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[HOMEBREW] Ranger Ideas +
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<blockquote data-quote="jgsugden" data-source="post: 9655467" data-attributes="member: 2629"><p>First suggestion: When something is underpowered, it is often easier to add elements than to change the game. Changing the rules comes with hassles. You can sometimes avoid the hassles by inserting something that doesn't require a change to the rules, but does what you want.</p><p></p><p>My example specific to this issue: I introduced a common magic ring in my campaign that is given to new members of the guild to which the ranger in my game belonged: </p><p></p><p><em>The Hunter Ring (common - no attunement)</em></p><p><em></em></p><p><em>While wearing this ring the Hunter's Mark and Hex spells do not require concentration.</em> </p><p></p><p>By making this an easily accessible ring, the rangers gain access to it, but it doesn't require a rule change. The advantages are that if I go overboard on a 'fix' I have routes to walk it back in the future, and new players do not need to wade through lengthy house rules. </p><p></p><p>I also have a spell in my game (Bond Beast) that is similar to find familiar, but allows druids, rangers and nature clerics to gain a (sometimes additional) animal companion. It allows you to bond with a non-hostile beast you encounter with a CR less than or equal to half your character level, but no higher than your character level. (Net effect - you can't multiclass at high levels to get a sudden T-Rex ally - but you get to scale up the beast as you advance in a relevant class in a way that is relevant - even if you split multiclass rather than just dip.</p><p></p><p>You can only bond to one such beast at a time. Importantly, you can verbally command the beast and it will understand you, but it is an NPC under the control of the DM. I allow players to roll for the beast in combat when it is electing to follow instructions, however. This gives these classes a little more punch and keeps them on par with paladins, fighters, valor/sword bards, melee warlocks, etc...</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9655467, member: 2629"] First suggestion: When something is underpowered, it is often easier to add elements than to change the game. Changing the rules comes with hassles. You can sometimes avoid the hassles by inserting something that doesn't require a change to the rules, but does what you want. My example specific to this issue: I introduced a common magic ring in my campaign that is given to new members of the guild to which the ranger in my game belonged: [I]The Hunter Ring (common - no attunement) While wearing this ring the Hunter's Mark and Hex spells do not require concentration.[/I] By making this an easily accessible ring, the rangers gain access to it, but it doesn't require a rule change. The advantages are that if I go overboard on a 'fix' I have routes to walk it back in the future, and new players do not need to wade through lengthy house rules. I also have a spell in my game (Bond Beast) that is similar to find familiar, but allows druids, rangers and nature clerics to gain a (sometimes additional) animal companion. It allows you to bond with a non-hostile beast you encounter with a CR less than or equal to half your character level, but no higher than your character level. (Net effect - you can't multiclass at high levels to get a sudden T-Rex ally - but you get to scale up the beast as you advance in a relevant class in a way that is relevant - even if you split multiclass rather than just dip. You can only bond to one such beast at a time. Importantly, you can verbally command the beast and it will understand you, but it is an NPC under the control of the DM. I allow players to roll for the beast in combat when it is electing to follow instructions, however. This gives these classes a little more punch and keeps them on par with paladins, fighters, valor/sword bards, melee warlocks, etc... [/QUOTE]
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