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2024 Player's Handbook reveal: "New Ranger"
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<blockquote data-quote="Xeviat" data-source="post: 9398454" data-attributes="member: 57494"><p>I thought I'd slap together a proposed patch for the new Ranger. I know it's super early, but the Hunter's Mark concentration and the Beast Master bonus action issues are too large for me to ignore.</p><p></p><p>What do you think?</p><p></p><p>Level 1: Spellcasting: Allow the Ranger to prepare all their spells each day. Also allow bows and weapon hilts to be enhanced to function as foci (like carving runes into a bow to make it a totem like a staff).</p><p></p><p></p><p></p><p>Level 1: Favored Enemy: One free cast of Hunter's Mark each day (or maybe free castings up to your Wisdom modifier to make Wisdom more important early on; I don't like having it be proficiency bonus or just scaling with level because I think Wisdom should be important). Also, you can cast hunter's Mark on a creature for no action when you take the attack action to attack that creature.</p><p></p><p></p><p><span style="font-size: 13px">Level 2: Deft Explorer: +2 languages, and gain expertise 1 skill off the Ranger’s list that you are proficient with. Also, gain proficiency in Survival; if you were already proficient, you gain expertise in Survival instead.</span></p><p></p><p></p><p></p><p><span style="font-size: 13px">Level 3 (and 7, 11, and 15): Ranger Subclasses: all ranger subclasses gain additional spells known, 1 per spell level, so there's parity between Hunter and Beast Master and the other subclasses. There's plenty of spells that feel too fitting for a Beast Master to not have.</span></p><p><span style="font-size: 13px"></span></p><p><span style="font-size: 13px">Level 3: Primeval Awareness: Whenever you take a long rest, you gain spells known based on the terrain you're in, 1 per spell level. These are largely exploration and survival spells.</span></p><p></p><p></p><p></p><p><span style="font-size: 13px">Level 6: Relentless Hunter: Moved to 6th level, but changed. You may cast Hunter's Mark upon a target with unlimited range as long as you make an attack against it or you are examining its tracks or one of its possessions. While traveling, you can track and still perform another task.</span></p><p></p><p><span style="font-size: 13px"></span></p><p><span style="font-size: 13px">Level 9: Ranging Expertise: You gain expertise in 2 additional Ranger skills. Additionally, you can change your Primeval Awareness terrain during a short rest.</span></p><p></p><p></p><p></p><p><span style="font-size: 13px">Level 13: Precise Hunter: Moved to 13th level. You gain advantage on attacks against Hunter's Mark targets, and Hunter's Mark targets suffer disadvantage to saving throws made against your attacks and abilities.</span></p><p></p><p></p><p></p><p><span style="font-size: 13px">Level 17: One with Nature: You gain resistance to poison damage and advantage to saves vs poison damage or the poisoned condition. You gain an additional resistance determined by your Primeval Awareness (fire for arid, cold for Arctic, and such like the land druid), and you have advantage on saves vs environmental or planar effects.</span></p><p></p><p><span style="font-size: 13px"></span></p><p><span style="font-size: 13px"></span></p><p><span style="font-size: 13px">Level 20: Foe Slayer: Add your Wisdom Modifier to damage against targets of your Hunter's Mark. </span></p><p></p><p></p><p></p><p><span style="font-size: 13px">Here's my pitch for a patched Hunter's Mark (and Hex, because they should follow the same flow to me).</span></p><p></p><p></p><p>H<span style="font-size: 13px">ex</span></p><p><span style="font-size: 13px">1st-level enchantment</span></p><p><span style="font-size: 13px">Casting Time: 1 bonus action</span></p><p><span style="font-size: 13px">Range: 90 feet</span></p><p><span style="font-size: 13px">Components: V, S, M (the petrified eye of a newt)</span></p><p><span style="font-size: 13px">Duration: 1 hour</span></p><p><span style="font-size: 13px">You place a curse on a creature that you can see within range. Until the spell ends, the first time you hit it with an attack each round, you deal an extra 1d6 necrotic damage to the target. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.</span></p><p><span style="font-size: 13px">If you cast this spell upon a target currently affected by your previous casting of this spell, the first casting is replaced by the second. Also, a remove curse cast on the target ends this spell early.</span></p><p><span style="font-size: 13px"></span></p><p><span style="font-size: 13px">At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell's duration increases to 8 hours and the damage increases to +2d6. When you use a spell slot of 5th or 6th level, the spell's duration increases to 24 hours and the damage increases to +3d6. </span></p></blockquote><p></p>
[QUOTE="Xeviat, post: 9398454, member: 57494"] I thought I'd slap together a proposed patch for the new Ranger. I know it's super early, but the Hunter's Mark concentration and the Beast Master bonus action issues are too large for me to ignore. What do you think? Level 1: Spellcasting: Allow the Ranger to prepare all their spells each day. Also allow bows and weapon hilts to be enhanced to function as foci (like carving runes into a bow to make it a totem like a staff). Level 1: Favored Enemy: One free cast of Hunter's Mark each day (or maybe free castings up to your Wisdom modifier to make Wisdom more important early on; I don't like having it be proficiency bonus or just scaling with level because I think Wisdom should be important). Also, you can cast hunter's Mark on a creature for no action when you take the attack action to attack that creature. [SIZE=13px]Level 2: Deft Explorer: +2 languages, and gain expertise 1 skill off the Ranger’s list that you are proficient with. Also, gain proficiency in Survival; if you were already proficient, you gain expertise in Survival instead.[/SIZE] [SIZE=13px]Level 3 (and 7, 11, and 15): Ranger Subclasses: all ranger subclasses gain additional spells known, 1 per spell level, so there's parity between Hunter and Beast Master and the other subclasses. There's plenty of spells that feel too fitting for a Beast Master to not have. Level 3: Primeval Awareness: Whenever you take a long rest, you gain spells known based on the terrain you're in, 1 per spell level. These are largely exploration and survival spells.[/SIZE] [SIZE=13px]Level 6: Relentless Hunter: Moved to 6th level, but changed. You may cast Hunter's Mark upon a target with unlimited range as long as you make an attack against it or you are examining its tracks or one of its possessions. While traveling, you can track and still perform another task.[/SIZE] [SIZE=13px] Level 9: Ranging Expertise: You gain expertise in 2 additional Ranger skills. Additionally, you can change your Primeval Awareness terrain during a short rest.[/SIZE] [SIZE=13px]Level 13: Precise Hunter: Moved to 13th level. You gain advantage on attacks against Hunter's Mark targets, and Hunter's Mark targets suffer disadvantage to saving throws made against your attacks and abilities.[/SIZE] [SIZE=13px]Level 17: One with Nature: You gain resistance to poison damage and advantage to saves vs poison damage or the poisoned condition. You gain an additional resistance determined by your Primeval Awareness (fire for arid, cold for Arctic, and such like the land druid), and you have advantage on saves vs environmental or planar effects.[/SIZE] [SIZE=13px] Level 20: Foe Slayer: Add your Wisdom Modifier to damage against targets of your Hunter's Mark. [/SIZE] [SIZE=13px]Here's my pitch for a patched Hunter's Mark (and Hex, because they should follow the same flow to me).[/SIZE] H[SIZE=13px]ex 1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: 1 hour You place a curse on a creature that you can see within range. Until the spell ends, the first time you hit it with an attack each round, you deal an extra 1d6 necrotic damage to the target. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If you cast this spell upon a target currently affected by your previous casting of this spell, the first casting is replaced by the second. Also, a remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell's duration increases to 8 hours and the damage increases to +2d6. When you use a spell slot of 5th or 6th level, the spell's duration increases to 24 hours and the damage increases to +3d6. [/SIZE] [/QUOTE]
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2024 Player's Handbook reveal: "New Ranger"
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