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D&D (2024) [HOMEBREW] Ranger Ideas +


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Considering the thread is about ideas for changing the class, I’m not sure why it couldn’t.
It keeps the base class as close to unchanged as possible. 0% change.

Just new spells.

Also mix and match marks gives ranger a unique thing. Which you can still ignore and cast conjure barrage if you want.
 


Right but that would be a houserule. Nothing wrong with a houserule but I think there is a way for WOTC to fix it with a new spell which doesn't mess with their prior design integrity.

Okay but that isn’t the point of the thread.

I suppose I should have tagged the thread properly.

Edit: I double checked and the OP literally states that these ideas are for a project and for my home games.
 

Id Rather do it via a class feature, than another spell. Simpler.
Sure. It can be done as a feature.


Level 5
Mark Mastery
When you cast Hunter's Mark, you can expend one additional spell slot to modify the spell. This effect last as long as the triggering Hunter's Mark.

Level 9
You can use Mark Mastery twice, spending a spell slot for each effect. Each effort must be different.

Level 12
You can use Mark Mastery thrice, spending a spell slot for each effect. Each effort must be different.

Level 20
When you use Mark Mastery you can add a 1st level Mark Mastery without spending a spell slot. This is in addition to spending spell slots on effects.


1st level slot.
Brutal Mark: increase your Hunter's Mark damage by a die size.
Charging Mark: when you cast Hunter's Mark or use a bonus action to change targets, you can Dash towards your target.
Stalker's Mark: the target of your Hunter's Mark has disadvantage on Perception checks to notice you.
Focused Mark: Hunter's Mark doesn't require concentration, but you can no longer switch targets.
Ambush Mark: the target of your Hunter's Mark takes a penalty to initiative checks equal to your Wisdom modifier.

2nd level slot
Fey Mark: when the target of your Hunter's Mark ends it's turn within 30' of you, you can use your reaction to teleport 15".
Challenge Mark: the target of your Hunter's Mark has advantage to hit you. If you are within 60' of it, other creatures have disadvantage to hit you.

3rd level slot
Slayer Mark: your Hunter's Mark damage die is maximized.
Effortless Mark: your Hunter's Mark does not require concentration. It's duration is half.

Level 4
Camouflage Mark: you turn invisible to the target of your Hunter's Mark. Other creatures can see you as shifting colors.

Level 5
Global Mark: all creatures are considered marked by you.
 

I think the main problem is bonus action hunters mark.

Maybe bonus action to cast it reaction to move it. Mixed in with any of your ideas.
reaction action when you drop the enemy, Bonus action if you want to change target for whatever reason.
I.E: target is out of range/hidden and there is new/better threats around. Or you already have spent reaction that round.
 

maybe also find way to use favored enemy to work as burst damage.

I.E:
once on your turn when you take Attack action, you can spend a usage of favored enemy to make 2 extra attacks.
at 11th level, you make 3 extra attacks
at 17th level, every attack in that Attack action has Advantage
at 20th level, you make 4 extra attacks
 

Okay okay so I have a complete build, and I think it’s solid. It’s a Focus Pointa based half-caster with mostly Ranger spells but some pulled from other lists and some Ranger spells left out. It’s got “strategies” that you choose from a list and get more of as you level, and “moves” that are simple set actions like hiding as a bonus action or making an attack as part of the same action if your attack drops an enemy to 0hp, or you spend 1 Focus. Finally it hasa damage-boosting Mark that gives passive benefits while active and you can end it to drop extra d10s on the enemy when you hit.

The flavor is focused strongly on The Hunt, and it sheds some of the Ranger stuff that doesn’t fit, like most of the support spells.

I think I will also make a Warden that is all about enemy control and self transformation to protect allies, and that class will get all those support spells that the Slayer doesn’t get.
 

Oh, and the Slayer gets multiple damage boosts from preparing and angling for the perfect shot. Extra damage when hitting a surprised target, extra damage when attacking with advantage and even more if hidden, eventual advantage on all attacks against marked target and crit range increased, plus simple Mark damage scaling. Over all, when you take the time to set up the perfect shot, you can deal massive damage on a single attack, and then keep fighting effectively but not as lethally.
 

I have built a class named Slayer, which is part assassin and part ranger, but I wonder if the “guardian” part of the ranger is fit to be a whole class.

The Warden was a 4e class, a primal defender. I wonder if the basic mechanic of the Hollow Warden could be turned into a core class mechanic, with the added ability to make an extra attack when a marked creature attacks someone other than the Warden, and perhaps the forms you take have effects like slowing enemies, giving allies THP, or passively damaging enemies when they move toward the Warden’s buddies.

Does this seem worth pursuing to anyone else?
 

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