Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 1 of 1
  1. - Top - End - #1
    Bugbear in the Playground

    Join Date
    Mar 2015

    Default Ranger Beast Master (Tweak) (WIP)

    Spoiler: Combat Superiority
    At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

    Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

    You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

    Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

    You gain another superiority die at 9th level and one more at 17th level.

    Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

    Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

    Spoiler: Call Nature Allies
    Starting at 3rd level, you can call natural creatures from the terrain you are currently in 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 1 or lower
    • Two beasts of challenge rating 1/2 or lower
    • Four beasts of challenge rating 1/4 or lower
    • Eight beasts of challenge rating 1/8 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. The DM has the creatures’ statistics.

    After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again until you take a short or long rest and pray to nature.

    Spoiler: Improved Call Nature Allies
    Your nature allies come from the following group
    • 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

    Most of this is from I'm modifying the spellless ranger to be a beast master, this won't gain spells as a normal ranger.

    *Actually didn't mean to post this yet, meant to hit preview -_-
    Last edited by ChubbyRain; 2015-06-15 at 08:55 AM.
    Overhaul Rules (I would like to see placed into D&D)
    9 Damage Types: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Radiant, and Slashing

    4 Condition Types for D&D: Debilitation, Contact, Confusion, and Compulsion

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts