skills you are proficient in at 10th level

That would work!

Again, nice work, I think this is very cool

Scuronotte
2016-01-20, 02:49 PM
That would work!

Again, nice work, I think this is very cool

Another alternative I was debating was doing Expertise only once. And the other feature would be
Alacrity
Add proficiency bonus to Initiative Checks

What's your opinion

Scuronotte
2016-01-20, 08:45 PM
Made some alterations

Scuronotte
2016-01-21, 11:39 AM
That would work!

Again, nice work, I think this is very cool

Hopefully this is the Last revision. Input appreciated

PoeticDwarf
2016-01-21, 02:56 PM
Another alternative I was debating was doing Expertise only once. And the other feature would be
Alacrity
Add proficiency bonus to Initiative Checks

What's your opinion
Also sounds good to me.

Scuronotte
2016-01-24, 12:01 AM
I added Beast Master to the New Version.