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Re-Revised Ranger
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<blockquote data-quote="Thurmas" data-source="post: 7243711" data-attributes="member: 6866167"><p>I moved around some features based on other thread posts and suggestions, and added some things. Changes are bolded.</p><p></p><p>How about:</p><p></p><p><strong><span style="font-size: 15px">Naturalist</span></strong></p><p></p><p><strong>Herbalist</strong></p><p>At 2nd level, you are able to create Healing Poultices. You spend 1 minute bandaging a creature’s wounds. <strong>That creature regains a number of hit points equal to one of their hit dice + your ranger level</strong>. A creature cannot benefit from <strong>this again until it finishes a short or long rest</strong>. This has no effect on undead or constructs.</p><p></p><p>If you are in your favored terrain, you add your proficiency bonus to the amount of hit points restored.</p><p></p><p><strong>Trap Master (Moved to 2nd level)</strong></p><p>Also at 2nd level, you learn to set traps for your enemies. You can spend at least 10 minutes to set one of the following traps. If a trap calls for a DC check or save, the trap DC equals 8 + your proficiency bonus + your wisdom modifier.<strong> Traps set in your favored terrain add double your proficiency bonus instead. </strong></p><p></p><p><strong>A trap can be detected by a successful Wisdom (Perception) skill check vs your Trap DC. A trap can be disarmed with a successful Dexterity (Thieve's Tools) skill check vs your Trap DC.</strong></p><p></p><p>Once a trap has been sprung, it is rendered useless.</p><p></p><p><em>Alarm</em></p><p>Choose a door, a window, or an area within range that is no larger than a 25-foot cube. For the next 24 hours, as long as you or an ally is within sight or sound of the trap, it alerts you when a small or larger creature touches or enters the alarmed area. You choose the nature of the alert, either audible or visual.</p><p></p><p><em>Snare</em></p><p>Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or medium creature enters the area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw or be restrained. </p><p></p><p>A creature restrained by the trap can use its action to repeat the saving throw against your trap DC. On a success, it frees itself.</p><p></p><p><em>Hazard</em></p><p>Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or larger creature touches or enters the trapped area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw. The creature takes damage of a type appropriate to the trap equal to your Hunter’s Mark damage <strong>+ your Ranger level </strong>on a failed save, or half as much on a successful one.</p><p></p><p><strong>Poison Knowledge</strong></p><p><strong>Also at 2nd level, your knowledge of poisons grants you resistance to poison damage and advantage on saving throws against the poisoned condition.</strong></p><p></p><p><strong>Extra Attack</strong></p><p><strong></strong>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p></p><p><strong>Improved Herbalist</strong></p><p>Also at 5th level. your knowledge of herbs and medicines has improved. You can now create natural cures. You spend 1 minute preparing the appropriate reagents and treating a creature. That creature is cured of any poison afflicting it or one the following conditions: blinded, deafened, paralyzed, or poisoned. A creature can only benefit from Improved Herbalism once every 24 hours. This has no effect on undead or constructs.</p><p></p><p><strong>Hunter's Warning</strong></p><p><strong>Additionally, you and allies that can see or hear you have advantage on saving throws against the spells and abilities of the creature under the effect of your Hunter's Mark./B]</strong></p><p><strong></strong></p><p><strong><strong>Improved Poison Knowledge</strong></strong></p><p><strong>At 7th level, your increased knowledge of poisons grants you immunity to poison damage and the poisoned condition.</strong></p><p><strong></strong></p><p><strong>Additionally, you gain proficiency in the poisoner’s kit. If you already have proficiency, you double your proficiency bonus.</strong></p><p><strong></strong></p><p><strong><strong>Improved Trap Master</strong></strong></p><p><strong></strong></p><p><strong><strong>Your mastery of traps increases. When a creature fails its save and takes damage from your one of your Hazards, you may also have the creature be affected by one of the following conditions for one turn: blinded, deafened, poisoned, or knocked prone.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Additionally, you gain proficiency in Thieve's Tools. If you already have proficiency, you double your proficiency bonus.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong></strong></p><p><strong><strong>Greater Poison Knowledge</strong></strong></p><p><strong>At 11th level, your knowledge of poisons has further improved. You may spend a bonus action to coat a weapon or piece of ammunition in poison. The poison stays on the weapon for 1 minute <strong>or until you hit a creature</strong> before dissipating. A creature hit by an attack with that weapon or ammunition must make a Constitution saving throw or be poisoned for 1 minute. The DC equals 8 + your proficiency bonus + your wisdom modifier.</strong></p><p><strong></strong></p><p><strong><strong>Master Herbalist</strong></strong></p><p><strong>At 15th level, your knowledge as an herbalist and healer knows no bounds. You can cure even the most serious of ailments. By spending 1 hour diagnosing a creature and preparing a cure, you can attempt to remove one level of exhaustion or undo a debilitating effect. Choose one of the following: </strong></p><ul> <li data-xf-list-type="ul"><strong>One effect that charmed or petrified the target</strong></li> <li data-xf-list-type="ul"><strong>Any reduction to one of the target’s ability scores</strong></li> <li data-xf-list-type="ul"><strong>One effect reducing the target’s hit point maximum</strong></li> </ul><p></p><p><strong>Make a Wisdom saving throw against the DC of the effect that caused the condition. On a success, you cure the creature. If the effect had no DC, you succeed automatically.</strong></p><p><strong></strong></p><p><strong>You may only attempt to cure a creature once every 24 hours. This has no effect on undead or constructs.</strong></p><p><strong></strong></p><p><strong><strong>Poison Master</strong></strong></p><p><strong><strong>Also at 15th level, your skill with poison increases. When a creature hit by your poisoned weapon or piece of ammunition fails its save, it is instead Paralyzed for the first round and poisoned for the remaining minute.</strong></strong></p></blockquote><p></p>
[QUOTE="Thurmas, post: 7243711, member: 6866167"] I moved around some features based on other thread posts and suggestions, and added some things. Changes are bolded. How about: [B][SIZE=4]Naturalist[/SIZE][/B] [B]Herbalist[/B] At 2nd level, you are able to create Healing Poultices. You spend 1 minute bandaging a creature’s wounds. [B]That creature regains a number of hit points equal to one of their hit dice + your ranger level[/B]. A creature cannot benefit from [B]this again until it finishes a short or long rest[/B]. This has no effect on undead or constructs. If you are in your favored terrain, you add your proficiency bonus to the amount of hit points restored. [B]Trap Master (Moved to 2nd level)[/B] Also at 2nd level, you learn to set traps for your enemies. You can spend at least 10 minutes to set one of the following traps. If a trap calls for a DC check or save, the trap DC equals 8 + your proficiency bonus + your wisdom modifier.[B] Traps set in your favored terrain add double your proficiency bonus instead. [/B] [B]A trap can be detected by a successful Wisdom (Perception) skill check vs your Trap DC. A trap can be disarmed with a successful Dexterity (Thieve's Tools) skill check vs your Trap DC.[/B] Once a trap has been sprung, it is rendered useless. [I]Alarm[/I] Choose a door, a window, or an area within range that is no larger than a 25-foot cube. For the next 24 hours, as long as you or an ally is within sight or sound of the trap, it alerts you when a small or larger creature touches or enters the alarmed area. You choose the nature of the alert, either audible or visual. [I]Snare[/I] Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or medium creature enters the area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw or be restrained. A creature restrained by the trap can use its action to repeat the saving throw against your trap DC. On a success, it frees itself. [I]Hazard[/I] Choose a door, a window, or an area within range that is no larger than a 5-foot cube. For the next 24 hours, when a small or larger creature touches or enters the trapped area, they must make a dexterity or strength (your choice based on the nature of the trap) saving throw. The creature takes damage of a type appropriate to the trap equal to your Hunter’s Mark damage [B]+ your Ranger level [/B]on a failed save, or half as much on a successful one. [B]Poison Knowledge[/B] [B]Also at 2nd level, your knowledge of poisons grants you resistance to poison damage and advantage on saving throws against the poisoned condition.[/B] [B]Extra Attack [/B]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. [B]Improved Herbalist[/B] Also at 5th level. your knowledge of herbs and medicines has improved. You can now create natural cures. You spend 1 minute preparing the appropriate reagents and treating a creature. That creature is cured of any poison afflicting it or one the following conditions: blinded, deafened, paralyzed, or poisoned. A creature can only benefit from Improved Herbalism once every 24 hours. This has no effect on undead or constructs. [B]Hunter's Warning[/B] [B]Additionally, you and allies that can see or hear you have advantage on saving throws against the spells and abilities of the creature under the effect of your Hunter's Mark./B] [B]Improved Poison Knowledge[/B] At 7th level, your increased knowledge of poisons grants you immunity to poison damage and the poisoned condition. Additionally, you gain proficiency in the poisoner’s kit. If you already have proficiency, you double your proficiency bonus. [B]Improved Trap Master[/B] [B]Your mastery of traps increases. When a creature fails its save and takes damage from your one of your Hazards, you may also have the creature be affected by one of the following conditions for one turn: blinded, deafened, poisoned, or knocked prone. Additionally, you gain proficiency in Thieve's Tools. If you already have proficiency, you double your proficiency bonus. [/B] [B]Greater Poison Knowledge[/B] At 11th level, your knowledge of poisons has further improved. You may spend a bonus action to coat a weapon or piece of ammunition in poison. The poison stays on the weapon for 1 minute [B]or until you hit a creature[/B] before dissipating. A creature hit by an attack with that weapon or ammunition must make a Constitution saving throw or be poisoned for 1 minute. The DC equals 8 + your proficiency bonus + your wisdom modifier. [B]Master Herbalist[/B] At 15th level, your knowledge as an herbalist and healer knows no bounds. You can cure even the most serious of ailments. By spending 1 hour diagnosing a creature and preparing a cure, you can attempt to remove one level of exhaustion or undo a debilitating effect. Choose one of the following: [LIST] [*]One effect that charmed or petrified the target [*]Any reduction to one of the target’s ability scores [*]One effect reducing the target’s hit point maximum[/LIST] Make a Wisdom saving throw against the DC of the effect that caused the condition. On a success, you cure the creature. If the effect had no DC, you succeed automatically. You may only attempt to cure a creature once every 24 hours. This has no effect on undead or constructs. [B]Poison Master[/B] [B]Also at 15th level, your skill with poison increases. When a creature hit by your poisoned weapon or piece of ammunition fails its save, it is instead Paralyzed for the first round and poisoned for the remaining minute.[/B][/B] [/QUOTE]
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