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Yakk
2020-08-22, 09:35 PM
This is an attempt to make an interesting to play, distinct Ranger. It is compatible with every Ranger subclass I think, except the beast ones (which need rewriting).

There are a few mechanics I introduced:
1. Every ranger gets a pet - a primal spirit in the form of an animal. Its HP scale off Ranger class level, so it is dip-resistant.

2. Inspired by the Class Feature Variants, a concentration-free hunter's mark. I made it 1/day at level 1, then scale to wis/day at level 3, for dip-protection.
This feature continues to scale, with benefits from fighting a HM target increasing with level.

3. Guide, which is a paladin-esque "burn spell slots" ability. It starts with attribute checks, and then scales to saves and attack rolls.

4. More impactful versions of base Ranger abilities. Stalker (harry foes), Strider (mobility), Vanish (undetectable for 1 round), Feral Senses (60' near-blindsight).

5. A capstone that feels solid. This one is about as strong as extra attack on the fighter; you either soak (damage you did to a HM foe) in temporary HP, or if not you get to deal an extra dose of damage next round.

---

Proficiencies, HD, HP, etc are all identical to base 5e Ranger.





—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th


1st
+2
The Hunt, Primal Companion
—
—
—
—
—
—


2nd
+2
Fighting Style, Spellcasting
2
2
—
—
—
—


3rd
+2
Conclave, Improved Hunt
3
3
—
—
—
—


4th
+2
Ability Score Improvement
3
3
—
—
—
—


5th
+3
Extra Attack
4
4
2
—
—
—


6th
+3
Guide, Strider
4
4
2
—
—
—


7th
+3
Conclave Feature
5
4
3
—
—
—


8th
+3
Ability Score Improvement
5
4
3
—
—
—


9th
+4
Eternal Hunt
6
4
3
2
—
—


10th
+4
Stalker
6
4
3
2
—
—


11th
+4
Conclave Feature
7
4
3
3
—
—


12th
+4
Ability Score Improvement
7
4
3
3
—
—


13th
+5
Improved Guide
8
4
3
3
1
—


14th
+5
Vanish
8
4
3
3
1
—


15th
+5
Conclave Feature
9
4
3
3
2
—


16th
+5
Ability Score Improvement
9
4
3
3
2
—


17th
+6
Hunter's Edge
10
4
3
3
3
1


18th
+6
Feral Senses
10
4
3
3
3
1


19th
+6
Ability Score Improvement
11
4
3
3
3
2


20th
+6
Hunt's End
11
4
3
3
3
2



Feature Descriptions:

The Hunt: You know the spell Hunter's Mark. You can cast Hunter's Mark without using a spell slot, components and without concentration once before completing a long rest.

Primal Companion: You have befriended a primal spirit. It can take the form of either a Beast of the Air or Beast of the Land from https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf

The beast uses your proficiency bonus rather than its own, and it adds its proficiency bonus to its AC and attack damage (the base stats assume a proficiency bonus of +2).

You have a telepathic bond with your companion with a range of 1 mile. If it is reduced to 0 HP, it becomes an spirit until revived. You can revive it as a ritual that takes 10 minutes and requires either a spell slot, or 50 gp in special herbs.

You can suspend or resummon your companion as an action; it appears adjacent to you.

While a spirit, your companion is immune to spells and effects, cannot perform actions, and shares your space.

Your companion acts on your turn, and can only take the help, dash, dodge or disengage actions. As a bonus action you can order it to make an attack instead (as described in its stat block).

Fighting Style: At 2nd level, you can learn the Archery, Dueling, Defence, Great Weapon, or Coordinated Assault fighting styles.

Coordinated Assault: When you make a two weapon fighting bonus action attack, you add your attribute bonus to damage, and your primal companion may also make an attack if it is within telepathy range.

Spellcasting: As base 5e Ranger.

Improved Hunt: Starting at level 3, your companion deals extra damage from your Hunter's Mark, and you can now cast Hunter's Mark without components or concentration your wisdom bonus (min 1) times instead of once before taking a long rest.

Guide: At level 6 in this class, when a creature you can see or hear and who can see or hear you or your companion makes an attribute check, you can expend a reaction and a spell slot to grant it a bonus to the roll equal to twice the level of the spell slot expended (max +8). You can do this after you see the roll, but before you know the result.

Strider: Starting at level 6, a Ranger gains a climb and swim speed equal to half of their walking speed. In addition, both the Ranger and its Companion gains 10' movement speed and can ignore all difficult terrain.

Eternal Hunt: Starting at 9th level, when you cast Hunter's Mark, it never requires concentration, and its duration is forever on the initial target. In addition, you can cast hunter's mark on a creature you are tracking or on any creature you or your companion can see, hear or smell.

Stalker: When you make an attribute check that adds your Stealth proficiency modifier, you can add it twice. Creatures making opportunity attacks on you do so at disadvantage. If you or your companion have any cover, concealment or are hidden from a creature, they have advantage on all attacks on that creature until the end of that turn.

Improved Guide: You can expend a reaction and a spell slot when a creature you can see makes an attack roll or a saving throw. That attack or saving throw gains a bonus equal to twice the level of the spell slot expended (max +8). You can do this after you see the roll, but before the result is determined.

Vanish: As a bonus action you and your companion can magically become invisible and undetectable and make a Stealth check with advantage to hide; while Vanished, your footsteps make no vibrations, your scent disappears, you cannot be detected with telepathy, and you make no noise unless you choose to until the end of your next turn. This defeats tremorsense and most forms of blindsight. You can do this once before completing a short rest.

Hunter's Edge: If you have Hunter's Mark on a creature, they suffer a 1d6 penalty to all saves you impose on them, and you have a 1d6 bonus to all saves you make that they impose on you.

Feral Senses: While not both blinded and deaf, you are aware of every creature within 60' of you. In addition, you attacking unseen or hidden foes does not impose disadvantage on your attacks, and being attacked by unseen or hidden foes does not grant advantage on their attacks.

Hunt's End: When you or your companion deal damage to a creature subject to your HM, you gain temporary HP equal to the damage done. (Note: if you already have temporary HP, keep the larger number, don't add them). If you start your turn with temporary HP, you can choose to sacrifice it and gain a bonus to your first Hunter's Mark damage roll on your turn equal to the temporary HP sacrificed.

---

Alternative Class Feature

Primal Protector: Replaces Primal Companion. If you choose this option, you cannot choose the Beast Master Conclave.

Your Primal Spirit doesn't take the form of a Beast. Instead, remains incorporeal and undetectable by anyone except for you, providing advice and protecting you and your allies.

It has a pool of protection HP equal to 2 times your Ranger class level plus your wisdom bonus. When you or another creature takes damage within 30' of you, you can expend your reaction have the pool of protection HP take the damage instead; any leftover damage is applied to the original target. Once the pool of protection's HP is expended, you can no longer use this ability until it refreshes at the end of the next long or short rest.

In addition, once on your turn it can grant you a +1d4 bonus to a damage roll or an attribute check. Starting at level 3, it can also grant a bonus to attack rolls. You can decide if it does this after you see the roll, but before you determine the results.

---

Existing subclasses remain unchanged, except for the beast one (see below), and utility features extended to apply to your primal companion.

L 1 max dpr math:
Round 1 GS is 3d6+3 (8 dpr vs 15 AC)
Round 2 is 4d6+5 (11.2 dpr vs 15 AC)
without HM
3d6+5 (9.1 DPR vs 15 AC)

Max L1 3 round DPR is 30ish (DW vhuman rogue or vhuman hex-monk), which this does not exceed. And level 1 pet is fragile and hard to get back.

Level 5, DW build, R2:
1d6+3+3d8+9+4d6
25.2 dpr vs 16 AC
might be too high.
R1: 2d8+6+2d6 (12.9, unchanged)
No HM: 3d8+1d6+12 (16.8)

Both the Primal Companion and Primal Protector are there in order to give the Ranger an offensive boost at level 1, plus provide a scaling source of "HP soak".

The 4 warrior classes -- Barbarian, Paladin, Fighter and Ranger -- need to have their own way to improve the party's total damage soak. The Fighter has second wind, the barbarian rage, the paladin lay on hands. This Ranger either has the HP pool of its companion, or the protection pool of its protector spirit.

Yakk
2020-08-23, 01:50 PM
Beast Master Conclave

When you join this Conclave at 3rd level, you form an with beasts and your companion.

You gain the ability to cast speak with animals without components whenever you want, and any check that allows you to make an ability check with regards to beasts and you add your proficiency, you can add your proficiency bonus twice. Add your wisdom bonus to your companions attack and damage rolls. In addition, your primal beast companion can manifest as gains one additional feature:

Armored Shell: (Land only) Your Beast gains 5 AC. In addition, when it fails a saving throw it can expend a reaction to withdraw into its shell until the start of its next turn. While within its shell, it has advantage on all saving throws, and it rerolls the triggering saving throw.

Mount: (Land only) Your Beast becomes Large, gains +4 strength and +2 to attack and damage, and gains 20' of movement speed. Its HD become d10s, but HP are unchanged.

Harrier: (Air only) Your Beast gains 10' of movement speed. In addition, when the Beast hits a creature, the next two creatures to attack the same target before the end of your next has advantage on their first attack roll.

Fierce: Your Beast gains +2 strength +2 dexterity, +2 constitution and +1 AC and Attack and Damage and becomes immune to the Fear condition. Its Shred or Maul attack deals an extra 1d6 damage.

Shadow: Your Beast adds your proficiency bonus to its Stealth checks, and can hide and stay hidden in direct sight if it is in dim light or darkness, even if the creature looking for it has enhanced senses such as darkvision. When attacking a creature it is hidden from, your Beasts attacks deal an extra 1d6 damage.

Pack: Your Beast has advantage on attacks that you or an ally are adjacent to. If your Beast scores a critical hit, the target is knocked prone. In addition, whenever a creature adjacent to the Beast is missed by a creature that is not the Beast, the Beast can expend its reaction to permit the attack to be rerolled.

Guard: Your Beast adds your proficiency bonus to its Perception checks. It can take an extended rest over 4 hours while fully alert of its surroundings. It also gains the Scent special ability, gaining advantage on smell-based perception checks, and blindsight 10'. In addition, if a creature makes an attack while the beast is within 5' of the target, the attacker or offers cover to the target, it can expend a reaction to impose disadvantage on the attack.

Beast's Defence
Starting at 7th level, your Beast is considered proficient in all saving throws. In addition, while you are within 30' of your beast, you have advantage on your saving throws.

Hunter's Companion
Starting at 11th level, when you cast a Ranger spell that requires concentration, your Beast can concentrate for you. This concentration ends if either of you end your turn more than 30' away from the other. In addition, your beast gains an additional feature from the list at level 3, or one from the below list:

Flying Mount: (Air only) Your beast becomes Large, gains 20' of movement speed, and gains +12 strength. It can cast feather fall once before completing a long or short rest. Its HD become d10s, but HP are unchanged.

Flameheart: Your beast becomes an elemental. It is immune to the Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Unconscious conditions, Fire damage, and resistant to Cold damage. Its melee attacks deal an extra 1d6 fire damage, and when a creature within 5' hits it with an attack the attacker takes 2d6 fire damage. When you use Primal Rebirth on the Beast, it can recover immediately once before having to complete a long rest.

Brute: Your beast gains 1 size category, 2 AC, +4 constitution, and +3 HP per Ranger class level. Its HD grow in size by 1 (up to d12s). Your Beast has advantage on attacks on any creature that damaged it since the end of its last turn.

Constructor (Land only): Your beast gains +2 strength, +1 to-hit and +1 damage and becomes Large. Its HD become d10, but its HP do not change. If it hits a creature its size or smaller with a melee attack, it grapples and restrains its target. It may not attack a different target while it has a creature grappled. The escape DC is your spellcasting DC.

Frenzied: Once on its turn when the Beast makes an attack, it may attack any number of creatures adjacent to it. It then gains temporary HP equal to the total amount of damage it dealt from all of those attacks until the end of its next turn.

One with the Beast
Starting at 15th level you and your companion's soul has become one. Whenever you or your companion are healed by a spell or effect and the other is not, you are instead both healed. Second, you become a Shapechanger. As a bonus action you can change your shape into that of your Beast companion, replacing all of your statistics with those of your Beast with full HP. All items you carry merge with the new beast form. You can do this once before completing a short rest. While you do so, both you and your Beast companion gain your Extra Attack feature and can take a full set of actions, and the telepathic bond becomes unlimited in range. The two beasts are now interchangeable. If either beast is reduced to 0 HP, it can immediately change form back into your original form (taking any leftover damage) instead of going unconscious. Either beast can also transform back into your original form as a minor action.

Yakk
2020-09-01, 01:57 PM
I'm revising this further after some feedback elsewhere.

"Primal Companion" is going to become "Primal Spirit". What makes a Ranger a Ranger and not just a woodsman is their connection to a Primal Spirit of some kind.

At level 1 you'll pick one.

Pack gives you the Primal Companion, and is required for the Beast Master conclave.

Fury lets you turn into a half-beast as an action (or as a bonus action/reaction if you are at 1/2 HP or below). You gain temporary HP and +1d4 weapon damage (and eventually +1d4 to hit/attribute checks). The temporary HP fade each turn, and you return to normal when they run out. Barbarian/Wildeshape-esque.

Stalker has your spirit dull the senses and actions of your prey while enhancing yours.

World Tree TBD (inspired by 4e Warden, but I'm having issues making it work)

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Core to this design is I'm treating the Ranger has a full brawler, not just a skirmisher. All of the brawlers -- Fighter, Paladin, Barbarian and Ranger -- have a way to contribute to party durability (second wind, rage, lay on hands) on a daily basis (outside of spells).