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View Full Version : D&D 5e/Next Ranger: Conclave of the Erupting Arrow - Explode Your Arrows With Elemental Energy



OnceIWasABard
2020-04-29, 02:10 PM
Homebrewery link (https://homebrewery.naturalcrit.com/share/dY3ej0HtW)
PDF Link (https://drive.google.com/file/d/1TmUM2NmHP53YllFF3lm5OlES7fXisJTj/view?usp=sharing)

A Druid Circle I had previously made, reworked to be a Ranger Conclave because it fit better.

Any comments/suggestions critiques would be appreciated. Attached link has my notes in it.

sandmote
2020-04-29, 04:07 PM
This is sweet. Could maybe be toned down a bit, but otherwise nice.

Main notes:
The only bonus at 3rd level costs spell slots. Maybe give the cantrips you mentioned here?
11th level is typically a large boost for characters. Nova Arrow would work a lot better here.

Crafts:
You should probably specify how Second Chance used with a 2nd level spell slot interacts with advantage/disadvantage. Rerolling the dice might be easier.
1st and 4th level quick stroll give benefits using a second bonus action, which you don't have.
Sundown/Sunrise shots are probably weak enough that you can let them stack with bane/bless.

OnceIWasABard
2020-04-30, 02:53 PM
Thanks for the input. I've reworked some things for v1.2
PDF Link (https://drive.google.com/open?id=14K5r44LWj2IH5E_MsN5KiYxWYCbICqZm)
Homebrewery Link (https://homebrewery.naturalcrit.com/share/6B9mEg7vN)


Removed Natural Fortifications - looking through the other ranger subclasses, they all receive mostly mechanical benefits for all their subclass levels, while this was halfway a ribbon
Removed Natural Fortifications - looking through the other ranger subclasses, they all receive mostly mechanical benefits for all their subclass levels, while this was halfway a ribbon
Dropped Nova Arrow down to 11th level to replace Natural Fortifications
Reduced uses of Elemental Echo and Nova Arrow by 1 to reduce overall power
Added Elemental Eruption to replace Nova Arrow's old position
Changed Ever-Caustic/Fireburst Shots to use only d4's
Removed riders on Sundown/Sunrise Shots about not stacking with Bane/Bless - seemed minor
Frozen/Sundown/Sunrise Shots' secondary effect now have no initial saving throw, so there will always be some effect (at least from your turn to the target's turn). Dropped the damage dice to a d4 to compensate.
Level 1 Quick Stroll no longer needs a bonus action to activate.
Reworded Second Chance to make it clearer; no mechanical change