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Revised Ranger update
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<blockquote data-quote="OB1" data-source="post: 7479087" data-attributes="member: 6796241"><p>Yes, but they aren't going to port over the Revised Beastmaster rules, or rewrite the PHB Beastmaster rules, because the data they've collected is telling them that most players don't see the PHB BeastMaster as having major problems. It's fine as it is written. What you want is a bonus. And that bonus, IMO, is fine to have a cost with it.</p><p></p><p>I do think you are right that the opportunity cost for Ranger spell selection is very high, and that these spells need to reflect that.</p><p></p><p>At any rate, here are my latest set of revisions to the spells. Big changes to Hunting Party, Revivify Beast, Find Greater Companion and replaced Heroic Beast with Beast Mode. Beast Mode is probably way OP, but then again Conjure Volley has the ability to take out 100 Orcs, so that's what I'm comparing it against.</p><p></p><p></p><p><strong>1st Level Ranger Spells</strong></p><p>Hunting Party - 8 Hours, Bonus Action, self - When you cast this spell, you gain an additional action that you can use only to command your Beast Companion, additionally, the beast gains Temporary Hit points equal to 5 times your proficiency bonus, these temporary hit points can be restored for the duration of the spell by petting the beast for 5 minutes. Finally, when your companion attacks a creature effected by your Hunter's Mark, it also gains the 1d6 damage on each attack against it.</p><p></p><p><strong>2nd Level Ranger Spells</strong></p><p>Revivify Beast - Action, Touch - You touch the body of a beast that has been dead for less than 1 minute and it returns to life with 1 HP. (revised to make clear that this does not work if the body of your companion doesn't exist)</p><p></p><p>Alter Beast - Action, Touch, 1 Hour - You touch a beast and it grows 1 size category, adds 1d4 damage to each of it's attacks and doubles it's speed. It's attacks are also now considered magical.</p><p></p><p><strong>3rd Level Ranger Spells</strong></p><p>Find Greater Companion - 1 Hour Casting time - You call out to the wild to find a new beast companion that be Large with a CR of up to 3. The beast must be native to the area that you are in and able to reach your location. If you are in your favored terrain, you pick the beast that appears, otherwise the DM chooses from what is appropriate for the area.</p><p></p><p><strong>4th Level Ranger Spells</strong></p><p>Awakened Beast - 1 Hour Casting Time, Permanent Duration - You forge a permanent telepathic bond with your companion. As long as you are on the same plane of existence, you can communicate telepathically as well as see through each others eyes at will. The beast can also add 6 points to it's ability scores, either all to one or split between several. It also gains your save and skill proficiencies and gains the evasion ability. The awakening lasts until your companion is killed. If later brought back to life, the spell must be cast again.</p><p></p><p>Reincarnate Beast - 1 Hour Casting Time, Permanent - You focus on the spirit of a beast dead for not more than 30 days. The beast is reincarnated, appearing from nearby at the end of the 1 hour casting time. (No change. At higher levels, this spell becomes useful as you may not always have the chance to revivify your companion. If you want to make sure you can bring your companion back, you choose this)</p><p></p><p><strong>5th Level Ranger Spells</strong></p><p>Beast Mode - 1 Action, 1 minute, concentration - Your companion goes into a state of primal fury and gains 50 temporary hit points. For the duration of the spell, your beast attacks 3 times when in takes the attack action (or 2 multi-attacks), has advantage on those attacks, does an additional 10 damage on each hit, and can knock prone or shove an enemy back 10' on each successful hit with a DC equal to your spell save DC. Finally, it's speed is doubled and opportunity attacks have disadvantage against it. When the spell ends a wave of lethargy sweeps over your companion, causing it to lose it's next turn.</p></blockquote><p></p>
[QUOTE="OB1, post: 7479087, member: 6796241"] Yes, but they aren't going to port over the Revised Beastmaster rules, or rewrite the PHB Beastmaster rules, because the data they've collected is telling them that most players don't see the PHB BeastMaster as having major problems. It's fine as it is written. What you want is a bonus. And that bonus, IMO, is fine to have a cost with it. I do think you are right that the opportunity cost for Ranger spell selection is very high, and that these spells need to reflect that. At any rate, here are my latest set of revisions to the spells. Big changes to Hunting Party, Revivify Beast, Find Greater Companion and replaced Heroic Beast with Beast Mode. Beast Mode is probably way OP, but then again Conjure Volley has the ability to take out 100 Orcs, so that's what I'm comparing it against. [B]1st Level Ranger Spells[/B] Hunting Party - 8 Hours, Bonus Action, self - When you cast this spell, you gain an additional action that you can use only to command your Beast Companion, additionally, the beast gains Temporary Hit points equal to 5 times your proficiency bonus, these temporary hit points can be restored for the duration of the spell by petting the beast for 5 minutes. Finally, when your companion attacks a creature effected by your Hunter's Mark, it also gains the 1d6 damage on each attack against it. [B]2nd Level Ranger Spells[/B] Revivify Beast - Action, Touch - You touch the body of a beast that has been dead for less than 1 minute and it returns to life with 1 HP. (revised to make clear that this does not work if the body of your companion doesn't exist) Alter Beast - Action, Touch, 1 Hour - You touch a beast and it grows 1 size category, adds 1d4 damage to each of it's attacks and doubles it's speed. It's attacks are also now considered magical. [B]3rd Level Ranger Spells[/B] Find Greater Companion - 1 Hour Casting time - You call out to the wild to find a new beast companion that be Large with a CR of up to 3. The beast must be native to the area that you are in and able to reach your location. If you are in your favored terrain, you pick the beast that appears, otherwise the DM chooses from what is appropriate for the area. [B]4th Level Ranger Spells[/B] Awakened Beast - 1 Hour Casting Time, Permanent Duration - You forge a permanent telepathic bond with your companion. As long as you are on the same plane of existence, you can communicate telepathically as well as see through each others eyes at will. The beast can also add 6 points to it's ability scores, either all to one or split between several. It also gains your save and skill proficiencies and gains the evasion ability. The awakening lasts until your companion is killed. If later brought back to life, the spell must be cast again. Reincarnate Beast - 1 Hour Casting Time, Permanent - You focus on the spirit of a beast dead for not more than 30 days. The beast is reincarnated, appearing from nearby at the end of the 1 hour casting time. (No change. At higher levels, this spell becomes useful as you may not always have the chance to revivify your companion. If you want to make sure you can bring your companion back, you choose this) [B]5th Level Ranger Spells[/B] Beast Mode - 1 Action, 1 minute, concentration - Your companion goes into a state of primal fury and gains 50 temporary hit points. For the duration of the spell, your beast attacks 3 times when in takes the attack action (or 2 multi-attacks), has advantage on those attacks, does an additional 10 damage on each hit, and can knock prone or shove an enemy back 10' on each successful hit with a DC equal to your spell save DC. Finally, it's speed is doubled and opportunity attacks have disadvantage against it. When the spell ends a wave of lethargy sweeps over your companion, causing it to lose it's next turn. [/QUOTE]
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