Ugganaut
2016-09-18, 07:26 PM
Loved the article in UA about these, I never liked that there was no option for a non-caster Ranger.
Using those design guidelines, I've been trying to do a version that has more a Ranger feel, rather than a Battlemaster a level prior to the actual Battlemaster. Design notes and UA guidelines at the bottom.
Ranger without Spells (replaces Ranger Spells at level 2)
You can tap into primal energy, allowing you to track down your prey and take it down more quickly. You also have knowledge on the curative uses of natural flora, and can apply it to aid injuries and sickness.
The DC for your Ranger abilities equals 8 + your Wisdom Modifier + Proficiency bonus.
Quarry - You gain the preternatural ability to quickly size up your prey, allowing you to hunt it more effectively. As a bonus action, you choose a creature you can see within 90 feet, and designate it as your quarry while concentrating(as a spell) for up to 1 hour. You deal an extra 2 damage whenever you hit your quarry with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. At level 9 damage increase to 3, you can target two creatures, and duration is 8 hours. At level 16 damage increases to 4 and the duration is 24hrs.
Called Shot - Before you make a weapon attack that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you apply one of the following effects:
Leg: If it fails a Dexterity saving throw, its movement is reduced by 10 feet until it regains any hit points. (Cumulative)
Arm: If it fails a Strength saving throw, it drops an object you choose, landing at its feet.
Body: If it is Large or smaller, and fails a Strength saving throw, you it up to 15 feet away from you.
Head: If it fails a Constitution saving throw, it is blinded until the end of your next turn.
Herbalist - You gain proficiency in the Herbalism Kit. If you are already proficient, you add double your proficiency bonus. As an Action, you can expend a use of Herbs to stabilize a dying creature.
In addition, during a short rest, you can perform one of the following, or two during a long rest.
Replenish Herbs - You can make a Herbalism Kit check if you are in an appropriate wilderness setting. You gain a use of Herbs equal to half of the check(rounded down). A Master Herbalist(17) has advantage on Herbalism Kit checks.
Healing Poultice - You can expend a use of your Herbs to tend to a creature and restore hit points equal to 1d6 per 2 Ranger lvls(roundup). At level 9, you also cure one poison effect on the creature in addition to restoring hit points.
Smoke Packet - You can expend a use of Herbs to craft a packet of crushed up sticky herbs and leafs that create a lot of smoke when burned. The item lasts for up to 8 hours before coming apart, or until used. If the item is ignited, smoke fills up the square it is in at the end of your turn. At the end of your next turn, the smoke extends to a 20ft radius. The smoke lasts for 1 minute. The smoke creates heavy obscurement. A Master Herbalist(17) can create a noxious smoke packet. Any creatures that start their turn within noxious smoke must succeed a Constitution saving throw or be Poisoned until the start of their next turn.
Herbal Insulation - You can expend a use of Herbs to create a thick paste and cover a medium creature. The paste stinks, and imposes disadvantage on Animal Handling checks while covered. Any creature making a Wisdom(Perception) check using scent has advantage on the roll to detect you. You are considered covered for up to 8 hours, gaining resistance to the next source of Acid, Cold, Fire or Lightning damage. When taking this damage, the paste hardens and crumbles, and you are no longer covered. Paste created by Master Herbalist(17) is expended at the start of the covered creatures next turn after taking this damage.
Animal Treat - You can expend a use of Herbs to prepare an enticing treat for a type of beast(Canine, Feline, Avian etc), mixing the herbs with appropriate food. The treat is effective for up to 8 hours, or it is used. Anyone using the treat during a Charisma check made with that type of beast, gains advantage on the roll. A Master Herbalist(17) can create two treats.
At 9th level, You gain a couple combat tricks, and can prepare a defensive campsite:
Defensive Perimeter- While in a wilderness area that has appropriate materials(twigs, sticks, leaves, rocks etc), you can spend an hour setting small traps at the edge of camp(20ft radius). Any creature who does not know of the traps, can make a Wisdom(Perception) check equal to your Ranger DC to notice the traps when they are adjacent to the perimeter. Creatures who don't know of the traps when crossing the perimeter, must make a Dexterity saving throw. If they fail they take 1d6 piercing damage, and it makes a noise loud enough to wake anyone within 50ft. If they success, they avoid the damage, but the noise still goes off.
Conceal Camp - While in a wilderness area that has appropriate materials(branches, leaves, outcrops etc), you can spend an hour concealing yourself and up to 5 other medium creatures in a 20ft radius. While the people in the concealed area remain relatively still(don't move from their square), they gain +10 to Dexterity(Stealth) checks to remain hidden from creatures outside the radius.
Defensive Flurry - As a bonus action, while you are holding a melee weapon, you whirl it around in a defensive flurry, granting +1 AC till the start of your next turn.
Rapid Fire - As a bonus action, you can make a ranged weapon attack against a creature within 5 feet of your Quarry.
Hold Breath - Through training, you can hold your breath twice as long as normal.
At 13th level, you gain Call Natural Allies: You can call natural creatures from the area to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower * Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower * Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
At 17th level, Master Herbalist: You can perform two of the Herbalist abilities during a short rest, or four during a long rest.
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Design Notes:
Quarry - A replacement for Hunter's Mark, using the same type of action, and based off the same power source that allows the new Primeval Awareness(no spell required). It requires the same concentration as a spell. It is at-will, but has less damage potential than Hunter's Mark. Based off the Rage extra damage progression.
Rapid Fire never benefits from Quarry, so two weapon fighters still get an advantage, as does ranged and weapon/shield.
Called shots brings back some cool flavor from old editions, and adds the missing control from spells or manoeuvres. It's an at-will feature, so gave it a big penalty as feats like Great Weapon Master. Kept it away from HQ so barbarians can still use it(I'm converting a Barbarian5/Ranger3 from 4th, DM is worried RAW is a bit much for the multiclass).
Herbalist tries to replace the spell versatility. I based them off spells from the Ranger list, but more limited as you can only do one each short rest(two at lvl 17). I put an expiry on them, so things like Smoke Packet couldn't be hoarded.
Defensive Flurry gave melee rangers a defensive option, where the dual wielder had to give up his offhand attack, and a weapon and shield guy can do his job a little better. Ranged can draw a weapon to use if needed too.
Rapid Fire was to try add a very limited AoE to make up for spells like Conjure Barrage/Volley. Its at-will, which is why its pretty weak, but as it targets someone other than your Quarry, you can't stack the damage.
Hold Breath is a tip of the hat to Water Breathing.
UA Excerpt - (design considerations from the UA Ranger without Spells)
Rangers gain a lot of their combat potency from spells, especially hunters mark. (Quarry)
Rangers get some healing and restoration ability from spells such as cure wounds, lesser restoration, and protection from poison, which stave off the harm an adventurer might suffer while exploring in the wilderness. (Poultices)
Rangers get some combat control effects from their spells such as ensnaring strike, spike growth, and conjure barrage, all of which give the ranger a magical edge in combat. (Called Shots)
Rangers have a lot of exploration utility in their spells, with access to magic such as detect poison and disease, beast sense, and conjure animals. (Call Natural Allies)
At some levels at which the ranger gains access to new spell levels, this is the only class feature the character receives. As a result, the ranger will need additional class features at those levels to prevent them from providing nothing to the ranger aside from increased hit points. (extra Quarry possible Call Natural Allies instead at lvl 13)
Appreciate any feedback,
Thanks
Edit: [1]Changed the Quarry damage, added Herbalist to attempt some versatility missing with spells. Also some campsite stuff, and a couple combat tricks. Haven't added much flavor text yet, but you should get the idea. [2] Changed the durations of the Herbalist creations to 8hrs, added the "twice per long rest" to Herbalist, Smoke Packet is now heavy obscurement.
Using those design guidelines, I've been trying to do a version that has more a Ranger feel, rather than a Battlemaster a level prior to the actual Battlemaster. Design notes and UA guidelines at the bottom.
Ranger without Spells (replaces Ranger Spells at level 2)
You can tap into primal energy, allowing you to track down your prey and take it down more quickly. You also have knowledge on the curative uses of natural flora, and can apply it to aid injuries and sickness.
The DC for your Ranger abilities equals 8 + your Wisdom Modifier + Proficiency bonus.
Quarry - You gain the preternatural ability to quickly size up your prey, allowing you to hunt it more effectively. As a bonus action, you choose a creature you can see within 90 feet, and designate it as your quarry while concentrating(as a spell) for up to 1 hour. You deal an extra 2 damage whenever you hit your quarry with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. At level 9 damage increase to 3, you can target two creatures, and duration is 8 hours. At level 16 damage increases to 4 and the duration is 24hrs.
Called Shot - Before you make a weapon attack that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you apply one of the following effects:
Leg: If it fails a Dexterity saving throw, its movement is reduced by 10 feet until it regains any hit points. (Cumulative)
Arm: If it fails a Strength saving throw, it drops an object you choose, landing at its feet.
Body: If it is Large or smaller, and fails a Strength saving throw, you it up to 15 feet away from you.
Head: If it fails a Constitution saving throw, it is blinded until the end of your next turn.
Herbalist - You gain proficiency in the Herbalism Kit. If you are already proficient, you add double your proficiency bonus. As an Action, you can expend a use of Herbs to stabilize a dying creature.
In addition, during a short rest, you can perform one of the following, or two during a long rest.
Replenish Herbs - You can make a Herbalism Kit check if you are in an appropriate wilderness setting. You gain a use of Herbs equal to half of the check(rounded down). A Master Herbalist(17) has advantage on Herbalism Kit checks.
Healing Poultice - You can expend a use of your Herbs to tend to a creature and restore hit points equal to 1d6 per 2 Ranger lvls(roundup). At level 9, you also cure one poison effect on the creature in addition to restoring hit points.
Smoke Packet - You can expend a use of Herbs to craft a packet of crushed up sticky herbs and leafs that create a lot of smoke when burned. The item lasts for up to 8 hours before coming apart, or until used. If the item is ignited, smoke fills up the square it is in at the end of your turn. At the end of your next turn, the smoke extends to a 20ft radius. The smoke lasts for 1 minute. The smoke creates heavy obscurement. A Master Herbalist(17) can create a noxious smoke packet. Any creatures that start their turn within noxious smoke must succeed a Constitution saving throw or be Poisoned until the start of their next turn.
Herbal Insulation - You can expend a use of Herbs to create a thick paste and cover a medium creature. The paste stinks, and imposes disadvantage on Animal Handling checks while covered. Any creature making a Wisdom(Perception) check using scent has advantage on the roll to detect you. You are considered covered for up to 8 hours, gaining resistance to the next source of Acid, Cold, Fire or Lightning damage. When taking this damage, the paste hardens and crumbles, and you are no longer covered. Paste created by Master Herbalist(17) is expended at the start of the covered creatures next turn after taking this damage.
Animal Treat - You can expend a use of Herbs to prepare an enticing treat for a type of beast(Canine, Feline, Avian etc), mixing the herbs with appropriate food. The treat is effective for up to 8 hours, or it is used. Anyone using the treat during a Charisma check made with that type of beast, gains advantage on the roll. A Master Herbalist(17) can create two treats.
At 9th level, You gain a couple combat tricks, and can prepare a defensive campsite:
Defensive Perimeter- While in a wilderness area that has appropriate materials(twigs, sticks, leaves, rocks etc), you can spend an hour setting small traps at the edge of camp(20ft radius). Any creature who does not know of the traps, can make a Wisdom(Perception) check equal to your Ranger DC to notice the traps when they are adjacent to the perimeter. Creatures who don't know of the traps when crossing the perimeter, must make a Dexterity saving throw. If they fail they take 1d6 piercing damage, and it makes a noise loud enough to wake anyone within 50ft. If they success, they avoid the damage, but the noise still goes off.
Conceal Camp - While in a wilderness area that has appropriate materials(branches, leaves, outcrops etc), you can spend an hour concealing yourself and up to 5 other medium creatures in a 20ft radius. While the people in the concealed area remain relatively still(don't move from their square), they gain +10 to Dexterity(Stealth) checks to remain hidden from creatures outside the radius.
Defensive Flurry - As a bonus action, while you are holding a melee weapon, you whirl it around in a defensive flurry, granting +1 AC till the start of your next turn.
Rapid Fire - As a bonus action, you can make a ranged weapon attack against a creature within 5 feet of your Quarry.
Hold Breath - Through training, you can hold your breath twice as long as normal.
At 13th level, you gain Call Natural Allies: You can call natural creatures from the area to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower * Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower * Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
At 17th level, Master Herbalist: You can perform two of the Herbalist abilities during a short rest, or four during a long rest.
----------------------------------------------------------------------------------------------------------------------------------------------------------
Design Notes:
Quarry - A replacement for Hunter's Mark, using the same type of action, and based off the same power source that allows the new Primeval Awareness(no spell required). It requires the same concentration as a spell. It is at-will, but has less damage potential than Hunter's Mark. Based off the Rage extra damage progression.
Rapid Fire never benefits from Quarry, so two weapon fighters still get an advantage, as does ranged and weapon/shield.
Called shots brings back some cool flavor from old editions, and adds the missing control from spells or manoeuvres. It's an at-will feature, so gave it a big penalty as feats like Great Weapon Master. Kept it away from HQ so barbarians can still use it(I'm converting a Barbarian5/Ranger3 from 4th, DM is worried RAW is a bit much for the multiclass).
Herbalist tries to replace the spell versatility. I based them off spells from the Ranger list, but more limited as you can only do one each short rest(two at lvl 17). I put an expiry on them, so things like Smoke Packet couldn't be hoarded.
Defensive Flurry gave melee rangers a defensive option, where the dual wielder had to give up his offhand attack, and a weapon and shield guy can do his job a little better. Ranged can draw a weapon to use if needed too.
Rapid Fire was to try add a very limited AoE to make up for spells like Conjure Barrage/Volley. Its at-will, which is why its pretty weak, but as it targets someone other than your Quarry, you can't stack the damage.
Hold Breath is a tip of the hat to Water Breathing.
UA Excerpt - (design considerations from the UA Ranger without Spells)
Rangers gain a lot of their combat potency from spells, especially hunters mark. (Quarry)
Rangers get some healing and restoration ability from spells such as cure wounds, lesser restoration, and protection from poison, which stave off the harm an adventurer might suffer while exploring in the wilderness. (Poultices)
Rangers get some combat control effects from their spells such as ensnaring strike, spike growth, and conjure barrage, all of which give the ranger a magical edge in combat. (Called Shots)
Rangers have a lot of exploration utility in their spells, with access to magic such as detect poison and disease, beast sense, and conjure animals. (Call Natural Allies)
At some levels at which the ranger gains access to new spell levels, this is the only class feature the character receives. As a result, the ranger will need additional class features at those levels to prevent them from providing nothing to the ranger aside from increased hit points. (extra Quarry possible Call Natural Allies instead at lvl 13)
Appreciate any feedback,
Thanks
Edit: [1]Changed the Quarry damage, added Herbalist to attempt some versatility missing with spells. Also some campsite stuff, and a couple combat tricks. Haven't added much flavor text yet, but you should get the idea. [2] Changed the durations of the Herbalist creations to 8hrs, added the "twice per long rest" to Herbalist, Smoke Packet is now heavy obscurement.