Monster abilities are not common enough amongst type for that to work outside of size, speed, and weapons/armor prof.Okay?
That has no impact on the Ranger having bonus spells that shut down broadly prevalent monster abilities. It isn’t at all the favored enemy problem, because you aren’t just picking 1 and hoping it comes up a lot.
Monster abilities are not common enough amongst type for that to work outside of size, speed, and weapons/armor prof.
That just doesn't really matter. Most monsters share some kind of design thing, so the monster type only needs to be an inspiration for a general effect instead of a specific effect for a specific monster type.Monster abilities are not common enough amongst type for that to work outside of size, speed, and weapons/armor prof.
I'm wondering what further spells are needed as a Ranger already gets Hunters Mark for the Tracking bonus and various elemental bonus spells eg a Troll Hunter can use Searing Smite to do bonus fire damage - is that the kind of thing you're looking at?
Okay so I’m not the best at Spells, but let’s say something like this for the trolls:
Lifestealer Blade
Level 2 (?) Necromancy spell
Casting time: 1 action
Range: Self
Duration: Instantaneous
Component: S, M (a weapon that inflicts slashing damage)
Effect: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects plus 1d8 necrotic damage, and you now divert any vitality your target might receive for yourself. For the next 5 minutes, whenever the target would regain hit points it does not and instead you regain hit points equal to your spellcasting ability modifier.
For dragons and other flying foes:
Gravity Shot
Level 1 Enchantment (?) spell
Casting time: 1 action
Range: Self
Duration: Instantaneous
Component: S, M (a ranged weapon with the ammunition trait)
Effect: You brandish the weapon used in the spell’s casting and make a ranged attack against a creature in the normal range of your weapon. On a hit, the target suffers the weapon attack’s normal effects and they are brought down to the ground as if dragged and held down by heavy chains. The target is knocked prone and cannot stand up from prone until the end of your next turn, furthermore, if the target had a flight speed, that flight speed is reduced to 0 for the next 5 minutes.
For slimes and ghosts :
Winter’s Stillness
Level 2 Evocation (?) spell
Casting time: 1 action
Range: Self
Duration: Instantaneous
Component: S, M (a melee weapon)
Effect: You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects plus 1d8 cold damage, ignoring the target’s resistance(s) and immunity(ies), and spirits of Winter spring forth from your weapon to take hold of the target. For the next 5 minutes, the target is slowed, can no longer squeeze while moving, and loses the benefits of incorporeal movement and its damage resistance(s)
That sort of thing?
I didn't want them to depend on concentration or a weaker save DC. Rangers are generally good at weapon attacks after all and it's easier to get temporary buffs to your attack than to your save DC so it'd be easier to insure it works. We could always make them a reaction when you hit with a weapon? But people would again expect a save opportunity.I like the ideas here! Though I do think we're maybe a bit too tied to Smite's framework with our conceptualization of this roster of spells. I get the appeal/logic there, but. I wonder if rendering it closer to... Somewhere between Hunter's Mark and Bane, would be better.
Actually they don't. That's the problem.That just doesn't really matter. Most monsters share some kind of design thing, so the monster type only needs to be an inspiration for a general effect instead of a specific effect for a specific monster type.
I didn't want them to depend on concentration or a weaker save DC. Rangers are generally good at weapon attacks after all and it's easier to get temporary buffs to your attack than to your save DC so it'd be easier to insure it works. We could always make them a reaction when you hit with a weapon? But people would again expect a save opportunity.
Also, I was thinking about it and maybe Lifestealer Blade could also transform the potential heal into necrotic damage before healing you? That way your allies could use their healing spells to damage the target while sending some heals your way? Could be a fun team dynamic.