D&D 5E (2014) Favored Enemy needs a simple Damage +2

Dead right another poor rule with too much sacred cow to lose. It makes undead encounters with a cleric really boring. I may drop it as the other channel divinity options are good.
 

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Paladin spells = 15 + 10 (oaths)
Ranger spells = 11 (WTH!!!)

Need +2 damage for Ranger in D&D 5.1 and others improvements.

You can discount all the smites as they are worse than just smiting😉

But I don't even know what you're looking at - number memorised? Not a massive factor with new pseudo vancian casting and the same number of slots to actually use but also just one factor. Rangers get colossus slayer or similar, which is like +2 on 2 atacks good to 11th level.

I do think Paladins are a hair too strong to the extent that they get bonus dice on smiting after the fact it should be just 1d8 per level. The bonus makes the smite spells very indifferent.
 

I think rangers are just fine. They do tons of damage, and I don't think they need an additional benefit. Obviously, YMMV, but I am far from convinced that this is a problem that needs solving.
 

I think rangers are just fine. They do tons of damage, and I don't think they need an additional benefit. Obviously, YMMV, but I am far from convinced that this is a problem that needs solving.

Agreed for Hunter Rangers.

Duel weilding or archer Hunter Rangers are nasty enough with Hunter's Mark and Colossus Slayer going. No need to buff Favored Enemy as well.

Perhaps it's something that could be considered to help "fix" the Beastmaster Ranger.
 

If you are trying to get the classes on par with each with regards to damage then you are really wasting your time because that is not what this edition is based around. If you want to do more damage then play a fighter with a background and skills in wilderness.
 

You described undead for Clerics and Paladins.
They make the DM thinking exactly so as the undead. ;)

It's the same problem.
In 3rd and 4th, if a DM didn't send out enough undead the clerics and paladins would grab feats for other uses for the untapped resource.
A certain edition had divine metamagic and well...

So 5th did the same thing.
It gave these classes alternate uses for them outside of turning undead and then locked it.
 

Rangers are not weak.

The problem is there abilities come in 4 flavors... Fighter/Rogue/Druid/Ranger. IOW, most of their abilities are shared with either F/R/D, and those are fine. But the actual *Ranger* abilities are weak *and* bland. Favored enemy/terrain primeval awareness, etc.... just plain blech!
 

I disagree with the damage. I'm fine with Favored Enemy no longer being a combat ability, and I think it avoids some of the problems other people mentioned where Ranger combat-effectiveness becomes dependent on DM cooperation. My only problem with Favored Enemy is that it hardly does anything at all. You can track them and you can recall facts about them, that's it. How about advantage on all Wisdom checks involving them? How about advantage on Stealth rolls against them? The ability as written is so watered down it may as well not exist.
 


If you are trying to get the classes on par with each with regards to damage then you are really wasting your time because that is not what this edition is based around. If you want to do more damage then play a fighter with a background and skills in wilderness.

Except they are saying the guy with better armor, better defenses, better party protection (seriously, 6th level Oath of Ancients is awesome) ALSO deals a ton of damage and has better spellcasting. Paladins can nova down pretty well. They deal an additional 1d8 to smites against an undead or fiends, so essentially double what the OP is asking for against favored enemies.

Paladins are REALLY strong in this edition. Rangers have historically been less durable but dealt much more damage and had more skills. Their advantages have eroded and paladin's damage dealing capability has gone up significantly.
 

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