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[HOMEBREW] Ranger Ideas +
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<blockquote data-quote="doctorbadwolf" data-source="post: 9685282" data-attributes="member: 6704184"><p>So thinking about [USER=63508]@Minigiant[/USER] ’s ideas and these discussions in general, I’ve got a thing.</p><p></p><p>At level 1 you choose a Primal Order. Each order gives you a spell. you always have it prepared and can cast it x/day without a spell slot.</p><p></p><ul> <li data-xf-list-type="ul">Order of The Mark (per PHB)<ul> <li data-xf-list-type="ul">Get Favored Enemy, add “you can add Wis mod to checks to study, search for, or recall information about, your hunter’s mark target, and once per turn you can add your Wis mod to damage against them”</li> <li data-xf-list-type="ul">Also change HM to 2d6 once per turn, with more dice with higher slots, or 1d6 1/T and a rider, still increasing damage by spell level.</li> </ul></li> <li data-xf-list-type="ul">Order of The Falconer<ul> <li data-xf-list-type="ul">Gain <em>Find Primal Raptor</em> spell. (Basically between find familiar and find steed in power, specifically a flying creature with flyby and the ability to give you advantage as a bonus action when it hits a creature)</li> </ul></li> <li data-xf-list-type="ul">Order of The Pack Leader<ul> <li data-xf-list-type="ul">Basically like falconer but with a wolf or panther style pet spell called <em>Find Primal Pack Hunter</em>. The Pack Hunter has good speed, can disengage as a bonus action, and can knock things down.</li> </ul></li> <li data-xf-list-type="ul">Order of The Primal Defender (Bear version, designed for WoW Hunter style gameplay)</li> <li data-xf-list-type="ul">Order of The Slayer (gets a spell that gives it expanded crit range against the target and you can end the spell when you hit to deal significant damage, basically a crit fishing spell)</li> <li data-xf-list-type="ul">Order of The Briar Knight (entangle with no concentration)</li> <li data-xf-list-type="ul">Order of The Hermit<ul> <li data-xf-list-type="ul">A spell that creates X doses of herbal medicine, based on spell level. Can be cast as a ritual, but has consumed components worth 50g +25gp per higher spell level if you do.</li> <li data-xf-list-type="ul">Maybe this one doesn’t get a spell and instead gets the ability to use spell slots to make salves and traps and poultices from a fairly small list.</li> </ul></li> </ul><p>If you gain a companion from your Primal Order, and later gain a Primal Companion, you combine the effects of the two, and gain more hp and a damage buff on your companion.</p><p></p><p>Also, I would make a house rule that any creature you get from a class feature, including from spells like find familiar and those above, can cast your prepared spells with their action if it targets “self”. So if you have Absorb Elements, you can have your companion cast it as their reaction when they take elemental damage, for instance. Or give them mage armor. Or let them cast shield. Or blur. It immediately lets you trade spells slots for a more powerful pet without taking up extra class feature power budget.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9685282, member: 6704184"] So thinking about [USER=63508]@Minigiant[/USER] ’s ideas and these discussions in general, I’ve got a thing. At level 1 you choose a Primal Order. Each order gives you a spell. you always have it prepared and can cast it x/day without a spell slot. [LIST] [*]Order of The Mark (per PHB) [LIST] [*]Get Favored Enemy, add “you can add Wis mod to checks to study, search for, or recall information about, your hunter’s mark target, and once per turn you can add your Wis mod to damage against them” [*]Also change HM to 2d6 once per turn, with more dice with higher slots, or 1d6 1/T and a rider, still increasing damage by spell level. [/LIST] [*]Order of The Falconer [LIST] [*]Gain [I]Find Primal Raptor[/I] spell. (Basically between find familiar and find steed in power, specifically a flying creature with flyby and the ability to give you advantage as a bonus action when it hits a creature) [/LIST] [*]Order of The Pack Leader [LIST] [*]Basically like falconer but with a wolf or panther style pet spell called [I]Find Primal Pack Hunter[/I]. The Pack Hunter has good speed, can disengage as a bonus action, and can knock things down. [/LIST] [*]Order of The Primal Defender (Bear version, designed for WoW Hunter style gameplay) [*]Order of The Slayer (gets a spell that gives it expanded crit range against the target and you can end the spell when you hit to deal significant damage, basically a crit fishing spell) [*]Order of The Briar Knight (entangle with no concentration) [*]Order of The Hermit [LIST] [*]A spell that creates X doses of herbal medicine, based on spell level. Can be cast as a ritual, but has consumed components worth 50g +25gp per higher spell level if you do. [*]Maybe this one doesn’t get a spell and instead gets the ability to use spell slots to make salves and traps and poultices from a fairly small list. [/LIST] [/LIST] If you gain a companion from your Primal Order, and later gain a Primal Companion, you combine the effects of the two, and gain more hp and a damage buff on your companion. Also, I would make a house rule that any creature you get from a class feature, including from spells like find familiar and those above, can cast your prepared spells with their action if it targets “self”. So if you have Absorb Elements, you can have your companion cast it as their reaction when they take elemental damage, for instance. Or give them mage armor. Or let them cast shield. Or blur. It immediately lets you trade spells slots for a more powerful pet without taking up extra class feature power budget. [/QUOTE]
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