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Paladin and Ranger Are Backward
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<blockquote data-quote="doctorbadwolf" data-source="post: 8253328" data-attributes="member: 6704184"><p>okaay, [USER=92511]@steeldragons[/USER] how about this:</p><p></p><p><strong>Level 1 - </strong></p><p><strong></strong></p><p><strong>Natural Explorer</strong> -</p><ul> <li data-xf-list-type="ul">Canny - You are proficient with either the Survival or Nature skill, if you aren't already. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.</li> <li data-xf-list-type="ul">You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You do not need to be in your favored terrain for a check to be related to it. For instance, much of the knowledge you gain in the forest might be applicable to surviving in the mountains, and tracking in the desert might give you knowledge applicable to tracking along a coastline.</li> </ul><p></p><ul> <li data-xf-list-type="ul">While traveling for an hour or more in wilderness, you gain the following benefits:<ul> <li data-xf-list-type="ul">When you encounter difficult terrain, you can scout a safe path through it, allowing you and your allies to ignore the difficult terrain, while performing another task related to traveling, such as scouting for danger, or navigating. In your favored terrain you have advantage on these checks.</li> <li data-xf-list-type="ul">Once per travel day, when your DM asks for an ability check related to traveling, you can allow an ally to add your Wisdom modifier to the check.</li> <li data-xf-list-type="ul">Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.</li> <li data-xf-list-type="ul">If you are traveling alone, you can move stealthily at a normal pace. You can move at a fast pace stealthily while traveling alone in your favored terrain.</li> </ul></li> </ul><p>Some benefits only apply to traveling in your favored terrain;</p><ul> <li data-xf-list-type="ul">When you forage, you find twice as much food as you normally would</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> <li data-xf-list-type="ul">When the DM calls for a group check related to survival or travel in your favored terrain, you can replace the lowest result of the group check with your own.</li> </ul><p></p><p>You choose additional favored terrain types at 6th, 10th, and 15th, level.</p><p></p><p></p><p><strong>Favored Enemy</strong> -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p><p></p><ul> <li data-xf-list-type="ul">Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits related to your choice;</li> </ul><p></p><ul> <li data-xf-list-type="ul">You have advantage on Wisdom (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival" target="_blank">Survival</a>) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.</li> <li data-xf-list-type="ul">You can understand and communicate simple ideas with members of your favored enemy, even if you do not share a language.</li> <li data-xf-list-type="ul">You learn a Bane related to your favored enemy.<ul> <li data-xf-list-type="ul">list of banes by favored enemy</li> </ul></li> </ul><p></p><p>You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</p><p></p><p><strong>Level 2 - </strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Spellcasting</strong>- Prepared caster spellcasting writeup. Expanded spell list from tasha's.<ul> <li data-xf-list-type="ul">Ritual Casting - You can cast any spell that you know as a ritual, as long as it has the ritual tag. You can also learn druid spells with the ritual tag <as ritual caster feat, so spells of 1/2 your ranger level rounded down, learn 2 when you gain this feature, aquire more during play, spending 2 hours and 50gp worth of rare ingredients per spell level to do so><ul> <li data-xf-list-type="ul">Includes some stuff like primeval awareness, and some stuff inspired by 4e ranger utility powers and exploration rituals. I'll come back to this tomorrow.</li> </ul></li> </ul></li> <li data-xf-list-type="ul"><strong>Fighting Style - </strong>as phb+tasha's</li> <li data-xf-list-type="ul"><strong>Favored Terrain Spells - </strong>Each Favored Terrain comes with additional spells, which you always have prepared, and do not count against your number of prepared spells.<ul> <li data-xf-list-type="ul">Arctic - Ice Knife, Continual Flame</li> <li data-xf-list-type="ul">Coastal - Fog Cloud, Gust of Wind</li> <li data-xf-list-type="ul">Desert - Armor of Agythis? Create or Destroy Water? </li> <li data-xf-list-type="ul">Forest - Entangle, Web</li> <li data-xf-list-type="ul">Grassland - Longstrider, Find Steed (fight me)</li> <li data-xf-list-type="ul">Mountain - Jump, Spiderclimb</li> <li data-xf-list-type="ul">Wetlands - Detect Poison and Disease, Protection From Poison or </li> <li data-xf-list-type="ul">Subterranean - Faerie Fire, </li> <li data-xf-list-type="ul">Urban? Settlement? -</li> </ul></li> </ul><p>In addition to these spells, you learn Animal Friendship and can cast it once per day without spending a spell slot, and always have it prepared, and at level X you learn Speak with Plants and can cast it once per day without spending a spell slot and always have it prepared.</p><p><strong>Level 3 - </strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Archetype - </strong>add spells to the archetypes that don't have them, but otherwise Tasha's fixed the BM, and Hunter is fine. Might also give the PHB archetypes each the ability to cast each of their extra spells once without a spell slot per day. And add a large mountable Beast of X option, with a sidebar to discuss with the DM whether a large mount will be useful in their campaign or a hindrance.</li> <li data-xf-list-type="ul"><strong>Vanish - </strong>as the level 14 ability. I really want this to instead be a group stealth buff, but I guess few rangers are gonna not take Pass Without Trace, so it's fine.</li> </ul><p><strong>Level 10 - </strong></p><ul> <li data-xf-list-type="ul"><strong>Hide In Plain Sight - </strong>Make it a group ability, and add an ability to hide an encampment, and add the ability to use a spell slot to do so as an action.</li> </ul><p></p><p><strong>Most of the rest of the class is fine, though level 14 now wants something, so put the following there.</strong></p><p><strong></strong></p><p><strong>Level 14 - </strong></p><p><strong></strong></p><p><strong>Nature's Veil - </strong></p><p>You draw on the powers of nature to hide yourself from view briefly. When you use the Vanish ability, you can magically become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible" target="_blank">invisible</a>, along with any equipment you are wearing or carrying, until the start of your next turn, as part of the same bonus action.</p><p>You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.</p><p><strong> </strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Am I missing anything?</strong></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8253328, member: 6704184"] okaay, [USER=92511]@steeldragons[/USER] how about this: [B]Level 1 - Natural Explorer[/B] - [LIST] [*]Canny - You are proficient with either the Survival or Nature skill, if you aren't already. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. [*]You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You do not need to be in your favored terrain for a check to be related to it. For instance, much of the knowledge you gain in the forest might be applicable to surviving in the mountains, and tracking in the desert might give you knowledge applicable to tracking along a coastline. [/LIST] [LIST] [*]While traveling for an hour or more in wilderness, you gain the following benefits: [LIST] [*]When you encounter difficult terrain, you can scout a safe path through it, allowing you and your allies to ignore the difficult terrain, while performing another task related to traveling, such as scouting for danger, or navigating. In your favored terrain you have advantage on these checks. [*]Once per travel day, when your DM asks for an ability check related to traveling, you can allow an ally to add your Wisdom modifier to the check. [*]Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. [*]If you are traveling alone, you can move stealthily at a normal pace. You can move at a fast pace stealthily while traveling alone in your favored terrain. [/LIST] [/LIST] Some benefits only apply to traveling in your favored terrain; [LIST] [*]When you forage, you find twice as much food as you normally would [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [*]When the DM calls for a group check related to survival or travel in your favored terrain, you can replace the lowest result of the group check with your own. [/LIST] You choose additional favored terrain types at 6th, 10th, and 15th, level. [B]Favored Enemy[/B] -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. [LIST] [*]Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits related to your choice; [/LIST] [LIST] [*]You have advantage on Wisdom ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival']Survival[/URL]) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. [*]You can understand and communicate simple ideas with members of your favored enemy, even if you do not share a language. [*]You learn a Bane related to your favored enemy. [LIST] [*]list of banes by favored enemy [/LIST] [/LIST] You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. [B]Level 2 - [/B] [LIST] [*][B]Spellcasting[/B]- Prepared caster spellcasting writeup. Expanded spell list from tasha's. [LIST] [*]Ritual Casting - You can cast any spell that you know as a ritual, as long as it has the ritual tag. You can also learn druid spells with the ritual tag <as ritual caster feat, so spells of 1/2 your ranger level rounded down, learn 2 when you gain this feature, aquire more during play, spending 2 hours and 50gp worth of rare ingredients per spell level to do so> [LIST] [*]Includes some stuff like primeval awareness, and some stuff inspired by 4e ranger utility powers and exploration rituals. I'll come back to this tomorrow. [/LIST] [/LIST] [*][B]Fighting Style - [/B]as phb+tasha's [*][B]Favored Terrain Spells - [/B]Each Favored Terrain comes with additional spells, which you always have prepared, and do not count against your number of prepared spells. [LIST] [*]Arctic - Ice Knife, Continual Flame [*]Coastal - Fog Cloud, Gust of Wind [*]Desert - Armor of Agythis? Create or Destroy Water? [*]Forest - Entangle, Web [*]Grassland - Longstrider, Find Steed (fight me) [*]Mountain - Jump, Spiderclimb [*]Wetlands - Detect Poison and Disease, Protection From Poison or [*]Subterranean - Faerie Fire, [*]Urban? Settlement? - [/LIST] [/LIST] In addition to these spells, you learn Animal Friendship and can cast it once per day without spending a spell slot, and always have it prepared, and at level X you learn Speak with Plants and can cast it once per day without spending a spell slot and always have it prepared. [B]Level 3 - [/B] [LIST] [*][B]Archetype - [/B]add spells to the archetypes that don't have them, but otherwise Tasha's fixed the BM, and Hunter is fine. Might also give the PHB archetypes each the ability to cast each of their extra spells once without a spell slot per day. And add a large mountable Beast of X option, with a sidebar to discuss with the DM whether a large mount will be useful in their campaign or a hindrance. [*][B]Vanish - [/B]as the level 14 ability. I really want this to instead be a group stealth buff, but I guess few rangers are gonna not take Pass Without Trace, so it's fine. [/LIST] [B]Level 10 - [/B] [LIST] [*][B]Hide In Plain Sight - [/B]Make it a group ability, and add an ability to hide an encampment, and add the ability to use a spell slot to do so as an action. [/LIST] [B]Most of the rest of the class is fine, though level 14 now wants something, so put the following there. Level 14 - Nature's Veil - [/B] You draw on the powers of nature to hide yourself from view briefly. When you use the Vanish ability, you can magically become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible']invisible[/URL], along with any equipment you are wearing or carrying, until the start of your next turn, as part of the same bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. [B] Am I missing anything?[/B] [/QUOTE]
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