D&D 5E [+] Rangers should have monster fighting spells equivalent to Paladin's Smite spells. Discuss!

I use sub-categories of undead in my games for determining weapon immunities or resistance - you may find that helpful in your search (sorry, I didn't read the whole thread and skipped to the end when too many people were discussing about how and if rangers should cast spells rather than address your request).

So the three categories are: skeletal undead (skeletons, blazing bones, etc. . .), corporeal undead (ghouls, zombies, wights, etc) and incorporeal undead (shadows, spectres, ghosts, etc).
 

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I use sub-categories of undead in my games for determining weapon immunities or resistance - you may find that helpful in your search (sorry, I didn't read the whole thread and skipped to the end when too many people were discussing about how and if rangers should cast spells rather than address your request).

So the three categories are: skeletal undead (skeletons, blazing bones, etc. . .), corporeal undead (ghouls, zombies, wights, etc) and incorporeal undead (shadows, spectres, ghosts, etc).

I do think those could be helpful! I kinda think the game could benefit from a codified subcategory system, or even just tag system, for creatures within a wide umbrella. For bookkeeping if nothing else.
However, I think I'd be reluctant to key this idea off of that sort of system specifically. It would be nice to make this idea work without forcing a given DM to think of creatures in those terms, if you know what I mean? Like, if this situation were reversed and it was the Smite spells being homebrewed into existence now, you don't have to add another language of understanding creature for them to do their thing.
 

so perhaps make the spell act like the new Playtest Smites that are Bonus Action casts after a successful attack.

Honestly, in my head I'm imagining them working more like. The spells have a radius, and the susceptible creatures within that range are subject to the spell's effects. And one/some of those effects are upon being hit with an attack by the caster.
 

I was somewhat leaning towards that sort of system, yeah. The ideas in the first post there, it's more that they key off of particular traits a given creature has than absolutely requiring that they belong to that umbrella category. For instance; that Pac-Man effect for Ghosts (or similar) that prevents Incorporeal Movement, which'd belong to the "Undead Bane" (or whatever it'd actually be called) spell, would also be problematic for Phase Spiders. In my head, I think that could work and could be neat. Maybe. Possibly.



I like these! Not far off at all to what I'm thinking of, just maybe a little different in the actual mechanical expression. The bit of introductory flavour given before each effect is important I think.



I was considering this for Ranger, nullifying or ignoring Legendary Resistance, particularly in relation to a 10th level feature I was messing with recently, "Equalizer". I discussed it a little bit in this other thread. Part of my thinking for the feature before it really took shape was, that it's effect(s) cannot be Legendary Resistance-d. I may yet work something like that in to the last two or three features I have to figure out, I think punching above your weight (successfully) is a very Ranger thing.
I like the idea of Legendary Resistance can't be used on the Ranger, and that the Ranger might be able to get special bonuses on saves against Legendary Actions (or a special reaction to fend off legendary attacks).
 

More like Ranger-specific combat traditions. ;)
Nah. I mean magic that enhances their combat ability. I'm past arguing for a nonmagical ranger. That ship sailed. Let's get magic like zephyr strike that makes the ranger a better combatant rather than summoning vines or such.

Ranger magic should build off the theme of Hunter's Mark, it enhances their senses and abilities. Imposes status effects like immobilize or silence when they hit. Bypasses resistances. Stuff like that.
 

Nah. I mean magic that enhances their combat ability. I'm past arguing for a nonmagical ranger. That ship sailed. Let's get magic like zephyr strike that makes the ranger a better combatant rather than summoning vines or such.

Ranger magic should build off the theme of Hunter's Mark, it enhances their senses and abilities. Imposes status effects like immobilize or silence when they hit. Bypasses resistances. Stuff like that.

Yeeaah. These are my feelings too. And while I don't think Hunter's Mark and Zephyr Strike are as good as they could be and ought to be, yeah. They really should be the straightforward template of Ranger spells that more powerful and specialized spells work from. Or something like that, leastways.
 


I like the idea of Legendary Resistance can't be used on the Ranger, and that the Ranger might be able to get special bonuses on saves against Legendary Actions (or a special reaction to fend off legendary attacks).

I may attempt to work that angle for one of these last features I need! Maybe give it a more common bonus alongside it though, just so you're not wondering when the DM will give you a creature that keys off of your class ability. That's one of my primary focuses with all this; don't just recreate the old problems in old versions of Ranger (in this instance, of Favoured Enemy and/or Favoured Terrain).
 
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Still too niche to be worth knowing

Well, that can feasibly be helped? It would be good if the spells were appealing in their own right, but. If that's not enough, it might help if it were more worked into a Ranger's routine. Something I was considering was, giving Rangers their own facet of preparing spells. Maybe letting them switch up a small handful of spells over the course of a short rest or 10 minute meditation. So if you're playing up to your classes' role, checking the tracks and identifying the blood n' all, you know which spell would be helpful shortly.
 

Well, that can feasibly be helped? It would be good if the spells were appealing in their own right, but. If that's not enough, it might help if it were more worked into a Ranger's routine. Something I was considering was, giving Rangers their own facet of preparing spells. Maybe letting them switch up a small handful of spells over the course of a short rest or 10 minute meditation. So if you're playing up to your classes' role, checking the tracks and identifying the blood n' all, you know which spell would be helpful shortly.
I disagree with Minigiant's points. So long as the spells are appealing outside of niche cases, they're fine.
 

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