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NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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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: 8122764" data-attributes="member: 7019027"><p>See, but they don't take AoO. If they burrow under the ground 5ft from being in reach, they are still 5 ft from the target because of how diagonals work in 5e. They never left reach so they don't incur AoO. However, since they're out of Line of Sight and under full cover from the sand and earth, they can't be targeted either. </p><p></p><p></p><p>Ahem. </p><p></p><p>If they fail the save, the damage equals 1d6+1+2d6+3 at level 5. That's 14.5 from the Wolf Spider, and I didn't add two bonuses for that, the prof bonus is only added once. However, the Ranger himself gets to attack at level 5 as well. This damage will likely be 1d10+4 which equals 9.5 damage. Turns out, they actually do more damage than I said, doing a total damage of 24 with absolutely no spells used. So yeah, they're pretty good. </p><p></p><p>You're right about poison damage being shown resisted alot, though while its common when counting monsters as if they hold equal weight, alot of those monsters don't have these resistances unless its an undead or fiend campaign. Neither goblins, kobolds, orcs, beasts, humans, elves, most fey, most monstrosities, most dragons, and most abberations. In fact, even celestials can be susceptible to poison damage. The only two celestials in the MM that are immune or resistant are the Unicorn or Solar. Actually, to my surprise, even oozes take poison damage as normal. The reason why fiends, elementals, constructs, and undead have these resistances and immunities make total sense and should be expected by the Ranger. </p><p></p><p>Though, interestingly, Genies are elementals that aren't immune or resistant to poison. Neither are Magmins for some reason. </p><p></p><p></p><p>Its my fantasy. Like I said, if a player expects a permenant totally regular beast companion, they should talk with their DM since balancing a class based around having a second body that almost never dies is extremely hard since a party would just buff it and send it into battle with very little risk. Constructs work because obviously they can be repaired and magical companions like familiars or the new Primal Beasts can be "resummoned" but when they're just a beast they befriended, they must run the risk of dying during battle. As such, they should be replaceable and the beastmaster should not hold back on their combat beasts. If they die but it would be really inconvenient, the Ranger can Cure Wounds on them and bring them back to life. Yes, you're allowed to upcast your Cure Wounds. </p><p></p><p></p><p>So are criticals on ability checks. Doesn't change what the text says. </p><p></p><p>That said, that houserule makes it easier on the Ranger's strategy anyways so it doesn't actually matter how you houserule that interaction. It benefits the Ranger regardless. </p><p>Can't figure it out? That's okay. There's alot of moving parts at this point. </p><p></p><p>I've already explained how the crab not being seen gives advantage to it but disadvantage to the enemy, but why does the enemy get disadvantage on everyone else's attacks. </p><p></p><p>You're technically correct when you say they aren't affected, at least in melee. However, if the enemy is not in melee with anyone in your party other than the crab, they must make a ranged attack. The ranged attack is being made 5ft from a hostile enemy, so its at disadvantage no matter who they target. Meanwhile, the party gets to assault them with their own ranged attacks. </p><p>Good thing the Crab can do this to two enemies at the same time. Might require a bit more setup or Bestial Fury, but it doesn't have to be a 1 v. Party encounter. </p><p></p><p></p><p>Don't isolate the abilities. I didn't make that whole post to say you <em>only</em> get Help as a Bonus Action. Its something you get on top of what you already have. Anyone can get rituals, but they're special on a wizard because they get that <em>on top</em> of what they already have with no extra investment necessary. </p><p></p><p>A feat tax is expensive and going out of your way for <em>only</em> the Help action attached to a 1 HP familiar that can't attack. A Beastmaster Ranger gets this at level 7 but grabbing Magic Initiate Sanctuary to make your beast even more difficult to hit in an encounter once they've done what they need to.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8122764, member: 7019027"] See, but they don't take AoO. If they burrow under the ground 5ft from being in reach, they are still 5 ft from the target because of how diagonals work in 5e. They never left reach so they don't incur AoO. However, since they're out of Line of Sight and under full cover from the sand and earth, they can't be targeted either. Ahem. If they fail the save, the damage equals 1d6+1+2d6+3 at level 5. That's 14.5 from the Wolf Spider, and I didn't add two bonuses for that, the prof bonus is only added once. However, the Ranger himself gets to attack at level 5 as well. This damage will likely be 1d10+4 which equals 9.5 damage. Turns out, they actually do more damage than I said, doing a total damage of 24 with absolutely no spells used. So yeah, they're pretty good. You're right about poison damage being shown resisted alot, though while its common when counting monsters as if they hold equal weight, alot of those monsters don't have these resistances unless its an undead or fiend campaign. Neither goblins, kobolds, orcs, beasts, humans, elves, most fey, most monstrosities, most dragons, and most abberations. In fact, even celestials can be susceptible to poison damage. The only two celestials in the MM that are immune or resistant are the Unicorn or Solar. Actually, to my surprise, even oozes take poison damage as normal. The reason why fiends, elementals, constructs, and undead have these resistances and immunities make total sense and should be expected by the Ranger. Though, interestingly, Genies are elementals that aren't immune or resistant to poison. Neither are Magmins for some reason. Its my fantasy. Like I said, if a player expects a permenant totally regular beast companion, they should talk with their DM since balancing a class based around having a second body that almost never dies is extremely hard since a party would just buff it and send it into battle with very little risk. Constructs work because obviously they can be repaired and magical companions like familiars or the new Primal Beasts can be "resummoned" but when they're just a beast they befriended, they must run the risk of dying during battle. As such, they should be replaceable and the beastmaster should not hold back on their combat beasts. If they die but it would be really inconvenient, the Ranger can Cure Wounds on them and bring them back to life. Yes, you're allowed to upcast your Cure Wounds. So are criticals on ability checks. Doesn't change what the text says. That said, that houserule makes it easier on the Ranger's strategy anyways so it doesn't actually matter how you houserule that interaction. It benefits the Ranger regardless. Can't figure it out? That's okay. There's alot of moving parts at this point. I've already explained how the crab not being seen gives advantage to it but disadvantage to the enemy, but why does the enemy get disadvantage on everyone else's attacks. You're technically correct when you say they aren't affected, at least in melee. However, if the enemy is not in melee with anyone in your party other than the crab, they must make a ranged attack. The ranged attack is being made 5ft from a hostile enemy, so its at disadvantage no matter who they target. Meanwhile, the party gets to assault them with their own ranged attacks. Good thing the Crab can do this to two enemies at the same time. Might require a bit more setup or Bestial Fury, but it doesn't have to be a 1 v. Party encounter. Don't isolate the abilities. I didn't make that whole post to say you [I]only[/I] get Help as a Bonus Action. Its something you get on top of what you already have. Anyone can get rituals, but they're special on a wizard because they get that [I]on top[/I] of what they already have with no extra investment necessary. A feat tax is expensive and going out of your way for [I]only[/I] the Help action attached to a 1 HP familiar that can't attack. A Beastmaster Ranger gets this at level 7 but grabbing Magic Initiate Sanctuary to make your beast even more difficult to hit in an encounter once they've done what they need to. [/QUOTE]
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It's official, WOTC hates Rangers (Tasha's version of Favored Foe is GARBAGE)
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