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It's official, WOTC hates Rangers (Tasha's version of Favored Foe is GARBAGE)
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<blockquote data-quote="Asisreo" data-source="post: 8122687" data-attributes="member: 7019027"><p>Giant Badger's Burrow Speed is slow, but it only needs to move however long and then burrow for the last 5-10 ft to be out of sight. In fact, attack-burrow round 1 then burrow-attack-burrow could possibly be a great pattern, especially for enemies with multiattack or when you're level 7 and can have them BA disengage (no attacking, though). 8 damage is better than what base ranger can do with a bow and arrow until level 4 but outpaces again at level 5. The to-hit is similar unless you take archery style which you very well might (though, defense isn't bad either). Plus, you can attack from over 150ft and not have disadvantage.</p><p></p><p>Until you notice the larger blindsight which pulls into the strategy I've mentioned and will go into greater detail in later. </p><p>Their stealth, as a companion, is +9, which is higher than a Ranger could possibly get at that level save for Pass Without Trace, which the spider also benefits from. </p><p></p><p>The Wolf Spider should be looked at post-buff and with everything they have. Pre-buff spiders have nothing to do with the discussion. The Wolf Spider Ranger can deal 23.5 if they don't save and 20.5 if they do save. </p><p></p><p>It'll probably die, but just get a new or different creature if it does. This is also one of, if not THE most reliable ways to restrain someone at early levels. The 6 damage is excusable but it can also swallow small enemies (which might not be all that uncommon in typical play <em>cough*goblins*cough</em>.</p><p> They take 13 damage if they fail. Also, they don't actually have to fail the DC 12 strength check to be BA attacked, they just have to be prone. If the fighter decides to prone the enemy, the Panther can capitalize. If the Wizard uses a spell that forces the enemy prone, the Panther can capitalize. </p><p>3rd level is when you get the subclass, though. </p><p>Here's the cool part, hehe. </p><p></p><p>You and your party don't get disadvantage when you cast fog cloud on your enemy. You can't see your enemy, true, but they can't see you. All attack rolls are neutral at this point. All attack rolls except for the ones between the crab and enemy. The crab <em>can</em> see the enemy, so they are given advantage while the enemy has disadvantage against them. </p><p></p><p>Ready for the super-duper fun part? Hehehe, here we go. </p><p></p><p>If you actually put the edge of Fog Cloud targetting the grappling Crab but not the enemy, you get exactly the same situation except that the enemy has disadvantage on <em>everyone</em> while everyone else has neutral attacks. I'll give anyone a heart eyes reaction if they can tell me why this happens, its not too hard, though. </p><p></p><p>And if you're level 7, you can order the crab to help as a bonus action and turn up the damage by alot (maybe the Paladin can put some extra oomph in their hit or the Barbarian doesn't need to go reckless this turn).</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8122687, member: 7019027"] Giant Badger's Burrow Speed is slow, but it only needs to move however long and then burrow for the last 5-10 ft to be out of sight. In fact, attack-burrow round 1 then burrow-attack-burrow could possibly be a great pattern, especially for enemies with multiattack or when you're level 7 and can have them BA disengage (no attacking, though). 8 damage is better than what base ranger can do with a bow and arrow until level 4 but outpaces again at level 5. The to-hit is similar unless you take archery style which you very well might (though, defense isn't bad either). Plus, you can attack from over 150ft and not have disadvantage. Until you notice the larger blindsight which pulls into the strategy I've mentioned and will go into greater detail in later. Their stealth, as a companion, is +9, which is higher than a Ranger could possibly get at that level save for Pass Without Trace, which the spider also benefits from. The Wolf Spider should be looked at post-buff and with everything they have. Pre-buff spiders have nothing to do with the discussion. The Wolf Spider Ranger can deal 23.5 if they don't save and 20.5 if they do save. It'll probably die, but just get a new or different creature if it does. This is also one of, if not THE most reliable ways to restrain someone at early levels. The 6 damage is excusable but it can also swallow small enemies (which might not be all that uncommon in typical play [I]cough*goblins*cough[/I]. They take 13 damage if they fail. Also, they don't actually have to fail the DC 12 strength check to be BA attacked, they just have to be prone. If the fighter decides to prone the enemy, the Panther can capitalize. If the Wizard uses a spell that forces the enemy prone, the Panther can capitalize. 3rd level is when you get the subclass, though. Here's the cool part, hehe. You and your party don't get disadvantage when you cast fog cloud on your enemy. You can't see your enemy, true, but they can't see you. All attack rolls are neutral at this point. All attack rolls except for the ones between the crab and enemy. The crab [I]can[/I] see the enemy, so they are given advantage while the enemy has disadvantage against them. Ready for the super-duper fun part? Hehehe, here we go. If you actually put the edge of Fog Cloud targetting the grappling Crab but not the enemy, you get exactly the same situation except that the enemy has disadvantage on [I]everyone[/I] while everyone else has neutral attacks. I'll give anyone a heart eyes reaction if they can tell me why this happens, its not too hard, though. And if you're level 7, you can order the crab to help as a bonus action and turn up the damage by alot (maybe the Paladin can put some extra oomph in their hit or the Barbarian doesn't need to go reckless this turn). [/QUOTE]
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It's official, WOTC hates Rangers (Tasha's version of Favored Foe is GARBAGE)
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