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Community
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*Dungeons & Dragons
Ranger Features to Enhance Natural Explorer and Favored Enemy
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<blockquote data-quote="doctorbadwolf" data-source="post: 8125049" data-attributes="member: 6704184"><p><strong>Aberration</strong></p><p><strong>Beasts</strong></p><p><strong>Celestials</strong></p><p><strong>Constructs</strong></p><p><strong>Elementals - </strong>While poisoned, the target has disadvantage on saving throws to avoid being banished, stunned, or against taking a damage type of your choice, chosen when the poison is applied. Additionally, if an elemental creature dies while poisoned by one of your poisons, you can gather components from it to make even better poisons? Potions of resistance? <strong></strong></p><p><strong>Fey - </strong>While poisoned the target must make a wisdom saving throw in order to use any ability that changes it's appearance or causes it to become invisible, and has disadvantage on saving throws against being banished. <strong></strong></p><p><strong>Fiends - </strong>While poisoned, the target has disadvantage on saving throws to avoid being banished or turned, and if it takes radiant damage, it must make a constitution saving throw to avoid taking extra radiant damage equal to your wisdom modifier. <strong></strong></p><p><strong>Giants - </strong>no clue<strong></strong></p><p><strong>Monstrosities - no clue</strong></p><p><strong>Oozes - what even...maybe they become more brittle somehow?</strong></p><p><strong>Plants - burn from the inside, taking fire damage when hit?</strong></p><p><strong>Undead</strong> - while poisoned, if the target takes radiant damage, it takes extra radiant damage equal to your wisdom modifier. If the target is bound to another creature by magic, such as having been animated by them, that creature must make a constitution saving throw or take the same damage. Additionally, if a creature is currently controlling an undead creature or concentrating on a spell that animates or controls undead, they count as Undead for the purposes of your poisons and other class abilities.</p><p><strong>Humanoids - slow down, and something tactical involving hitting more than one enemy? extra damage when you hit two or more targets in a round?</strong></p><p><strong>Dragon </strong>- Your poison harms the target when they use a breath weapon or take the dash action or move willingly outside of their turn. Additionally, whenever you hit the target with a weapon attack, they must save vs losing all their speed on their next turn? </p><p></p><p>Perhaps there should also be an addition to natural explorer that lets ranger collect useful ingredients from creatures, with easier checks for favored enemies, and like...extra chance to get rare ingredients to make potions and such? Keep it simple, and have a short list (roll a d6) of ingredients for each type of favored enemy, except maybe humanoids because...that is gonna squick some folks out.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8125049, member: 6704184"] [B]Aberration Beasts Celestials Constructs Elementals - [/B]While poisoned, the target has disadvantage on saving throws to avoid being banished, stunned, or against taking a damage type of your choice, chosen when the poison is applied. Additionally, if an elemental creature dies while poisoned by one of your poisons, you can gather components from it to make even better poisons? Potions of resistance? [B] Fey - [/B]While poisoned the target must make a wisdom saving throw in order to use any ability that changes it's appearance or causes it to become invisible, and has disadvantage on saving throws against being banished. [B] Fiends - [/B]While poisoned, the target has disadvantage on saving throws to avoid being banished or turned, and if it takes radiant damage, it must make a constitution saving throw to avoid taking extra radiant damage equal to your wisdom modifier. [B] Giants - [/B]no clue[B] Monstrosities - no clue Oozes - what even...maybe they become more brittle somehow? Plants - burn from the inside, taking fire damage when hit? Undead[/B] - while poisoned, if the target takes radiant damage, it takes extra radiant damage equal to your wisdom modifier. If the target is bound to another creature by magic, such as having been animated by them, that creature must make a constitution saving throw or take the same damage. Additionally, if a creature is currently controlling an undead creature or concentrating on a spell that animates or controls undead, they count as Undead for the purposes of your poisons and other class abilities. [B]Humanoids - slow down, and something tactical involving hitting more than one enemy? extra damage when you hit two or more targets in a round? Dragon [/B]- Your poison harms the target when they use a breath weapon or take the dash action or move willingly outside of their turn. Additionally, whenever you hit the target with a weapon attack, they must save vs losing all their speed on their next turn? Perhaps there should also be an addition to natural explorer that lets ranger collect useful ingredients from creatures, with easier checks for favored enemies, and like...extra chance to get rare ingredients to make potions and such? Keep it simple, and have a short list (roll a d6) of ingredients for each type of favored enemy, except maybe humanoids because...that is gonna squick some folks out. [/QUOTE]
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Ranger Features to Enhance Natural Explorer and Favored Enemy
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