Level 20 Capstone Abilities

Eddie Blanton

First Post
[MENTION=6880293]Eddie Blanton[/MENTION] There are definitely things I like about it, but it also doesn't feel like a capstone. It's definitely useful and within the approximate power level, but it is also a number of distinct abilities that aren't really unified. Most capstones provide a single new ability or enhancement. Those that don't are more thematically linked, such as the Paladin capstones.

Sorry I don't have more concrete feedback. I think it's an interesting attempt, but could use some refinement.

Hey [MENTION=59848]Hawk Diesel[/MENTION],

Here is an updated version of the Ranger capstone I previously presented. I removed the first three features, as they were wildly different, and went with a few more flavorful features instead:

Unstoppable Predator
At 20th level, you become an unparalleled hunter. You gain the following benefits:
~ You have advantage on Wisdom checks.
~ Once per turn, when you make an attack roll with advantage and hit a creature, you can treat each damage die as having rolled the maximum value.
~ Magical effects can neither reduce your speed nor cause the you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Being underwater imposes no penalties on your movement or attacks.

The thought here is to create a fun and flavorful capstone that's fitting of the Ranger. You can pursue your prey without restraint from even magical means, and you have a supernatural ability to track, perceive, and hunt your prey. This bonus damage does rely on having advantage, so you still need to plan ahead and play smart. It also benefits Animal Handling and Medicine checks, which may not come up very often, but are thematically appropriate for a Ranger.

The Ranger can gain advantage when they attack an enemy that hasn't yet taken a turn in combat. A Beastmaster Ranger can command his Companion to take the Help Action, granting the Ranger advantage. Alternatively, a Ranger can use one of their 4th level spell slots to cast the new Guardian of Nature spell released in Xanathar's Guide to Everything, which grants advantage every turn. You can go further by using a 5th level spell slot to cast Steel Wind Strike to maximize the damage of 6d10 against a single target - this would require one of your precious two 5th level slots, but it would be a solid attack.

Please let me know what your thoughts are on this suggested Capstone.

Thanks,

Eddie.
 

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Landon Hilliard

First Post
The Sorcerer uses sorcery points to create spell slots not recover, so they could make lvl 1 & 2 spell slots at will in advance. in 10 minutes they could create 100 2nd lvl spell slots. This basically turns every low grade sorcerer spell into a cantrip. Also once they have made 100 2nd level spell slots, they can convert them back to sorcery points (200 points) to make 28 5th level spell slots. That’s overpowered for obvious reasons.
 

Hawk Diesel

Adventurer
The Sorcerer uses sorcery points to create spell slots not recover, so they could make lvl 1 & 2 spell slots at will in advance. in 10 minutes they could create 100 2nd lvl spell slots. This basically turns every low grade sorcerer spell into a cantrip. Also once they have made 100 2nd level spell slots, they can convert them back to sorcery points (200 points) to make 28 5th level spell slots. That’s overpowered for obvious reasons.

Wow. Of all threads, did not expect this one to get necro'ed.

But your point is fair. The intent was that these spell slots would be available in battle, when you are less likely to be stocking up on spell slots every turn unless you were also using them. But outside of combat it does become a problem.

Perhaps another possibility might be to have a signature metamagic, similar to a wizard's signature spell. Choose one metamagic, and whenever you cast a spell of 3rd level or lower, that metamagic effect is automatically applied without sorcery point cost, and can stack with other metamagic effects. That might be a better way to go.

And like the wizard, you can change which one is you signature metamagic over a long rest.
 


Ashrym

Legend
The Sorcerer uses sorcery points to create spell slots not recover, so they could make lvl 1 & 2 spell slots at will in advance. in 10 minutes they could create 100 2nd lvl spell slots. This basically turns every low grade sorcerer spell into a cantrip. Also once they have made 100 2nd level spell slots, they can convert them back to sorcery points (200 points) to make 28 5th level spell slots. That’s overpowered for obvious reasons.

Sorcerers can never have more sorcery points than listed on chart in the PHB. Per official errata created slots vanish after a long rest.

So a sorcerer might create 6 2nd level slots and 1 1st level slot in a minute then repeat short rest back up over several hours but it's not possible to go to the extremes you're claiming.

Still, go to sleep, get up at 6 am, do the cycle twice, and go into an early evening fight with ~14 extra low level slots and full sorcery points.

Edit: The real question is "how long can a sorcerer go without taking a long rest?" :)
 
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