doctorbadwolf
Heretic of The Seventh Circle
So, I have always been okay with taking spellcasting from the Ranger, but I am not at all okay with making them mundane.
I also don't see the point in making them lack spells just for the sake of them not casting spells, as a goal in itself. They base concept is tied to a part of the world that is magical and needs magical solutions, and that character options tied to it have always had magic, and in 5e characters doing magical stuff frequently means spellcasting.
However, I was thinking about my nonspellcasting arcanist ideas and my old notion to make the Paladin not cast spells, and I figure I might as well develop the notion for the Ranger as well.
So, instead of spellcasting, you have:
- Ranger's Focus. Just like the Monk, but with different features that spend focus points.
Hunter's Quarry You can mark a target as a bonus action, gaining advantage on all wisdom checks related to the target for 1 hour. Alternatively, you can spend 1 Focus to gain the above benefit and 1d6 extra damage each time you hit the target with an attack.
- Natural Explorer
A set of optional benefits that are similar to the above in basic framework, but are related to exploration. You learn 1 at level 1 or 2, and more as you level.
Hunter's Swiftness You can dash or disengage as a bonus action. Alternatively, you can expend 1 focus to dash and disengage, gain a climb speed equal to your speed, and difficult terrain does not slow your movement.
Without a Trace You can Hide as a bonus action. Alternatively, you can spend 1 focus to also grant allies equal to your wisdom modifier a bonus equal to your proficiency bonus to their next stealth check.
- Ranger's Bane
A set of optional features that focus on taking down a type of enemy. You learn 1 at level 1 or 2, and more as you level.
You can apply a Bane to yourself and allies equal to your wisdom modifier or maybe you apply it to an enemy, whichever is more balanced with the rest of the class. Each bane lists it's duration and effects. Minor Banes require spending 1 focus to apply, with later options costing more.
Troll's Bane When you apply this Bane to you and your allies weapons, their attacks gain the following benefits. Targets cannot regain hit points until the start of their next turn, and they are poisoned. The bane lasts for 1 minute, reapplying the effect each time the target is hit and fails a save.
Dragon's Bane Targets take damage if they fly or move more than half their speed after being hit with this bane, and if they roll to recharge a special ability, they roll twice and take the lower result.
etc, basically favored enemy but more broadly useful while still being themed to a type of creature.
Thoughts?
I also don't see the point in making them lack spells just for the sake of them not casting spells, as a goal in itself. They base concept is tied to a part of the world that is magical and needs magical solutions, and that character options tied to it have always had magic, and in 5e characters doing magical stuff frequently means spellcasting.
However, I was thinking about my nonspellcasting arcanist ideas and my old notion to make the Paladin not cast spells, and I figure I might as well develop the notion for the Ranger as well.
So, instead of spellcasting, you have:
- Ranger's Focus. Just like the Monk, but with different features that spend focus points.
Hunter's Quarry You can mark a target as a bonus action, gaining advantage on all wisdom checks related to the target for 1 hour. Alternatively, you can spend 1 Focus to gain the above benefit and 1d6 extra damage each time you hit the target with an attack.
- Natural Explorer
A set of optional benefits that are similar to the above in basic framework, but are related to exploration. You learn 1 at level 1 or 2, and more as you level.
Hunter's Swiftness You can dash or disengage as a bonus action. Alternatively, you can expend 1 focus to dash and disengage, gain a climb speed equal to your speed, and difficult terrain does not slow your movement.
Without a Trace You can Hide as a bonus action. Alternatively, you can spend 1 focus to also grant allies equal to your wisdom modifier a bonus equal to your proficiency bonus to their next stealth check.
- Ranger's Bane
A set of optional features that focus on taking down a type of enemy. You learn 1 at level 1 or 2, and more as you level.
You can apply a Bane to yourself and allies equal to your wisdom modifier or maybe you apply it to an enemy, whichever is more balanced with the rest of the class. Each bane lists it's duration and effects. Minor Banes require spending 1 focus to apply, with later options costing more.
Troll's Bane When you apply this Bane to you and your allies weapons, their attacks gain the following benefits. Targets cannot regain hit points until the start of their next turn, and they are poisoned. The bane lasts for 1 minute, reapplying the effect each time the target is hit and fails a save.
Dragon's Bane Targets take damage if they fly or move more than half their speed after being hit with this bane, and if they roll to recharge a special ability, they roll twice and take the lower result.
etc, basically favored enemy but more broadly useful while still being themed to a type of creature.
Thoughts?