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Revised Ranger update
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<blockquote data-quote="ClaytonCross" data-source="post: 7485264" data-attributes="member: 6880599"><p>I think their is room for a middle ground here. If the Beastmaster sub-class could provide enough HP (Base+half ranger HP), so that the companion doesn't become a liability at higher levels because enemies can easily one shot it resulting in it being in effective while at the same time they lose a major subclass feature that might be in its place otherwise, is 100% reasonable. I think even in WOW though took an approach that your companion had a job that wasn't always doing tons of damage. If their were companion paths:</p><p></p><p>1. Melee Tank: provided an AC bonus, damage resistance bonus similar to rage, and an ability like sentinel where attacks of opportunity stop the targets movement.</p><p></p><p>2. Ranged/Caster hunter: Give the companion resistance to all magic and piercing damage, double speed, and any attack by and enemy targeting someone not in melee other than the companion with a ranged attack or spell gives that target 3/4 Cover bonus of +5 (so not stackable with other cover, but advantage/disadvantage still apply because that would suck for rogues) and +2 to save roll against that enemies spells.</p><p></p><p>3. Scout: innate speak with animals for the ranger with this companion, the ability to see through the eyes/hear through the companion, and +10 health</p><p></p><p>4. Combat: Pact Tactics, the companion grants the ranger advantage on attacks against targets engaged in its treat range and if the Ranger attacks an enemy, the companion has advantage on attacks against that enemy on its next turn.</p><p></p><p>None of these make the companion do character equivalent damage or health but are useful to the ranger for the whole game. I personally believe the pets should not be given damage bonus, despite WOW examples CapnZapp mentioned, in D&D I expect the ranger to do the killing and the companions to simple be a tool of advantage. I would also add two rules..</p><p></p><p>1. Pets do get their own turns (acton, bonus action, reaction). You still need to order them to attack specific enemies or not too, but if the ranger is attacked the companion will engage the first attacking enemy without a command and move on to the next enemy to attack the ranger once their current target is dead. </p><p></p><p>2. Rangers get a resurrection ritual that takes 1 hour, to bring their companion back similar to Warlocks familiar. Otherwise rangers players get attached and afraid to use them hurting the class instead of helping it because their are protecting their class feature for advantage instead of utilizing it. </p><p></p><p>That's my openion, take it for what its worth.</p><p></p><p><Edited for better phrasing. It was kind of painful to read and hard to understand. Hopefully I cleaned it up a bit.></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7485264, member: 6880599"] I think their is room for a middle ground here. If the Beastmaster sub-class could provide enough HP (Base+half ranger HP), so that the companion doesn't become a liability at higher levels because enemies can easily one shot it resulting in it being in effective while at the same time they lose a major subclass feature that might be in its place otherwise, is 100% reasonable. I think even in WOW though took an approach that your companion had a job that wasn't always doing tons of damage. If their were companion paths: 1. Melee Tank: provided an AC bonus, damage resistance bonus similar to rage, and an ability like sentinel where attacks of opportunity stop the targets movement. 2. Ranged/Caster hunter: Give the companion resistance to all magic and piercing damage, double speed, and any attack by and enemy targeting someone not in melee other than the companion with a ranged attack or spell gives that target 3/4 Cover bonus of +5 (so not stackable with other cover, but advantage/disadvantage still apply because that would suck for rogues) and +2 to save roll against that enemies spells. 3. Scout: innate speak with animals for the ranger with this companion, the ability to see through the eyes/hear through the companion, and +10 health 4. Combat: Pact Tactics, the companion grants the ranger advantage on attacks against targets engaged in its treat range and if the Ranger attacks an enemy, the companion has advantage on attacks against that enemy on its next turn. None of these make the companion do character equivalent damage or health but are useful to the ranger for the whole game. I personally believe the pets should not be given damage bonus, despite WOW examples CapnZapp mentioned, in D&D I expect the ranger to do the killing and the companions to simple be a tool of advantage. I would also add two rules.. 1. Pets do get their own turns (acton, bonus action, reaction). You still need to order them to attack specific enemies or not too, but if the ranger is attacked the companion will engage the first attacking enemy without a command and move on to the next enemy to attack the ranger once their current target is dead. 2. Rangers get a resurrection ritual that takes 1 hour, to bring their companion back similar to Warlocks familiar. Otherwise rangers players get attached and afraid to use them hurting the class instead of helping it because their are protecting their class feature for advantage instead of utilizing it. That's my openion, take it for what its worth. <Edited for better phrasing. It was kind of painful to read and hard to understand. Hopefully I cleaned it up a bit.> [/QUOTE]
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