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2024 Player's Handbook reveal: "New Ranger"
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<blockquote data-quote="Kinematics" data-source="post: 9393043" data-attributes="member: 6932123"><p>Yeah, this is an interesting take on it. Feels like a re-flavoring of the spell for the Hunter subclass — a sniper effect, the kind of thing you'd expect of a "Colossus Slayer" (instead of just, "do an extra die of damage once per turn").</p><p></p><p>In fact, it would be interesting to allow each subclass to have its own variant on Hunter's Mark. Something each subclass can do with the spell that's special compared to the basic version. A sort of unique metamagic. (It could also be re-done as a class feature. That's not really relevant.)</p><p></p><p>Some quick brainstormed ideas:</p><p></p><p>Hunter</p><ul> <li data-xf-list-type="ul">At level 3, each turn you do not apply the damage from Hunter's Mark to a designated target increases Hunter's Mark's strength by 2d6, up to a max of 10d6. You may choose when to apply this damage when you make an attack. This value is reset once used, or if the target dies or you change targets.</li> <li data-xf-list-type="ul">At level 11, fire a flurry of arrows (or attack with a dervish fury) at your target and do additional damage to any other enemies within 10' of it. (exact damage undetermined)</li> </ul><p>Beastmaster</p><ul> <li data-xf-list-type="ul">At level 3, a creature you have designated with Hunter's Mark cannot gain any benefit from cover as long as your companion is present. You have advantage on attacks against a designated target that your companion is next to. A targeted creature has disadvantage on any attempts to hide.</li> <li data-xf-list-type="ul">At level 11, you can order your companion to grapple a designated target. If your companion succeeds, the next attack you make against that target is a crit.</li> </ul><p></p><p>Gloomstalker</p><ul> <li data-xf-list-type="ul">The first stuff I would consider are already part of the subclass (fear, mass fear). So...</li> <li data-xf-list-type="ul">At level 3, you can forgo the damage you'd deal with Hunter's Mark to instead force a creature to save or be blinded for a turn.</li> <li data-xf-list-type="ul">At level 11, ... Not sure. Steal Mass Fear, maybe.</li> </ul><p></p><p>Fey Wanderer</p><ul> <li data-xf-list-type="ul">At level 3, when you strike a creature designated by Hunter's Mark, you may teleport to a space next to it, or force it to make a save or be teleported to a space next to you.</li> <li data-xf-list-type="ul">Cupid's Arrow: At level 11, you can forgo damage from an attack against a target designated by Hunter's Mark to instead force it to make a save or be inflicted with the Charm effect. (Stacks with Beguiling Twist.)</li> </ul><p></p><p>I left off any limits on usage, as that level of detail isn't really the purpose of this little brainstorm session.</p><p></p><p>EDIT: </p><p></p><p>Also, I wouldn't include this part. The Hunter should embody the, "You can run, but you'll just die tired" trope. If he's marked you, and then has to chase you halfway across the city, he should get that full devastating shot.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9393043, member: 6932123"] Yeah, this is an interesting take on it. Feels like a re-flavoring of the spell for the Hunter subclass — a sniper effect, the kind of thing you'd expect of a "Colossus Slayer" (instead of just, "do an extra die of damage once per turn"). In fact, it would be interesting to allow each subclass to have its own variant on Hunter's Mark. Something each subclass can do with the spell that's special compared to the basic version. A sort of unique metamagic. (It could also be re-done as a class feature. That's not really relevant.) Some quick brainstormed ideas: Hunter [LIST] [*]At level 3, each turn you do not apply the damage from Hunter's Mark to a designated target increases Hunter's Mark's strength by 2d6, up to a max of 10d6. You may choose when to apply this damage when you make an attack. This value is reset once used, or if the target dies or you change targets. [*]At level 11, fire a flurry of arrows (or attack with a dervish fury) at your target and do additional damage to any other enemies within 10' of it. (exact damage undetermined) [/LIST] Beastmaster [LIST] [*]At level 3, a creature you have designated with Hunter's Mark cannot gain any benefit from cover as long as your companion is present. You have advantage on attacks against a designated target that your companion is next to. A targeted creature has disadvantage on any attempts to hide. [*]At level 11, you can order your companion to grapple a designated target. If your companion succeeds, the next attack you make against that target is a crit. [/LIST] Gloomstalker [LIST] [*]The first stuff I would consider are already part of the subclass (fear, mass fear). So... [*]At level 3, you can forgo the damage you'd deal with Hunter's Mark to instead force a creature to save or be blinded for a turn. [*]At level 11, ... Not sure. Steal Mass Fear, maybe. [/LIST] Fey Wanderer [LIST] [*]At level 3, when you strike a creature designated by Hunter's Mark, you may teleport to a space next to it, or force it to make a save or be teleported to a space next to you. [*]Cupid's Arrow: At level 11, you can forgo damage from an attack against a target designated by Hunter's Mark to instead force it to make a save or be inflicted with the Charm effect. (Stacks with Beguiling Twist.) [/LIST] I left off any limits on usage, as that level of detail isn't really the purpose of this little brainstorm session. EDIT: Also, I wouldn't include this part. The Hunter should embody the, "You can run, but you'll just die tired" trope. If he's marked you, and then has to chase you halfway across the city, he should get that full devastating shot. [/QUOTE]
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