Level Up (A5E) Grim Hollow's Green Reaper Ranger Subclass Conversion

Houligan

First Post
Before I was aware of A5e, I was planning a game out for O5e, and one of players wanted to play a Green Reaper ranger from the Grim Hollow book. Thematically, this fits what I want to run perfectly. Having learned about and bought A5e books, I now want to try to use A5e for this, as a way to introduce my play group to it (vs O5e).

This leads to my problem. The Green Reaper ranger has a feature called 'Toxic Tradecraft' that lets them exchange spells slots for various effects. The A5e ranger does not have spell slots. How would people recommend fixing this?

I am thinking that I am going to make a new maneuver school that he would then get access to.
 

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Steampunkette

A5e 3rd Party Publisher!
Supporter
Making Toxic Tradecraft into a martial combat tradition does sound pretty epic!

Though if you want a shorter path to a solution, take notes from the Wildborn archetype.


Part of the Adventurer's Guide, the Wildborn Ranger gains the ability to cast spells up to 4th level just like an o5e or 5.5e Ranger does.

Just trade out the Ranger's Combat Maneuvers for spellcasting and voila! Your Ranger can drop spell slots for their Toxic Tradecraft.

Alternatively, you could allow your Ranger's Toxic Tradecraft cost exertion, directly. 1, 2, 3, 4, and 5 points with a very limited pool that recovers on a short rest seems like a solid way to go? Just add in a minimum level to each "Spell Slot" sacrificed so a 5th level Green Reaper can't use 5 of their 6 exertion on a single attack.
 

Making Toxic Tradecraft into a martial combat tradition does sound pretty epic!

Though if you want a shorter path to a solution, take notes from the Wildborn archetype.


Part of the Adventurer's Guide, the Wildborn Ranger gains the ability to cast spells up to 4th level just like an o5e or 5.5e Ranger does.
quick correction - o5e/5.5e rangers are half casters like heralds, not 1/3 casters like wildborn rangers

but yeah the easiest way would probably be the exertion conversion
 

Steampunkette

A5e 3rd Party Publisher!
Supporter
quick correction - o5e/5.5e rangers are half casters like heralds, not 1/3 casters like wildborn rangers

but yeah the easiest way would probably be the exertion conversion
Oh... right! You're right. Hence the 5th level spells the Wildborn doesn't get.

My mistake!

Still. Point remains. Trade out Combat Maneuvers for Spellcasting Progression for an easy fix, or use Exertion for "Spell Slots" for an even quicker and dirtier fix.
 

Houligan

First Post
Making Toxic Tradecraft into a martial combat tradition does sound pretty epic!

Though if you want a shorter path to a solution, take notes from the Wildborn archetype.


Part of the Adventurer's Guide, the Wildborn Ranger gains the ability to cast spells up to 4th level just like an o5e or 5.5e Ranger does.

Just trade out the Ranger's Combat Maneuvers for spellcasting and voila! Your Ranger can drop spell slots for their Toxic Tradecraft.

Alternatively, you could allow your Ranger's Toxic Tradecraft cost exertion, directly. 1, 2, 3, 4, and 5 points with a very limited pool that recovers on a short rest seems like a solid way to go? Just add in a minimum level to each "Spell Slot" sacrificed so a 5th level Green Reaper can't use 5 of their 6 exertion on a single attack.
I thought about that, but no other maneuver school has abilities that cost 4 or 5. They all cost 1, 2, or 3 (that I can tell).
 




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