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D&D (2024) [HOMEBREW] Ranger Ideas +

But you DID change the rule. You just did it using an in-game magic item. But, if every Ranger in your game gets the ring, then you've effectively changed how Concentration works for Rangers.
I covered the differences between a rule change and giving the magic item. In the future, I can decide not to give the item if I think it is a mistake later on, and players coming to my games do not have to deal with a big book of rule changes when I put the adjusting element into an item. Only the PCs that have the item need to see it, so it keeps the house rule book small.
What level is Bond Beast?
1. The PCs need to encounter the beast, so they do not get to have it right off the bat, but they often get a wolf or similar ally pretty quickly ... often before level 2. The players can go hunt down the black bear to be their ally right off thew bat if they want to do so.

There is more to the spell that allows you to bump up the abilities of the beast a bit rather than choose a higher CR ally (although in almost all circumstances the higher CR beats is better than the upgraded lower level beast).

The spell is ENTIRELY unnecessary. A DM can do the same thing by just having an NPC beast befriend the PC and do the exact same thing. It is no different than having Meepo join your party in the Sunless Citadel. This just provides some structure to the relationship and gives the focus of it to a specific PC.
 

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Does that mean using the base class as is?
Ideally as close as possible.
Because the only way I can think of to "fix' it without yet another edition is to add spells.

Specifically spells that stack with or count as Hunter's Mark, and thus use the base clase features
That’s one of my suggestions, too. Give HM a trade-off to shorten duration but lose concentration, or add a rider effect to HM for every subclass, but that is more work.
If doing the most damage possible is your goal, why Ranger (one of the worst DPR classes)?
Unless someone stated that as their goal who I have blocked, I don’t think anyone has done so.
I could build a better Ranger with a Rogue or Druid. The class is 100% fluff IME.
Please stop crapping a + thread.
 


Ideally as close as possible.

That’s one of my suggestions, too. Give HM a trade-off to shorten duration but lose concentration, or add a rider effect to HM for every subclass, but that is more work.
If they are rider spells, then you don't need to adjust the class at all. Or even Hunter's Mark.


X Mark
Casting Time: no action, when you cast Hunter's Mark.
Duration: the same as the triggering Hunter's Mark.
When you hit the target of your Hunter's Mark, you also do X.
 

If they are rider spells, then you don't need to adjust the class at all. Or even Hunter's Mark.


X Mark
Casting Time: no action, when you cast Hunter's Mark.
Duration: the same as the triggering Hunter's Mark.
When you hit the target of your Hunter's Mark, you also do X.
Why on earth make it a separate spell?

It’s just, “[name of feature]. When you cast Hunter’s Mark, [description of additional effect that leans into the subclass].”

Maybe BM simply buffs the companion while HM is active, while Hunter gets an expanded crit range, Fey Wanderer gets a charm effect or a teleport, Gloom Stalker turns invisible or something spookie like a fear aura, whatever.

But other ideas are much simpler.
 
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I think there is a solution for the Ranger Hunter's Mark that doesn't require changing the Ranger class itself.

Major Hunter's Mark
Does the same thing as Hunter's Mark, but is a level 3 spell [so comes online at level 9], has no concentration, and gives you a choice of an add-on for when you hit your Hunter's Mark target like prone, push, slow, etc.. Or maybe instead of a d6 damage from Hunter's Mark. Regardless, it counts as Hunter's Mark for all class and sub-class purposes.
 

Okay, by + I just mean don’t derail with arguments about the premise of the thread or the goals of the thread, or about wotc or whatever.

So, I have some ideas for the 2024 Ranger that I want to flesh out, possible for a setting book I’m working on but possibly just for my home games.

First, Hunter’s Mark can be cast without concentration once a day, but it only lasts for 1 minute. At level 5 it becomes “when you cast Hunters Mark with your Favored Enemy feature, you can modify the spell to have a duration of one minute and cause it to lose the concentration keyword.”

At level 11, you can make an attack as part of the bonus action used to cast Hunter’s Mark or to change the target of that spell. Wis mod/LR.

Ensaring Strike loses concentration. (It already has a limiter in the form of repeat saving throws).

Beast Master’s Primal Companion: Each Beast option is like the Summon X spells, having different “aspects” you can choose when summoning it or at the end of a long rest. Land and Sea get Pack Hunter, Behemoth, or Ambush Predator. Air gets Scout, Ambush Predator, and Familiar.

You can spend a level 2+ spell slot when you cast Hunter’s Mark to have a second primal companion or to buff your companion, for as long as the spell lasts. If you do so, the spell has concentration even if cast using Favored Enemy.

buff would just be THP and it deals Hunter’s Mark damage.

Pack Hunter can give advantage against an enemy it hits, and is mobile. Maybe gets to shove or trip when it attacks instead of just straight advantage?

Behemoth has more HP and can be up to Large.

Ambush Predator has strong stealth and hits harder but has less HP.

Scout is very fast and has Evasion and strong stealth, and can help as a bonus action.

Familiar basically acts like a familiar.

Maybe all three get Scout.

I’m also working on a spell that is similar to Booming Blade as a “smite”, where you mark the target and deal a little force damage with the triggering attack, and if it takes the Magic Action or uses a special ability that is magical, before the spell ends, it takes more force damage.
Another spell would hurt you if you move more than half speed or use any movement type other than walking. Spells that target the strategies and abilities of common monsters.

I’d also like to give the Ranger Find Familiar as a spell, and the ability to add wisdom to nature checks.

Any thoughts on these various ideas? If you had to pick just one to develop, which would it be and what would you do with it?

Okay, so partly from this thread and mostly from my excellent wife, I have a silhouette of a set of changes and new features to make the Ranger I want to play and DM for.

At level 1, add to Favored Enemy - “When you cast Hunter’s Mark, you can modify the spell to not require concentration and to have a duration of one minute. [1/LR]”

At level 2, Deft Explorer gains - When you cast Hunter’s Mark using Favored Enemy, you can add the d6 to wisdom ability checks with the nature, animal handling, and survival, skills. You must be making the check to interact with the target of Hunter’s Mark, unless you target yourself. If you are your own target, the die is a d4, but has no restriction as to the target of your ability checks to which you can add the die.”

At level 5, you gain Greater Favored Enemy, which lets you modify hunters mark every time you cast it, rather than once per day, and you can make a survival, perception, or nature, check to determine the vulnerabilities, resistences, movement types, and immunities, of your target, as part of the bonus action.

At level 6, add

At level 9, replace expertise with being able to add the hunters mark die to any checks with a ranger skill.

At level 11, you can attack once as per of the bonus action usd to cast or choose a new target of Hunter’s Mark.

Here is where I’d add Wisdom to damage against your HM target, as well. Let the capstone be epic.

Level 13 you no longer have to reduce the duration of Hunter’s Mark when removing concentration via Favored Enemy.



Level 20. Your uses of Favored Enemy are unlimited, and your attacks against your Hunter’s Mark target crit on a 19 or 20.

————

Spells

Ensaring Strike loses concentration.

Gain Find Familiar.

Add several new spells that target creatures with certain abilities or strategies, like described in the OP. Designed to be brutal against a specific enemy type but still useful against a wider range, like spellcasters or flying creatures or creatures with breath weapons, or do stuff like rob a creature of a resistance, etc. call each one “[Something] Bane”


——————
Hunter - Gain Bane spells and faerie fire as extra spells, same number of spells as other Ranger subclasses that have spells. Add a mid level ability to increase the HM damage die.

Beastmaster - gain buff spells that work well for the beast.
 

I think there is a solution for the Ranger Hunter's Mark that doesn't require changing the Ranger class itself.

Major Hunter's Mark
Does the same thing as Hunter's Mark, but is a level 3 spell [so comes online at level 9], has no concentration, and gives you a choice of an add-on for when you hit your Hunter's Mark target like prone, push, slow, etc.. Or maybe instead of a d6 damage from Hunter's Mark. Regardless, it counts as Hunter's Mark for all class and sub-class purposes.
Id Rather do it via a class feature, than another spell. Simpler.
 

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