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General Tabletop Discussion
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Class power and Subclass design space: a discussion
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<blockquote data-quote="NotAYakk" data-source="post: 8009663" data-attributes="member: 72555"><p><strong>Pact Ranger</strong> (Alternative Class Feature)</p><p>Replaces Spellcasting.</p><p>Starting at level 1, you can cast Hunter's Mark without expending a spell slot a number of times per day equal to your wisdom bonus (min 1). At level 2, you have 1 spell slot that refreshes on a short rest, increasing to 2 at level 3. Your spell slots are 1st level, and increase to 2nd at level 5, 3rd at level 9, 4th at level 13 and 5th at level 17. Your spells known remain unchanged. You can cast any spell you know a as a ritual.</p><p></p><p><strong>Prey</strong> (Alternative Class Feature)</p><p>Replaces Favored Enemy. At level 1 you select a kind of Prey (same list as favored enemies), and another at 6 and 14. You learn 1 language that the Prey speaks, have advantage on ability checks about them or opposed by them, and from your studies of fighting them learn new combat techniques.</p><p></p><p><strong>Aberrations</strong>: After you take Psychic damage you gain temporary HP equal to the damage you take. If you have temporary HP at the start of your turn, you can sacrifice them, then the first weapon attack that you hit with on your turn deals that amount of extra psychic damage.</p><p></p><p><strong>Beasts</strong>: When you score a critical hit, all hostile creatures who can feel, see or hear the blow must make a wisdom save using your spellcasting DC. On a failure, they become Frightened until the end of your next turn.</p><p></p><p><strong>Celestials</strong>: Once per turn when you damage a creature under your Hunter's Mark, you may choose to make your damage necrotic. If you do, you gain temporary HP equal to the damage you have done, and the creature you damage cannot regain HP until the end of your next turn.</p><p></p><p><strong>Constructs</strong>: Your weapon attacks deal double damage against objects and structures, and you ignore resistance and immunity to piercing, slashing and bludgeoning damage.</p><p></p><p><strong>Dragons</strong>: You gain the Colossus Slayer feature</p><p></p><p><strong>Elementals</strong>: You can cast Absorb Elements at-will without expending a spell slot.</p><p></p><p><strong>Fey</strong>: When you damage a creature that creature cannot change form, teleport, or leave this plane of existence until the end of your next turn.</p><p></p><p><strong>Fiends</strong>: When your attack roll hits a creature under your hunter's mark or you pass a saving throw imposed by a creature under your hunter's mark, you may choose to subtract 1d10 from the roll; this can cause you to fail. Once you have done so, you may add 1d10 to an attack roll, ability check or saving throw once before you complete a long rest.</p><p></p><p><strong>Giants</strong>: You gain the Giant Killer feature.</p><p></p><p><strong>Monstrosities</strong>: You may attempt to mount a creature larger than you without their consent. Move into their space and make a strength(athletics) or a dexterity(acrobatics) opposed by their strength(athletics) or a dexterity(acrobatics) check (you both get to choose). On a failure, you fall prone instead of entering their space. While mounted on them, you move with them, and have advantage on attacks against them. They can attempt to dislodge you as an action, causing you to repeat the opposed check with the same consequences.</p><p></p><p><strong>Oozes</strong>: You cannot be grappled or restrained and are resistant to acid damage.</p><p></p><p><strong>Plants</strong>: You gain a climbing speed equal to your walking speed, and have advantage when attacking a creature lower than you.</p><p></p><p><strong>Undead</strong>: Your weapon attacks deal an extra 1 point of radiant damage.</p><p></p><p><strong>Humanoids</strong>: You pick 2 kinds of humanoids to gain the above benefits against. In addition, you gain the Horde Breaker feature.</p><p></p><p><strong>Terrain Expert</strong> (Alternative Class Feature)</p><p>Replaces Natural Explorer. You select a form of terrain you are an expert in: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or The Underdark. You have advantage on Wisdom and Intelligence checks about your form of terrain, and allies within 20' of you ignore difficult terrain in that area. In addition, regardless of what terrain you are in, you gain an additional benefit:</p><p></p><p><strong>Arctic</strong>: You are resistant to cold damage and gain proficiency in constitution saving throws.</p><p></p><p><strong>Coast</strong>: You gain a swim speed equal to your walking speed, can hold your breath twice as long, and if forced to move or become prone you may expend your reaction and not move or become prone.</p><p></p><p><strong>Desert</strong>: You are resistant to fire damage and gain proficiency on wisdom saving throws.</p><p></p><p><strong>Forest</strong>: You can hide as a bonus action. Attacking while hidden does not reveal your location, but does require a new Dexterity(Stealth) check at disadvantage.</p><p></p><p><strong>Grassland</strong>: Your movement speed increases by 10'. If you move at least 20' on a turn, your next attack that turn has advantage.</p><p></p><p><strong>Swamp</strong>: You are immune to Poison damage, and have advantage on saving throws against being Poisoned or against Disease.</p><p></p><p><strong>The Underdark</strong>: You gain blindsight 10', and creatures cannot use darkvision to see you in darkness.</p><p></p><p>At level 6 and 10 you pick another Terrain.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8009663, member: 72555"] [B]Pact Ranger[/B] (Alternative Class Feature) Replaces Spellcasting. Starting at level 1, you can cast Hunter's Mark without expending a spell slot a number of times per day equal to your wisdom bonus (min 1). At level 2, you have 1 spell slot that refreshes on a short rest, increasing to 2 at level 3. Your spell slots are 1st level, and increase to 2nd at level 5, 3rd at level 9, 4th at level 13 and 5th at level 17. Your spells known remain unchanged. You can cast any spell you know a as a ritual. [B]Prey[/B] (Alternative Class Feature) Replaces Favored Enemy. At level 1 you select a kind of Prey (same list as favored enemies), and another at 6 and 14. You learn 1 language that the Prey speaks, have advantage on ability checks about them or opposed by them, and from your studies of fighting them learn new combat techniques. [B]Aberrations[/B]: After you take Psychic damage you gain temporary HP equal to the damage you take. If you have temporary HP at the start of your turn, you can sacrifice them, then the first weapon attack that you hit with on your turn deals that amount of extra psychic damage. [B]Beasts[/B]: When you score a critical hit, all hostile creatures who can feel, see or hear the blow must make a wisdom save using your spellcasting DC. On a failure, they become Frightened until the end of your next turn. [B]Celestials[/B]: Once per turn when you damage a creature under your Hunter's Mark, you may choose to make your damage necrotic. If you do, you gain temporary HP equal to the damage you have done, and the creature you damage cannot regain HP until the end of your next turn. [B]Constructs[/B]: Your weapon attacks deal double damage against objects and structures, and you ignore resistance and immunity to piercing, slashing and bludgeoning damage. [B]Dragons[/B]: You gain the Colossus Slayer feature [B]Elementals[/B]: You can cast Absorb Elements at-will without expending a spell slot. [B]Fey[/B]: When you damage a creature that creature cannot change form, teleport, or leave this plane of existence until the end of your next turn. [B]Fiends[/B]: When your attack roll hits a creature under your hunter's mark or you pass a saving throw imposed by a creature under your hunter's mark, you may choose to subtract 1d10 from the roll; this can cause you to fail. Once you have done so, you may add 1d10 to an attack roll, ability check or saving throw once before you complete a long rest. [B]Giants[/B]: You gain the Giant Killer feature. [B]Monstrosities[/B]: You may attempt to mount a creature larger than you without their consent. Move into their space and make a strength(athletics) or a dexterity(acrobatics) opposed by their strength(athletics) or a dexterity(acrobatics) check (you both get to choose). On a failure, you fall prone instead of entering their space. While mounted on them, you move with them, and have advantage on attacks against them. They can attempt to dislodge you as an action, causing you to repeat the opposed check with the same consequences. [B]Oozes[/B]: You cannot be grappled or restrained and are resistant to acid damage. [B]Plants[/B]: You gain a climbing speed equal to your walking speed, and have advantage when attacking a creature lower than you. [B]Undead[/B]: Your weapon attacks deal an extra 1 point of radiant damage. [B]Humanoids[/B]: You pick 2 kinds of humanoids to gain the above benefits against. In addition, you gain the Horde Breaker feature. [B]Terrain Expert[/B] (Alternative Class Feature) Replaces Natural Explorer. You select a form of terrain you are an expert in: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or The Underdark. You have advantage on Wisdom and Intelligence checks about your form of terrain, and allies within 20' of you ignore difficult terrain in that area. In addition, regardless of what terrain you are in, you gain an additional benefit: [B]Arctic[/B]: You are resistant to cold damage and gain proficiency in constitution saving throws. [B]Coast[/B]: You gain a swim speed equal to your walking speed, can hold your breath twice as long, and if forced to move or become prone you may expend your reaction and not move or become prone. [B]Desert[/B]: You are resistant to fire damage and gain proficiency on wisdom saving throws. [B]Forest[/B]: You can hide as a bonus action. Attacking while hidden does not reveal your location, but does require a new Dexterity(Stealth) check at disadvantage. [B]Grassland[/B]: Your movement speed increases by 10'. If you move at least 20' on a turn, your next attack that turn has advantage. [B]Swamp[/B]: You are immune to Poison damage, and have advantage on saving throws against being Poisoned or against Disease. [B]The Underdark[/B]: You gain blindsight 10', and creatures cannot use darkvision to see you in darkness. At level 6 and 10 you pick another Terrain. [/QUOTE]
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