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*Dungeons & Dragons
Class variants: ranger, fighter, and others ("Class X" series)
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<blockquote data-quote="Quickleaf" data-source="post: 6668251" data-attributes="member: 20323"><p>Thanks for the comments! Let me respond on the Ranger...</p><p></p><p>First off I've made BIG changes, notably:</p><ul> <li data-xf-list-type="ul">Replaced Studied Strike with "Overwatch."</li> <li data-xf-list-type="ul">Replaced Skirmish with "Aura of Awareness."</li> <li data-xf-list-type="ul">Moved Skirmish to the Scout exclusively.</li> <li data-xf-list-type="ul">Considering replacements for the 20th level Foe Slayer feature.</li> </ul><p></p><p>[SBLOCK=Overwatch (1st level)]As a bonus action you can begin concentrating on either a specific enemy or a fixed 10 foot radius area you can see. Maintaining your Overwatch requires concentration.</p><p> While concentrating on a specific enemy, your attacks deal +1d6 damage against that enemy. At 6th level, this extra damage increases to +1d8, at 11th level to +1d10, and at 17th level to +1d12.</p><p> While concentrating on an area, you may use your reaction to make an attack against a creature in the area making an attack against you or an ally, or against a creature attempting to leave the area. This attack deals the same bonus damage described above.[/SBLOCK]</p><p></p><p>[SBLOCK=Aura of Awareness (9th level)]At 9th level, you are preternaturally alert to the signs of danger and are swift to alert your companions. You and allies within 10 feet of you add your Wisdom modifier to passive Perception scores while you are conscious and can perceive your environment. This is on top of normally applying your Wisdom to Perception.</p><p> At 13th level, you and allies in the aura add your Wisdom modifier to Wisdom (Perception) checks, and can still take reactions even when surprised. This is on top of normally applying your Wisdom to Perception.</p><p> At 18th level, the range of your aura increases to 30 feet.[/SBLOCK]</p><p></p><p></p><p>I ended up scrapping Studied Strike (and therefore Horde Tactics).</p><p></p><p>Instead, I replaced it with Overwatch, which is similar to the <em>hunter's mark</em> spell, except with concentration as the limiting factor. Down the road, multi-classing this version of the ranger with the psionic mystic (see Unearthed Arcana) might be problematic because they share a reliance on concentration. However, with the PHB classes I think it works fine.</p><p></p><p></p><p>Would you still say that with my Overwatch proposal? Since the Wildcrafts are based on Warlock Invocations (which the warlock gets at 2nd level), I followed suit and gave them to the ranger at 2nd level.</p><p></p><p></p><p>Probably not worth a core class feature, but definitely would make a cool Wildcraft. I'll add it in!</p><p></p><p></p><p>I've been thinking the exact same thing, but I'm still trying to hammer out the right mechanics. Why did you choose 15th level though?</p><p></p><p></p><p>There are lots of good ideas in the PHB feature Natural Explorer. It's just a bit hard to keep track of it all. Definitely looking at ways to simplify that feature, and definitely removing the "favored terrain" requirement from it.</p><p></p><p><strong>Borderland guard</strong>: Defensive camp is too situational and underpowered. The PHB ranger has more powerful defensive tactics, but only slightly. The (cover) bonus may apply also to any battlefield scene set up by the Guard. Also, the guard set traps and alarms.. Setting time: 10 minutes as a ritual ?</p></blockquote><p>Hmm, I tried re-writing the ability...I think this works better...</p><p></p><p><strong>Defensive Camp</strong></p><p>At 7th level you can set up a camp or watch rotation (whether in the wilderness or in town), granting yourself and up to 8 allies one of the following benefits of your choice when taking a long rest:</p><ul> <li data-xf-list-type="ul">You and your allies still benefit from a long rest even if undertaking strenuous activity like standing watch for more than 2 hours or honing weapons (though not fighting or spellcasting).</li> <li data-xf-list-type="ul">You and your allies do not suffer disadvantage on Wisdom (Perception) checks while asleep, provided you can set up wards or NPC guards.</li> <li data-xf-list-type="ul">You and your allies gain temporary hit points equal to your Wisdom modifier, provided everyone has a full meal and you can share some inspirational words.</li> </ul><p></p><p></p><p>Yeah, I agree some sort of leadership ability is called for the Borderlands Guard at higher levels. A conferred damage bonus might work. I'm still brainstorming on it.</p><p></p><p>I've replaced the 3rd level "Horde Tactics" with "Allied Overwatch."</p><p></p><p><strong>Allied Overwatch</strong></p><p>At 3rd level you can use your Overwatch feature on an ally whom you can see. While you concentrate on that ally, you can make a ranged or melee attack as a reaction against any enemy who moves within 5 feet of your ally or attacks them. This attack benefits from the extra damage Overwatch grants.</p><p></p><p></p><p>Not sure about the Borderlands Guard, but YES, definitely fits for the Scout. However, Evasion is gained by the rogue @ 7th level, so giving it at 15th level seems weak. Also it would mean displacing the Pathfinding feature (which is still a work-in-progress), and Pathfinding seems like it would be something thematically suited to a Scout.</p><p></p><p></p><p>Hmm, you're right the Scout needs a solid combat feature. I think I've made the ranger sub-classes a little bit lighter on the combat side because all rangers get Overwatch which is a potent damage dealing feature with a little bit of scaling to it.</p><p></p><p>Maybe the best move would be to make "Pathfinding" a Wildcraft, then devote the 7th level scout feature to a straight up combat ability, perhaps adapting Skirmish into an offensive feature as well as a defensive one.</p><p></p><p></p><p>While I was thinking of Pathfinding as more about guiding a party overland and blazing trails to make travel easier...maybe that should just be part of the 1st level Wilderness Lore feature. I think granting the ranger <em>free movement</em> as an enduring spell-like quality is a good idea! Definitely will find a place for it!</p><p></p><p></p><p>Yeah, definitely I addressed this with Aura of Awareness, but the idea of sharing special senses is really intriguing. Imagine an elven ranger granting darkvision to the humans in her party....how would that work narratively without being overtly magical? I guess I can see it...the ranger would be coaching them about how to get their eyes to adapt to the darkness...or something? A bit of a stretch.</p><p></p><p></p><p>Haha, well we could always make it a Swashbuckling Trick and voila! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Ack! Did I modify it from the UA version? I've been making so many changes I lost track. Thanks for catching that.</p><p></p><p></p><p>I have been considering adding a revised Beastmaster sub-class which, in addition to granting the Animal Companion wildcraft, would give the companion a boost as you describe. Or maybe I'll just boost the Animal Companion wildcraft with scaling HP. Not sure yet. Depends on if there is more to warrant a Beastmaster sub-class than just making your Animal Companion tougher.</p><p></p><p></p><p>I'm actually moving that aspect into Wilderness Lore and applying it to any terrain the ranger and his or her party are moving overland thru for 1 hour or more. So it wouldn't apply to tactical movement, but to overland movement.</p><p>[/QUOTE]</p>
[QUOTE="Quickleaf, post: 6668251, member: 20323"] Thanks for the comments! Let me respond on the Ranger... First off I've made BIG changes, notably: [list][*]Replaced Studied Strike with "Overwatch." [*]Replaced Skirmish with "Aura of Awareness." [*]Moved Skirmish to the Scout exclusively. [*]Considering replacements for the 20th level Foe Slayer feature.[/list] [SBLOCK=Overwatch (1st level)]As a bonus action you can begin concentrating on either a specific enemy or a fixed 10 foot radius area you can see. Maintaining your Overwatch requires concentration. While concentrating on a specific enemy, your attacks deal +1d6 damage against that enemy. At 6th level, this extra damage increases to +1d8, at 11th level to +1d10, and at 17th level to +1d12. While concentrating on an area, you may use your reaction to make an attack against a creature in the area making an attack against you or an ally, or against a creature attempting to leave the area. This attack deals the same bonus damage described above.[/SBLOCK] [SBLOCK=Aura of Awareness (9th level)]At 9th level, you are preternaturally alert to the signs of danger and are swift to alert your companions. You and allies within 10 feet of you add your Wisdom modifier to passive Perception scores while you are conscious and can perceive your environment. This is on top of normally applying your Wisdom to Perception. At 13th level, you and allies in the aura add your Wisdom modifier to Wisdom (Perception) checks, and can still take reactions even when surprised. This is on top of normally applying your Wisdom to Perception. At 18th level, the range of your aura increases to 30 feet.[/SBLOCK] I ended up scrapping Studied Strike (and therefore Horde Tactics). Instead, I replaced it with Overwatch, which is similar to the [i]hunter's mark[/i] spell, except with concentration as the limiting factor. Down the road, multi-classing this version of the ranger with the psionic mystic (see Unearthed Arcana) might be problematic because they share a reliance on concentration. However, with the PHB classes I think it works fine. Would you still say that with my Overwatch proposal? Since the Wildcrafts are based on Warlock Invocations (which the warlock gets at 2nd level), I followed suit and gave them to the ranger at 2nd level. Probably not worth a core class feature, but definitely would make a cool Wildcraft. I'll add it in! I've been thinking the exact same thing, but I'm still trying to hammer out the right mechanics. Why did you choose 15th level though? There are lots of good ideas in the PHB feature Natural Explorer. It's just a bit hard to keep track of it all. Definitely looking at ways to simplify that feature, and definitely removing the "favored terrain" requirement from it. [B]Borderland guard[/B]: Defensive camp is too situational and underpowered. The PHB ranger has more powerful defensive tactics, but only slightly. The (cover) bonus may apply also to any battlefield scene set up by the Guard. Also, the guard set traps and alarms.. Setting time: 10 minutes as a ritual ?[/QUOTE] Hmm, I tried re-writing the ability...I think this works better... [B]Defensive Camp[/B] At 7th level you can set up a camp or watch rotation (whether in the wilderness or in town), granting yourself and up to 8 allies one of the following benefits of your choice when taking a long rest: [list][*]You and your allies still benefit from a long rest even if undertaking strenuous activity like standing watch for more than 2 hours or honing weapons (though not fighting or spellcasting). [*]You and your allies do not suffer disadvantage on Wisdom (Perception) checks while asleep, provided you can set up wards or NPC guards. [*]You and your allies gain temporary hit points equal to your Wisdom modifier, provided everyone has a full meal and you can share some inspirational words.[/list] Yeah, I agree some sort of leadership ability is called for the Borderlands Guard at higher levels. A conferred damage bonus might work. I'm still brainstorming on it. I've replaced the 3rd level "Horde Tactics" with "Allied Overwatch." [B]Allied Overwatch[/B] At 3rd level you can use your Overwatch feature on an ally whom you can see. While you concentrate on that ally, you can make a ranged or melee attack as a reaction against any enemy who moves within 5 feet of your ally or attacks them. This attack benefits from the extra damage Overwatch grants. Not sure about the Borderlands Guard, but YES, definitely fits for the Scout. However, Evasion is gained by the rogue @ 7th level, so giving it at 15th level seems weak. Also it would mean displacing the Pathfinding feature (which is still a work-in-progress), and Pathfinding seems like it would be something thematically suited to a Scout. Hmm, you're right the Scout needs a solid combat feature. I think I've made the ranger sub-classes a little bit lighter on the combat side because all rangers get Overwatch which is a potent damage dealing feature with a little bit of scaling to it. Maybe the best move would be to make "Pathfinding" a Wildcraft, then devote the 7th level scout feature to a straight up combat ability, perhaps adapting Skirmish into an offensive feature as well as a defensive one. While I was thinking of Pathfinding as more about guiding a party overland and blazing trails to make travel easier...maybe that should just be part of the 1st level Wilderness Lore feature. I think granting the ranger [I]free movement[/I] as an enduring spell-like quality is a good idea! Definitely will find a place for it! Yeah, definitely I addressed this with Aura of Awareness, but the idea of sharing special senses is really intriguing. Imagine an elven ranger granting darkvision to the humans in her party....how would that work narratively without being overtly magical? I guess I can see it...the ranger would be coaching them about how to get their eyes to adapt to the darkness...or something? A bit of a stretch. Haha, well we could always make it a Swashbuckling Trick and voila! :) Ack! Did I modify it from the UA version? I've been making so many changes I lost track. Thanks for catching that. I have been considering adding a revised Beastmaster sub-class which, in addition to granting the Animal Companion wildcraft, would give the companion a boost as you describe. Or maybe I'll just boost the Animal Companion wildcraft with scaling HP. Not sure yet. Depends on if there is more to warrant a Beastmaster sub-class than just making your Animal Companion tougher. I'm actually moving that aspect into Wilderness Lore and applying it to any terrain the ranger and his or her party are moving overland thru for 1 hour or more. So it wouldn't apply to tactical movement, but to overland movement. [/QUOTE]
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