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Re-Revised Ranger
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<blockquote data-quote="ro" data-source="post: 7243554" data-attributes="member: 6890747"><p>I feel like the Naturalist needs a lot of work. My question is, "What would make someone want ot play a Naturalist Ranger rather than a Cleric?" The once-per-24-hours abilities of the Naturalist are almost always inferior to once-per-long-rest spells of a Cleric of similar level. A Cleric could be a weapon combatant throughout and save all spells for healing and easily surpass the Naturalist in most areas of play. I like the goals of this subclass, but I feel it is underpowered.</p><p></p><p></p><p></p><p>I like this ability, but it is strictly worse than the Healer feat, except that it scales with level. I think you should consider changing it to once per creature per short rest. Especially since the Naturalist has no magic, I think this should be at least as good as the Healer feat.</p><p> </p><p></p><p></p><p>I'm glad that this carries over from the standard Ranger.</p><p> </p><p></p><p></p><p>This is a nice upgrade.</p><p> </p><p></p><p></p><p>This is good. How does it compare to 4th level spells? I think you should give resistance to poison and advantage on saving throws at 2nd level, and then this at 7th.</p><p></p><p></p><p></p><p>This is fun and special. I like it. I think you should move "If you set the trap in your favored terrain, creatures have disadvantage on the saving throw." to the top rather than having it repeat. You should also add a clause about disarming the trapd: "A creature can disarm one of your traps with a successful Dexterity (Sleight of Hand) skill check against a DC of 15 + your Wisdom modifier."</p><p> </p><p></p><p></p><p>I like this ability.</p><p></p><p></p><p></p><p>This 15th-level ability is basically Greater Restoration, a 5th level spell which a Cleric can get at 9th level. By 15th level, a cleric has two 5th level slots and three higher level slots. Not only that, but the Cleric always succeeds! Now, the Naturalist can use it on multiple creatures, so that's one difference, but the Naturalist already has no spellcasting; giving this spell/ability at such a late level seems rather lackluster.</p><p></p><p>If you gave back spellcasting to the Naturalist, this would be a better fit.</p><p></p><p>Now, I understand you want the Naturalist to be spell-free, so what if you take some more healing spells and re-skin them as class features? </p><p></p><p>Some other possible abilities:</p><p>- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain advantage on checks you make with it.</p><p>- When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.</p><p>- On a turn when your action or bonus action is to restore HP or cure a condition on a creature and you do not attack, your speed is doubled, and you do not provoke opportunity attacks as you run to the creature's aid.</p><p>- Quick Cover: You have the uncanny ability to use the items around you to create cover around an injured creature, even in an apparently empty room. As an action you can use items immediately around you to give a +2 AC bonus to yourself and a creature you are trying to help. If you do this a second time, the AC bonus increases to +5. The cover you create protects the space(s) occupied by you and the creature and lasts for 1 minute before its structural integrity fails. A creature may use its action to attack and destroy the cover you create.</p><p>- You are becoming a world-class physician. You gain the non-magical ability to perform the actions described in several spells. Only other Naturalists of similar level know the secrets to your incredible skill.</p><p>-- You gain expertise in Medicine, Nature, and Survival, as well as with the herbalist kit, adding double your proficiency bonus to any ability check you make with them.</p><p>-- You gain the following abilities at the specified Ranger level, recharging after 24 hours or after a long rest:</p><p>----9th, 14th Level: Greater Restoration</p><p>----10th, 15th Level: Heal</p><p>----11th, 16th Level: Heroes' Feast</p><p>----12th, 17th Level: Resurrection</p><p>----13th, 18th Level: Regenerate</p><p>----14th, 19th Level: Mass Heal</p><p>----15th, 20th Level: True Resurrection</p></blockquote><p></p>
[QUOTE="ro, post: 7243554, member: 6890747"] I feel like the Naturalist needs a lot of work. My question is, "What would make someone want ot play a Naturalist Ranger rather than a Cleric?" The once-per-24-hours abilities of the Naturalist are almost always inferior to once-per-long-rest spells of a Cleric of similar level. A Cleric could be a weapon combatant throughout and save all spells for healing and easily surpass the Naturalist in most areas of play. I like the goals of this subclass, but I feel it is underpowered. I like this ability, but it is strictly worse than the Healer feat, except that it scales with level. I think you should consider changing it to once per creature per short rest. Especially since the Naturalist has no magic, I think this should be at least as good as the Healer feat. I'm glad that this carries over from the standard Ranger. This is a nice upgrade. This is good. How does it compare to 4th level spells? I think you should give resistance to poison and advantage on saving throws at 2nd level, and then this at 7th. This is fun and special. I like it. I think you should move "If you set the trap in your favored terrain, creatures have disadvantage on the saving throw." to the top rather than having it repeat. You should also add a clause about disarming the trapd: "A creature can disarm one of your traps with a successful Dexterity (Sleight of Hand) skill check against a DC of 15 + your Wisdom modifier." I like this ability. This 15th-level ability is basically Greater Restoration, a 5th level spell which a Cleric can get at 9th level. By 15th level, a cleric has two 5th level slots and three higher level slots. Not only that, but the Cleric always succeeds! Now, the Naturalist can use it on multiple creatures, so that's one difference, but the Naturalist already has no spellcasting; giving this spell/ability at such a late level seems rather lackluster. If you gave back spellcasting to the Naturalist, this would be a better fit. Now, I understand you want the Naturalist to be spell-free, so what if you take some more healing spells and re-skin them as class features? Some other possible abilities: - You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain advantage on checks you make with it. - When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. - On a turn when your action or bonus action is to restore HP or cure a condition on a creature and you do not attack, your speed is doubled, and you do not provoke opportunity attacks as you run to the creature's aid. - Quick Cover: You have the uncanny ability to use the items around you to create cover around an injured creature, even in an apparently empty room. As an action you can use items immediately around you to give a +2 AC bonus to yourself and a creature you are trying to help. If you do this a second time, the AC bonus increases to +5. The cover you create protects the space(s) occupied by you and the creature and lasts for 1 minute before its structural integrity fails. A creature may use its action to attack and destroy the cover you create. - You are becoming a world-class physician. You gain the non-magical ability to perform the actions described in several spells. Only other Naturalists of similar level know the secrets to your incredible skill. -- You gain expertise in Medicine, Nature, and Survival, as well as with the herbalist kit, adding double your proficiency bonus to any ability check you make with them. -- You gain the following abilities at the specified Ranger level, recharging after 24 hours or after a long rest: ----9th, 14th Level: Greater Restoration ----10th, 15th Level: Heal ----11th, 16th Level: Heroes' Feast ----12th, 17th Level: Resurrection ----13th, 18th Level: Regenerate ----14th, 19th Level: Mass Heal ----15th, 20th Level: True Resurrection [/QUOTE]
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