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D&D (2024) Modest Ranger Fix

So at level 20 you get a flat 2d6 per attack with no resource expense and no drawbacks. This is too much. As much as I hate to say it, there's a reason why HM has concentration: because it's a flat damage multiplier with drawbacks. If you remove concentration from it, then it becomes free damage for anywhere between 1-24 hrs that the DM cannot mitigate, because instant spell effects cannot be counterspelled or dispelled once they set in. All damage multipliers that have a duration longer than a minute require concentration, and before you mention Divine Favor--it's a 1d4, it lasts a minute and requires using spell slots after every encounter, which a Paladin might use for smites instead.
 

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So at level 20 you get a flat 2d6 per attack with no resource expense and no drawbacks.
paladins get +1d8 damage on every attack at 11th level...
this is a capstone feature, even with +2d6 it's a average capstone,
compare to barbarian:
+2 attack, +2 damage, +2 AC, +40 HP, +2 STR save, +2 CON save., +2 Athletics,
 

I don't have a problem with the damage; my issue is the lack of resource cost. With the other features he added at previous levels, you only have to apply one use of your free HM casts to have 24-hr extra 2d6 per attack without concentration. Your other free casts become dead weight, and serve no purpose at this point. A more balanced approach would be removing concentration but reducing duration to a minute, like the Goolock or Fey Wanderer
 

As Horwath pointed out, Paladins get a +1d8 radiant damage bonus to all attacks for free at 11th level. Even with my improvements, at 11th level a ranger will have +1d6 force damage that requires concentration, requires a Bonus Action to apply it, and lasts 8 hours, but he can cast it again.

At 20th level I would have it increase to 2d6 and last all day. If the Ranger puts it on a creature that doesn't die, or he just wants to switch targets, he can cast it again as a Bonus Action and put Hunter's Mark on a second creature, or a third. Meanwhile the Paladin is still doing +1d8 to everything he hits in melee with no resources required PLUS between 9 to 11 radiant damage to everyone around him, no roll to hit and no save, OR regenerating HP every round and casting all of his spells as a Bonus Action OR flying around and fearing everyone, OR... well... we won't mention Glory. ;)
 

So at level 20 you get a flat 2d6 per attack with no resource expense and no drawbacks. This is too much.
Compare to the monk capstone: +4 to Wisdom and Dexterity each. So that's +2 to attack rolls, DCs, damage rolls, saving throws, and +4 AC (!!!). Whereas doubling hunter's mark is an extra +3.5 damage, on average, for a class that is already on the weak side of DPR. It's still not that great a capstone. Not that level 20 capstones matter much in the overall scheme of the game, but still.
 

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