D&D General why do we not have an arcane half caster?


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TwoSix

Dirty, realism-hating munchkin powergamer
I swear no one will tell me how ranger gets magic. are they arcane or divine?
The PHB defines them as "divine" in the Magic sidebar, although the division between "arcane" and "divine" has no mechanical weight in 5E. It's purely a reference to legacy terms.
 


Undrave

Legend
GFB, BB, Sword Burst, Ensnaring Strike, Zepher Strike, Searing Smite, Thunderous Smite, Elemental Weapon, Shield, Blur, Some of the less powerful blaster spells like burning hands, Detect Magic, Magic Weapon, Misty Step, Dispel Magic, Banishment, Steel Wind Strike.

I think we might want to be careful with giving a potential AHC all the "best" offensive/defensive spells of a given level. Just because a spell does direct HP damage or has defensive benefits, it doesn't mean it should automatically be on the list. There is such a thing as stepping on the Wizard/Sorcerer's toes. Sure, the Wizard will have more utility magic, but if the AHC gets all the best combat spells, it leaves less of a place for the Wizard. For instance, I would be careful with even ranged Cantrips, and low level spells like Burning Hands, Shield, Banishment (Banishing Smite might be more appropriate here) & Acid Arrow. Not that those spells are too powerful or don't fit certain AHC concepts, but there should be a little bit of envy for being a pure wizard.

This leaves room for certain Archetypes that can break this rule, like a Swordmage could have more movement based spells, a nature based Archetype could have Speak With Animals, a special demonic warrior could have Firebolt and/or Burning Hands, etc.

I agree. I think if you give them all the Smite spells they end up too similar to the Paladin, for exemple. I feel like they should only have one in their base class list, but that certain subclass would add the other ones in a way similar to the Warlock's Patron Spells. This would be a good way to give flavor to the subclasses. Similarly, you don't want to nab ALL of the Ranger's tools. Basically a mix and match based on a more generic theme rather than effectiveness would be ideal. Zephyr Strike and Misty Step are shoe-ins for sure, though.

Also, the Paladin and Ranger don't get Cantrips as a default so I would be wary of giving this class cantrips... But I would totally give them a way to make their attack magical. No bonus, but no expending ressources. Maybe at like... lv 3 or something you can just DO that.

I think the various 4e Aegis could easily be turned into spells of their own too, if we don't want to come up with a whole new 'mechanic' and would allow the flexibility of making striker or defender builds.

You could easily have a feature at level 1 where they get to pick basically between Heavy Armour Prof, An extra skill and the ability to cast rituals, or a couple of Wizard cantrips. That'd give even more flavor to your build and would reflect different traditions.

a nature one would literally be robbing the ranger of what little it has left.
"Hahaha...Ranger!" -JoCrap
 


steeldragons

Steeliest of the dragons
Epic
I swear no one will tell me how ranger gets magic. are they arcane or divine?
According to 5e, I believe, it is considered "divine" since they share a good amount (nearly all) of spells from the Druid's list.

But that, ultimately, is a campaign/setting specific question. How do you (or your DM) define things within your game's setting's world?

Myself, I long ago split Druid's "Nature" magic off from Cleric's "Divine" magic (and/or Arcane). So magic operates in 3 spheres in my homebrew world:
  • Divine (magic powered from the "essence" of the gods)
  • Nature (magic powered from the inherent "radiation" of "natural world," itself, which includes ye olde "Inner Planes" of Faerie, Shadow, the Elemental, and Energetic planes. So, no, Druids in my setting do not worship "nature personifications [gods]," but Nature -capital "N"- itself, and "the Balance" of the whole)
  • and, of course, the Arcane: magic powered by the cosmic energies that pervade the multiuniverse, which supernatural creatures, spirits/demons/et al. extraplanars, other supernatural abilities (like psychic powers) are fueled by, and the deities themselves, all access. Part of the reason that arcane spellcasters pursue arcane mastery in the first place, is that they wish to command the magical power that all of these other types of beings use...without having to "filter" or "water it down" through Nature or the gods.
 

Mind of tempest

(he/him)advocate for 5e psionics
I agree. I think if you give them all the Smite spells they end up too similar to the Paladin, for exemple. I feel like they should only have one in their base class list, but that certain subclass would add the other ones in a way similar to the Warlock's Patron Spells. This would be a good way to give flavor to the subclasses. Similarly, you don't want to nab ALL of the Ranger's tools. Basically a mix and match based on a more generic theme rather than effectiveness would be ideal. Zephyr Strike and Misty Step are shoe-ins for sure, though.

Also, the Paladin and Ranger don't get Cantrips as a default so I would be wary of giving this class cantrips... But I would totally give them a way to make their attack magical. No bonus, but no expending ressources. Maybe at like... lv 3 or something you can just DO that.

I think the various 4e Aegis could easily be turned into spells of their own too, if we don't want to come up with a whole new 'mechanic' and would allow the flexibility of making striker or defender builds.

You could easily have a feature at level 1 where they get to pick basically between Heavy Armour Prof, An extra skill and the ability to cast rituals, or a couple of Wizard cantrips. That'd give even more flavor to your build and would reflect different traditions.


"Hahaha...Ranger!" -JoCrap
a decent thing similar to smites mechanically is a must but having smite would be wrong.

also, I see a jocrap fan I salute you.
 

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