But... they had there statistics that proved it was "just a vocal minority" being whiny about the Beastmaster. Whyever would they change it?
Oh right, they had another survey that probably proved them wrong.
So, if we stick to the flaky notion of 'no errata', could a spell, Beast Ward, that lasts 8 hours and requires no concentration, cover this? And could it be folded into a Revivify Beast type spell I.e. while under the effects of the spell the ranger can use their action to... Copy text from Revivify spell?
Adding an extra attack for nine damage every round would push the beastmaster way out ahead of both fighter and paladin, in terms of sustained damage, at least for levels 3-5.
Paladins are only broken when it comes to burst damage, due to multi-smite. Breaking the game in Standard Play is not a good balance for the game already being broken in Boss Rush.
If Rangers weren't needlessly saddled with a pathetic limit on spells known it could. It's absurd that a paladin gets almost more bonus spells prepared JUST from their oath than the ranger gets to know.
Remove the limit, or better yet let them know all Ranger spells, and make the spells known apply to Wizard spells they can add.
There are sub-classes for rangers which get some extra spells and some which don't. Its not often a good idea analytically to look at one aspect of difference and try to equalize "counting noses".
That said, if i wanted to give more to the range for casting, make them more distinct, i might allow them RITUAL CASTING as a form of "hedge magic" or something similar (and make sure their list contained sufficient rituals to make it worthwhile.)
I just generally default to "add more differences" and not "add more sameness" when it comes to choosing what and how to add. its a thing with me that my experience says tends to work out better.
I think if we can weather moon druids, we can deal with a low HP/intelligence wolf that dies at 0hp without the DM ruling otherwise for a small level band.
Paladins are broken in many ways. That their aura breaks bounded accuracy is a huge problem. Would you let them hand out a +5 to AC? Then +5 to all saves and half damage from magic (Ancients) probably isn't a good idea either.
Plus, unlike rangers, they get to use their spellcasting stat heavily in the social pillar, providing both combat utility AND letting them heavily contribute to non-combat. Wisdom doesnt quite have the same oomph in exploration (and ranger spells mostly are terrible). Plus the ranger ribbons are crap lots of DM's gloss over (and are better solved by a full spellcasting druid anyways). Stuff like Hide in Plain Sight and Favored Enemy really need a tweak.
That's not how the dying rules work. The DM isn't supposed to artificially invoke Instant Death, unless it's reasonably certain that the dying creature will receive no assistance. It's a fair call for monsters that you've just eradicated, but it's not a fair call for party members or pets.I think if we can weather moon druids, we can deal with a low HP/intelligence wolf that dies at 0hp without the DM ruling otherwise for a small level band.
That aura is a band-aid on the broken saving throw rules, where normal characters would otherwise fall off the bottom of the d20 roll. because making a DC 21 save would be impossible. It's not an elegant fix, by any means, but it's the only thing that keeps the promise of Bounded Accuracy alive.Paladins are broken in many ways. That their aura breaks bounded accuracy is a huge problem. Would you let them hand out a +5 to AC? Then +5 to all saves and half damage from magic (Ancients) probably isn't a good idea either.
Wisdom governs both Perception and Survival, which are the two most important aspects of exploration. I would say that a ranger contributes to exploration as well as a paladin contributes to socialization, except the ranger also has a lot of other class features that put them way out ahead. Rangers are amazing out of combat. It's possibly the one thing that they have, which puts them ahead of a fighter in any way.Plus, unlike rangers, they get to use their spellcasting stat heavily in the social pillar, providing both combat utility AND letting them heavily contribute to non-combat. Wisdom doesnt quite have the same oomph in exploration (and ranger spells mostly are terrible). Plus the ranger ribbons are crap lots of DM's gloss over (and are better solved by a full spellcasting druid anyways). Stuff like Hide in Plain Sight and Favored Enemy really need a tweak.