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[+] Mulling over a homebrew 10th level Ranger feature, "Equalizer". Help!
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<blockquote data-quote="Rocker26a" data-source="post: 9258591" data-attributes="member: 7042495"><p>I would say, while there's nothing inherently wrong with this, it's not the right track for what I'm intending here. I'm shooting for a parallel to regular Divine Smite at the mid-game level, since Paladins get a parallel to Ranger's (usual) signature mechanic at the mid-game levels.</p><p></p><p></p><p></p><p>I have mixed feelings about any "hey you have an animal buddy" feature for Ranger. On the one hand, I love the flavour of it of course, I love having an animal buddy. On the other... I don't know about rendering it an actual class or subclass feature. I think there have been admirable attempts, but. May be more trouble than it's worth in that regard. Might be leaning more towards, if you want an animal buddy, you can get one using the Sidekick rules in conjunction with Rangers having the innate ability to communicate with Beasts (or comparable creatures). Otherwise, Conjure Animals is still really good!</p><p>As for Defensive Tactics, I also have something somewhat similar to that! But it's just a single, scaling ability. At 6th level they get an ability similar to the Parry skill NPCs get, that lets them add their proficiency bonus to their AC for an enemy's turn. Kinda Shield Lite, but it does some other stuff.</p><p></p><p></p><p></p><p>Oh for sure, it's a big chunk of damage onto itself, as well as being an opening for yet more damage besides. Depending on the initiative order.</p><p></p><p>The intent was for the ability to do those two respectively, depending on the target! If you hit a grounded target, they're sent tumbling arse over head. If you hit a flying target, they're blasted out of the air. And there <em>is</em> an interaction within the rules that makes it happen! Per the <a href="https://www.dndbeyond.com/sources/basic-rules/combat#FlyingMovement" target="_blank">Player's Basic Rules (v0.2), page 71</a>: "If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as the <em>fly</em> spell."</p><p>I'm now wondering if making the target's speed reduced to 0 is technically unnecessary, if knocking it prone accomplishes the desired effect all the same, and they can't (usually) move when it's not their turn anyway.</p></blockquote><p></p>
[QUOTE="Rocker26a, post: 9258591, member: 7042495"] I would say, while there's nothing inherently wrong with this, it's not the right track for what I'm intending here. I'm shooting for a parallel to regular Divine Smite at the mid-game level, since Paladins get a parallel to Ranger's (usual) signature mechanic at the mid-game levels. I have mixed feelings about any "hey you have an animal buddy" feature for Ranger. On the one hand, I love the flavour of it of course, I love having an animal buddy. On the other... I don't know about rendering it an actual class or subclass feature. I think there have been admirable attempts, but. May be more trouble than it's worth in that regard. Might be leaning more towards, if you want an animal buddy, you can get one using the Sidekick rules in conjunction with Rangers having the innate ability to communicate with Beasts (or comparable creatures). Otherwise, Conjure Animals is still really good! As for Defensive Tactics, I also have something somewhat similar to that! But it's just a single, scaling ability. At 6th level they get an ability similar to the Parry skill NPCs get, that lets them add their proficiency bonus to their AC for an enemy's turn. Kinda Shield Lite, but it does some other stuff. Oh for sure, it's a big chunk of damage onto itself, as well as being an opening for yet more damage besides. Depending on the initiative order. The intent was for the ability to do those two respectively, depending on the target! If you hit a grounded target, they're sent tumbling arse over head. If you hit a flying target, they're blasted out of the air. And there [I]is[/I] an interaction within the rules that makes it happen! Per the [URL='https://www.dndbeyond.com/sources/basic-rules/combat#FlyingMovement']Player's Basic Rules (v0.2), page 71[/URL]: "If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as the [I]fly[/I] spell." I'm now wondering if making the target's speed reduced to 0 is technically unnecessary, if knocking it prone accomplishes the desired effect all the same, and they can't (usually) move when it's not their turn anyway. [/QUOTE]
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[+] Mulling over a homebrew 10th level Ranger feature, "Equalizer". Help!
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