mellored
Legend
Yes.but rangers dont prepare spells...
do you mean spells known?
Though letting them prepare would also help.
Or maybe get some spells by attuning to the land or something.
Either way, they could use a versatility boost.
Yes.but rangers dont prepare spells...
do you mean spells known?
They can't actually. The spells exist, but they only get to know 4 spells at level 5, and 11 spells max (or 2 per spell level). And they don't get to switch until they level.honestly I would say at present rangers are too versatile. They can track people and survive well in the wilds, have specific features/spells for combat against single targets and groups, can lock people down in combat and create traps(spells), they can even heal and provide food for the party.
It seems like they're trying to do too much and not being great at any one of them.
No comment since I haven't experienced these or researched them.Just collecting the balance things i've seen or found that could use tweaks, or rewording.
(broken)
- Simulacrum+Wish = infinite clones. Also some classes can innately regain HP, like fighters: Simulacrums cannot cast simulacrum, wish, or regain hit points outside the lab. (can't cast level 7+ spells? Maybe change wish to not remove costs?)
- Temperate (minor magic effect): "Suffered no harm
infrom temperatures...". Being cold shouldn't protect you from everything.
Conjure X - One of the recent errata (or sage advice) explained that the DM controls what is summoned for the various summon spells, so this shouldn't be an issue unless the DM wants it to be.(big ones)
- Conjure X: Creatures do not have any 1/day spells or spell like effects. (not necessarily the best fix..). Most notably summoning 8 pixies gives you 8 casts of polymorph for a level 4 spell
- Illusory Reality/Minor Conjuration: Cannot be used for material components. Otherwise free resurrections and infinite glyph of warding.
- Polearm Master: Make an Opportunity Attack with the polearm. (and not warcaster). The dev's have already said this was the intent, but it can be clarified.
Charger - No issue with your change(moderate ones)
- Charger: Deal extra damage equal to 2x your proficiency. This needs to scale to be useful at high level.
- Sharpshooter: -3 to hit, +6 damage. When combined with archery style+bless+forsight+percision strike+ect..., you can easily overcome the -5 to hit, and end up with extreme damage. This makes it more reasonable, while still leaving it a good combo.
- Martial Adept: 2 dice. Too weak otherwise.
- Beastmaster's biggest weakness is losing his pet to a stray fireball and being weak for the rest of a day, if not longer. Give beast hit dice, and more importantly a way to get his pet back though not too cheaply. It also allows you to keep the same pet, instead of having to replace dear fluffy all the time. i.e.
Level 2: revivify beast spell.
1 action: touch
Component: A scrap of fur, fang, or tooth belonging to the creature. 10GP worth of powerded diamond.
If a beast died in the last minute, it comes back to life with 1 HP. At higher level: At level 3, the beast could of died in the past day. At level 4, the beasts regenerates missing body parts. At level 5, you don't need the beasts body, it regenerates from the fur.- Grappler: Can grapple creatures 2 sizes larger. As an attack, you can try and pin someone. One bullet point is wasted, and grapple+prone is on par with restrained, and doesn't require a feat. So this needs buffed, or perhaps just removed.
- Savage Attacker: +1 Str and... This feat is just too weak.
- Greatweapon Master: -3 to hit, +6 damage. Same reason as sharpshooter, though without archery style, and bigger innate damage dice, it's not as big of a deal.
- Mordenkain's sword: Duration: 8 hours. Way too weak otherwise.
- Pact Blade: Can use Cha for melee attacks with the pact weapon. Bladelocks can use a bump, reducing MAD seems to be a good way.
Magic Secrets - No comment(Minor ones)
- Magic Secrets: Can be retrained. Possibly can not be retrained, either way but this needs clarified.
- Medium Armor Mastery: +1 AC, no penalty to stealth. So 12 or 14 Dex people see a benefit.
- Elemental Adept: Reroll 1's. Use the new result. Bumps the damage to make it a little more worth while.
- Rangers: Replace Primeval Awareness with extra "domain" spells. Just to give the ranger a little extra.
Beastmaster:
3: animal friendship, speak with animals.
5: Revivify Beast (see above), Warding Bond.
9: conjure animals, protection from energy
13: stone skin, dominate beast
17: Rary’s Telepathic Bond, Awaken
Hunter:
3: Hunter's Mark, Primeval Awareness (as a level 1 ranger spell).
5: Pass without a trace, locate animal or plants
9: Nondetect, Water Walk
13: Freedom of Movement, Locate Creature
17:Tree Stride, Scrying.- Fighter (Champion): Your hit dice are d12. Or some other kind of buff, crits range just doesn't add enough, particularly for those who want a simple sword & board or archery.
- Which Bolt: At higher level's, increase the initial and ongoing damage by... otherwise it's too weak.
- Lighting Arrow: each creature within 10' of the target (including the target) takes 2d8... Just to clarify it.
- Quicken: Can't use another non-cantrip spell or invocation. Fireball + Eldrich Blast + Agonizing blast is a bit much, particularly at high level. Removing the invocation will leave it at cantrip level.
- Crossbow Expertise: Still has disadvantage in melee. The bonus attack and increased die size is good enough.
Ehh....Conjure X - One of the recent errata (or sage advice) explained that the DM controls what is summoned for the various summon spells, so this shouldn't be an issue unless the DM wants it to be.
The level 14 illusionist let's you make illusions "real".Illusions - I can't see where this would be a problem. The spells call for diamonds not illusions. Illusionary diamonds are not real diamonds.
That would make it too strong.Pact Blade - I'm good with Str or Dex (Depending on the weapon) but I would like to see something along the lines of the EK's Eldritch Strike.
I was trying to keep it simple. Also help the sword&board or archery style, since crits really favor the 2-hander.Fighter (Champion) - This is my prefered fighter, but I'll admit sometimes it feels a bit weak. I don't think it needs a d12 HP though. I think any power up should tie into it's crit ability. What about a free attack (similar to the hunter) on a crit. Or advantage on your next attack before the end of your next turn on a crit. What about double weapon crit dice and later triple.
I do want an option that let's you use range attacks in melee. But crossbow expertise is pushing it on the power side with it's bonus attack.Crossbow Expertise - I like how it is currently. It's good for all ranged characters and is therefore a very versatile feat.
That would be OP.Additionally I would like to see heavy armor mastery reduce the damage done by your proficiency bonus. Damage is the primary scaling portion of 5e so I think that the feat should scale to maintain potency throughout all levels.
Suggestions and comments welcome.
Done what.Done.
"Simulacrum+Wish = infinite clones"Just collecting the balance things i've seen or found that could use tweaks, or rewording.
(broken)
- Simulacrum+Wish = infinite clones. Also some classes can innately regain HP, like fighters: Simulacrums cannot cast simulacrum, wish, or regain hit points outside the lab. (can't cast level 7+ spells? Maybe change wish to not remove costs?)
- Temperate (minor magic effect): "Suffered no harm
infrom temperatures...". Being cold shouldn't protect you from everything.
Added a brief explanation of why i thought they needed tweaked.Done what.
You mean add a line like "simulacrums cannot cast simulacrum, wish, or regian hit points outside the labratory"?Wouldn't it be easier to insert language in the Simulacrum spell?
Not all DM's are salty.Or, wouldn't it be even easier to just let it rest since your scenario is patently ludicrous and will not pass any DM worth her salt?
It's probably in the comments of in the WotC forums. This list was a group effort.Temperate: Can't find it, and frankly, why should I have to waste my time? Couldn't you at least have given a page number?
That's how it's written.I'm starting to suspect you're ruling "suffer no harm from temperatures" as a blanket immunity from pretty much everything. That's not "broken". That's "easily ignored".
A nice day to you too
I agree elemental monks could use something.Way of the Four Elements Monk Ki Spells:
I don't see the need.Fighting Style on Paladin and Ranger:
I would prefer a full action beast, but i'm trying to keep the changes as minimal as possible. Adding a spell is easier.Beast Master Ranger:
Part of the fun is the risk IMO.Sorcerer's Wild Magic Surge; If a surge roll comes up with a spell that's higher level than the sorcerer could cast, reroll; no fireballs on the party until 5th level at the earliest (they're still really bad then as it is).
Small characters make up for it by having other powerful features. Also, not every race needs to be good at every class.Small Size: 3E weapons will bring back small weapons. To make up for the lost damage, small characters will get +1 to hit with weapon attacks (not spells).
That changes things.Critical Hits: I'm changing crits to x2 damage, instead of double dice.
Hmm...Battlemaster: