Rocker26a
Adventurer
I'm going to draft up some spells later this week and come here with them! I have a LOT of ideas! THis is a very fruitful concept, thank you for it!
That'd be great! Good luck with it! And you're welcome!
I'm going to draft up some spells later this week and come here with them! I have a LOT of ideas! THis is a very fruitful concept, thank you for it!
If rangers have free spells know or can switch spells daily, then the issue mostly disappears
Yeah I had the same thought when I was working on Banes for my Ranger, which are basically like what you’re doing but not spells. Instead they are at-will but situational, and spell slots can boost the effect.I did realize over the course of this thread that actually litigating on what creatures the spells work on would be a misstep, yeah. It just seemed like it would be sensible when feeling out the shape of it in my head.
“Gaining hit points while the effect lasts” is not exactly an uncommon situation.Monster abilities are not common enough amongst type for that to work outside of size, speed, and weapons/armor prof.
Oh I see! That's a good point... I was thinking of the Ranger as being more of a duelist in this case, taking out HIS favoured enemy in one on one combat.There's definitely some merit to that of course, though that might then limit your ability to affect multiple creatures. If you're fighting 3 Trolls (y'know, like in that one funny book), you ideally want to cut off all their regeneration if you're the guy with the spell specifically for that.
There aren't a ton of traits that come of often every few adventure day. Especially if you are in a group that runs few encounters/day or don't do random encounters.Gaining hit points while the effect lasts” is not exactly an uncommon situation.
“Speed is halved and if it has a fly speed, it cannot fly higher than its speed off the ground without taking damage” shuts down every flying monsters.
There are a ton of creatures with breath weapons.
Tons of creatures that are large or larger, or that rely on moving fast (spell that makes target make a Dex save vs prone any time they move more than 15ft), creatures that turn invisible, creatures with resistence to b/p/s damage, or to poison damage, etc
There are a ton of traits and abilities to target that will come up plenty often to be worth a spell.
These spells will do more then that, they will usually do damage as well or inflict a condition, etc, not just the base effect tailored to those ideas.There aren't a ton of traits that come of often every few adventure day. Especially if you are in a group that runs few encounters/day or don't do random encounters.
There are really only a few: Sizes, Speeds, HP, AC, resistance/immunity, and armor/weapons. Not even vulnerability.
It's not an impossible task. But an "anti-regeneration" spell would be flavorful but useless. An "anti-healing" spell might end up being more useful with a slight flavor it. An "anti-breath weapon" spell would cool but be useless in a vampire's mansion but and anti-flight spell would work.
5e was designed too "anti-structure" for hard specifics to work
And I assume your ranger PCs have spells that are useful regardless of circumstance. Having bonus spells that are more targeted would not be a loss.I have used zero regenerating monsters nor trolls in my last 3 sessions because the thematically chosen enemy doesn't regenerate HP nor use giants. Evil elven nobles and villainous shark cultists.
The Ranger will prepare spells in the revised phb. Not only that, we are inherently discussing houserules and homebrew, so why insist on “this can’t work” rhetoric instead of proposing that prepared Spellcasting would help the Ranger deal with a wide range of critters more effectively?Back in edition when rangers could swap out spells daily, a spell that stops Regeneration could be a nice niche pick after using detective work to discover the enemy or altering to reoccurring enemies. But as semi-permanent class features, feats, and 5e known spell casting, the monster design of 5e monsters are too "freeform" and not standardized to use.
Every dragon has a breath weapon and fly speed. Every Giant has a size large or larger. Undead are poorly designed and should all have some negative effect from sunlight and radiant damage, but since they don’t all share that (which is, again, bad design) you don’t try to make an “anti-undead” spell.If every dragon had Dragonic Ancestry or every undead had Undead Fortitude or every giant had Giant size maybe triggering out monster traits might work.
And the Ranger has other spells.There aren't a ton of traits that come of often every few adventure day. Especially if you are in a group that runs few encounters/day or don't do random encounters.
There are really only a few: Sizes, Speeds, HP, AC, resistance/immunity, and armor/weapons. Not even vulnerability.
Spells shouldn’t be useful in every encounter or every session. Full stop.It's not an impossible task. But an "anti-regeneration" spell would be flavorful but useless. An "anti-healing" spell might end up being more useful with a slight flavor it. An "anti-breath weapon" spell would cool but be useless in a vampire's mansion but and anti-flight spell would work.
False.5e was designed too "anti-structure" for hard specifics to work
It's not an impossible task. But an "anti-regeneration" spell would be flavorful but useless. An "anti-healing" spell might end up being more useful with a slight flavor it. An "anti-breath weapon" spell would cool but be useless in a vampire's mansion but and anti-flight spell would work.
Oh I see! That's a good point... I was thinking of the Ranger as being more of a duelist in this case, taking out HIS favoured enemy in one on one combat.
Hm... How about we make the anti-regeneration a zone then? We could theme it as a sort of trap and offer the option to set it up in advance so it can lay dormant for a while. Then, it could be triggered manually by the Ranger or by an instance of healing happening in the zone. Then, nobody can gain hit points when starting their turn in the zone and creatures of your choice in the zone take necrotic damage at the start of each turn? Fire damage could also be thematically interesting since it's the trolls normal weakness but at this point it's like a Flame Sphere that can't move.
Don't know if it could work the same on all of my suggested spells but it could be interesting for that one.