D&D 5E (2024) Forgotten Realms subclasses discussion.


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We started watching them last night. No sorcerer.
Here you go

EK with Cleric Initiate.
Anyone with Cleric Initiate, but let's compare.

Level 3:
EK: 2* healing words, for 2d4+3 = 16
Banneret: 2 uses * 3 targets * 1d4+3 = 33 HP.

Level 10
EK: 4* 2d4+3 = 32
+3*4d4+3 = 39
= 71
Banneret: 2*3*1d4+10 = 75 (+ advantage for allies)

EK is catchup up, but Banneret gains more from boosting Cha.
I mean, or you could just play a paladin…
Paladin: lay on hands = 50hp at level 10.
 


that is true.

I personally hate the "hunter's mark class", formally known as the ranger.
And just because I hate it personally, does not make me wrong.
You are correct that Disengage from an enemy isn't going to come up very often, but I think you missed the fact that the THP doesn't go away when the spell ends.

Just free cast HM at the start of the day, drop concentration, and carry on with your THP.


level 3
+1d4 damage once per turn.
Resistance, which w
1d10+3 THP * 3 uses. Which scales better than it seems, as at high level, using a level 1 slot and bonus action for 20+ THP is pretty good value (as long as your not concentration on something else).
Combined all the features and thus is pretty strong.

Level 7
Mass Heal for 1d10+7 * 3 targets. Advantage vs frightened is a bit niche, but it may come up now and then. Not sure what this has to do with Winter, but it's between meh and ok.

Level 11:
reaction stun. Which is much worse than it sounds. 3 times per day * 50% save chance * 50% of 1 enemies turn (since they had to hit you first, and it's over before their next turn) = .75 turns of stun. Very weak.

Level 17:
+5 damage zone is pretty meh.
Walk through walls is extremely good utility. That can win many combats by itself, just pop though a wall, shoot, and retreat.

Reminder that damage can't break it (ranger 13), and you have a climb speed (ranger 6), so going into the ground is great too. Really would be worth upcast HM to level 5 and you can stay in ghost mode all day (at the cost of any other concentration spell).

So it's really just the level 17 feature that requires HM, but is probably a bit too strong if you do it.
 
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Just free cast HM at the start of the day, drop concentration, and carry on with your THP.
this whole debate would be non issue if Ranger's got the option for HM
you can chose that HM has not Concentration, in that case HM lasts only 1 minute,.
you can only have 1 HM per target active. So no cheese stacking.

this it would be different kind of Divine favor.
slightly better bonuses, but can require your Bonus action every turn, while DF is fire and forget for 1 minute and you have 9 bonus actions available for sure.
 


"Hunters Mark Class" at least has a meaning. Everyone knows Ranger should be a background not a class (Aragon was a paladin).
I agree, but also:

Sounds like ranger could have been a "universal" subclass.
1st level(optional, merge it with 3rd level if you prefer subclasses at 3rd level)
Tracker.
gain proficiency in 3 skills from Stealth, Nature, Investigation, Medicine, Perception, Insight, Survival.

3rd level: gain expertise in 2 skills from the former list that you have proficiency.
Gain ranger's quarry:
As Bonus action you can mark a creature that you can see, hear, smell or perceive with any other sense.
you gain advantage on Insight, Perception and Survival checks vs marked target.
once on your turn you can deal bonus damage to the target.
damage is +1d4, d6 at 5th level, d8 at 9th level, d10 at 13th level, d12 at 17th level.
Mark lasts until you mark another creature, finish a Long rest or are on different plane that the target.
At 7th level you can have 2 marks at one time, 3 at 11th level, 4 at 15th level, 5 at 19th level.
at 9th level mark lasts until you decide to end it, at 17th level it works across plains.

6th level:
Trailblazer:
you gain +10ft to your speed
you gain climb and swim speed equal to your walk speed. You can breathe underwater
you gain darkvision 60ft or improve your darkvision by 60ft
you gain resistance to Cold and Fire damage

10th level:
Tireless
you halve your effective exhaustion levels(round down)
you can remove one exhaustion level on Short rest
once per long rest you can focus for 1 minute and gain effects of a Short rest.
you gain immunity to Cold and Fire damage
During Short rest you can gain resistance to one type of damage from list: Acid, Lightning, Posion, Thunder
you gain Scent

14th level:
dauntless
As a Bonus action gain temp HP equal to your level, you can do it a number of times equal to your proficiency bonus.
Gain blindsight 60ft
During short rest gain damage immunity to one type of damage from the list: Acid, Lightning, Poison, Thunder
You also gain resistance to one type of damage from the list: Psychic, Necrotic, Radiant or Force
 


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