Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Ranger houserules and homebrew
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="doctorbadwolf" data-source="post: 6795186" data-attributes="member: 6704184"><p>Tell me what you think. </p><p></p><p><strong>Beast Companion options</strong>: First, beast companions can be mounts, but it has to be an animal that can normally be a mount. You can't use a giant owl as a mount, normally. Second, Beasts can be commanded to Help, Dash, Dodge or Disengage as a bonus action, and you can Help your companion as a bonus action. If you help your companion, or it Helps you or an ally, add a bonus equal to Wis mod to damage of an attack, or to a skill check. </p><p> </p><p><strong>Beast Companion as core feature: </strong>Downgrade ranger spellcasting to 1/3 casting. Give Beast COmpanion as core feature at lvl 2. Sub classes could increase spellcasting if it makes sense for the concept. </p><p></p><p><strong>Spells</strong>: Add a few spells to ranger list. Can do ranger spells as rituals if they have that tag. </p><p>Absorb elements, beast bond(add ritual tag), Control Wind (ritual), Skywrite (ritual), Tidal Wave, Warding Wind, Augury, Commune, Divination, Leomund's Tiny Hut. <strong>Cantrips</strong>: Blade Ward, Dancing Lights, Druidcraft, Guidance, Shillelagh, Thorn Whip, Seeker's Bow*, Tangle Bow*, Booming Blade, Spirit Bow*</p><p></p><p></p><p><strong>Add the following to the Natural Explorer trait</strong>. </p><p> You can spend 1 hour familiarizing yourself with an area of wilderness or an urban area ½ a mile diameter or less, or a day to familiarize yourself with an entire settlement or an area of wilderness of a size that you could cross in one day of travel alone. In that area, you can use a bonus action in any surprise round to do one of the following: Move half your speed, use the Hide action, or interact with your environment. You also gain proficiency on any checks to navigate, forage or track in that area, even if you wouldn’t normally. If you are tracking a target, you remain aware of their exact location even if they break line of sight, so long as you can establish line of sight again by the end of your next turn. You are also able to find lodging, and make contacts in a settlement, who are friendly to you, and will help you as long as it does not endanger them. </p><p></p><p> If you track and/or study a creature for at least 1 hour, either as part of familiarizing yourself with an area, or while in a familiar area, you gain Expertise on Insight, Investigate, Perception, Arcana, or Deception checks involving that creature. </p><p></p><p> You can only keep one area’s features in your mind at one time. When you gain familiarity with an area, you lose familiarity with any other area for which you have used this trait, with one exception. Work with your DM to figure out an area related to your background. That area is always familiar to you. </p><p></p><p><strong>At lvl 10, instead of an extra Terrain type</strong>, when in your favored terrain, or an area of familiarity, you gain advantage on any checks made during a Chase, or to locate a character/creature, and saves vs natural hazards, and you gain Advantage, once per day, when gathering information, foraging or tracking. </p><p></p><p><strong>Replace Hide In Plain Sight with the following:</strong> You are the master of stealth in any area with which you are familiar, or a Favored Terrain. You can attempt to Hide even when only lightly obscured by terrain features, or by a crowd or other urban features, like market stalls, stacks of crates, etc, so long as you are familiar with the area or terrain type. You can also help your companions Hide more effectively. A number of times equal to your Wisdom Modifier, you can give an ally Advantage on a check to Hide. </p><p></p><p></p><p>New Spell:</p><p>Seeker's Bow</p><p><em>Conjuration Cantrip</em></p><p><em></em><strong>Casting Time: </strong>1 Action</p><p><strong>Range: </strong>Weapon Range<strong></strong></p><p><strong>Components: </strong>V, M (a weapon)<strong></strong></p><p><strong>Duration: </strong>1 Round</p><p>As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, except that the damage is Poison, Fire, Cold, Lightning, or Thunder damage, and it also takes 1d4 of that damage if it willingly moves during the duration of the spell.</p><p> This spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d4 damage to it's target, and the damage for moving increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level. </p><p></p><p>Tangle Bow</p><p><em>Conjuration Cantrip</em></p><p><em></em><strong>Casting Time: </strong>1 Action</p><p><strong>Range: </strong>Weapon Range<strong></strong></p><p><strong>Components: </strong>V, M (a weapon)<strong></strong></p><p><strong>Duration: </strong>1 Round</p><p></p><p><strong>You call upon the spirits of the land as you draw back your bow or ready a thrown weapon, and make a ranged weapon attack against one target within the weapon's range. The target suffers the attack's normal effects. Whether the weapon attack hits or not, the ground within 15 feet of the target becomes difficult terrain. The next enemy that makes an attack within the area of effect takes 1d8 thunder damage. </strong></p><p><strong></strong> The spells damage increases by 1d8 when you reach 5th level, 11th level and 17th level. </p><p></p><p>Nature's Bow</p><p><em>Conjuration Cantrip</em></p><p><em></em><strong>Casting Time: </strong>1 Action</p><p><strong>Range: </strong>Weapon Range<strong></strong></p><p><strong>Components: </strong>V, M (a ranged or thrown weapon made of wood, 1 foot of thorny vine or branch, 1 ounce of water form a spring, snowmelt or rain)<strong></strong></p><p><strong>Duration: </strong>1 Minute</p><p>The wood of the chosen weapon you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability isntead of Strength or Dexterity for the attack and damage rolls of ranged attacks using that weapon. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. </p><p> Special: You can spend a 1st level spell slot to make attacks with the weapon count as silvered, and make the spell last for 1 hour. <strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>So, I think these changes bring the class up to the level of the Paladin, but feel free to tell me if I"m missing something. </strong></p><p><strong></strong></p><p><strong>I figure the Beast Master can be replaced with some manner of spirit warrior that is more magical, and perhaps one that makes the Beast even more powerful? </strong></p><p><strong></strong></p><p><strong>anyway, any thoughts? </strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6795186, member: 6704184"] Tell me what you think. [B]Beast Companion options[/B]: First, beast companions can be mounts, but it has to be an animal that can normally be a mount. You can't use a giant owl as a mount, normally. Second, Beasts can be commanded to Help, Dash, Dodge or Disengage as a bonus action, and you can Help your companion as a bonus action. If you help your companion, or it Helps you or an ally, add a bonus equal to Wis mod to damage of an attack, or to a skill check. [B]Beast Companion as core feature: [/B]Downgrade ranger spellcasting to 1/3 casting. Give Beast COmpanion as core feature at lvl 2. Sub classes could increase spellcasting if it makes sense for the concept. [B]Spells[/B]: Add a few spells to ranger list. Can do ranger spells as rituals if they have that tag. Absorb elements, beast bond(add ritual tag), Control Wind (ritual), Skywrite (ritual), Tidal Wave, Warding Wind, Augury, Commune, Divination, Leomund's Tiny Hut. [B]Cantrips[/B]: Blade Ward, Dancing Lights, Druidcraft, Guidance, Shillelagh, Thorn Whip, Seeker's Bow*, Tangle Bow*, Booming Blade, Spirit Bow* [B]Add the following to the Natural Explorer trait[/B]. You can spend 1 hour familiarizing yourself with an area of wilderness or an urban area ½ a mile diameter or less, or a day to familiarize yourself with an entire settlement or an area of wilderness of a size that you could cross in one day of travel alone. In that area, you can use a bonus action in any surprise round to do one of the following: Move half your speed, use the Hide action, or interact with your environment. You also gain proficiency on any checks to navigate, forage or track in that area, even if you wouldn’t normally. If you are tracking a target, you remain aware of their exact location even if they break line of sight, so long as you can establish line of sight again by the end of your next turn. You are also able to find lodging, and make contacts in a settlement, who are friendly to you, and will help you as long as it does not endanger them. If you track and/or study a creature for at least 1 hour, either as part of familiarizing yourself with an area, or while in a familiar area, you gain Expertise on Insight, Investigate, Perception, Arcana, or Deception checks involving that creature. You can only keep one area’s features in your mind at one time. When you gain familiarity with an area, you lose familiarity with any other area for which you have used this trait, with one exception. Work with your DM to figure out an area related to your background. That area is always familiar to you. [B]At lvl 10, instead of an extra Terrain type[/B], when in your favored terrain, or an area of familiarity, you gain advantage on any checks made during a Chase, or to locate a character/creature, and saves vs natural hazards, and you gain Advantage, once per day, when gathering information, foraging or tracking. [B]Replace Hide In Plain Sight with the following:[/B] You are the master of stealth in any area with which you are familiar, or a Favored Terrain. You can attempt to Hide even when only lightly obscured by terrain features, or by a crowd or other urban features, like market stalls, stacks of crates, etc, so long as you are familiar with the area or terrain type. You can also help your companions Hide more effectively. A number of times equal to your Wisdom Modifier, you can give an ally Advantage on a check to Hide. New Spell: Seeker's Bow [I]Conjuration Cantrip [/I][B]Casting Time: [/B]1 Action [B]Range: [/B]Weapon Range[B] Components: [/B]V, M (a weapon)[B] Duration: [/B]1 Round As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, except that the damage is Poison, Fire, Cold, Lightning, or Thunder damage, and it also takes 1d4 of that damage if it willingly moves during the duration of the spell. This spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d4 damage to it's target, and the damage for moving increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level. Tangle Bow [I]Conjuration Cantrip [/I][B]Casting Time: [/B]1 Action [B]Range: [/B]Weapon Range[B] Components: [/B]V, M (a weapon)[B] Duration: [/B]1 Round [B]You call upon the spirits of the land as you draw back your bow or ready a thrown weapon, and make a ranged weapon attack against one target within the weapon's range. The target suffers the attack's normal effects. Whether the weapon attack hits or not, the ground within 15 feet of the target becomes difficult terrain. The next enemy that makes an attack within the area of effect takes 1d8 thunder damage. [/B] The spells damage increases by 1d8 when you reach 5th level, 11th level and 17th level. Nature's Bow [I]Conjuration Cantrip [/I][B]Casting Time: [/B]1 Action [B]Range: [/B]Weapon Range[B] Components: [/B]V, M (a ranged or thrown weapon made of wood, 1 foot of thorny vine or branch, 1 ounce of water form a spring, snowmelt or rain)[B] Duration: [/B]1 Minute The wood of the chosen weapon you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability isntead of Strength or Dexterity for the attack and damage rolls of ranged attacks using that weapon. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. Special: You can spend a 1st level spell slot to make attacks with the weapon count as silvered, and make the spell last for 1 hour. [B] So, I think these changes bring the class up to the level of the Paladin, but feel free to tell me if I"m missing something. I figure the Beast Master can be replaced with some manner of spirit warrior that is more magical, and perhaps one that makes the Beast even more powerful? anyway, any thoughts? [/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Ranger houserules and homebrew
Top