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So what's happening with Ranger?
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<blockquote data-quote="Minigiant" data-source="post: 9241064" data-attributes="member: 63508"><p>D&D should have made multiple Marks. </p><p></p><p>Marks should be the Ranger equivalent of Smites. Actually little glowing magic marks rangers place on their quarry.</p><p></p><p>Hunter's Mark</p><p>Beastmaster's Mark</p><p>Gloomstalker's Mark</p><p>Horizon Walker's Mark.</p><p></p><p>Each with their bit of damage and some mystical effect. Some marks acting as focal points. Others as trackers or bugs. </p><p>Imagine an orc escaping a battle and running to his chief to report the party. His chief tells him to turn around and lift his mullet off his neck.</p><p></p><p>"You Fool! You've been marked! You've lead him right to us"</p><p></p><p>And the ranger (Dread Ambusher ready) and the party pounce out a nearby portal.</p><p></p><h3>Horizon Walker's Mark</h3><p>5th level Conjuration</p><p>Casting Time: 1 bonus action</p><p>Range: 90 feet</p><p>Target: A creature that you can see within range</p><p>Components: V</p><p>Duration: 24 hours</p><p>Classes: Ranger</p><p>You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. As a bonus action, you and up to four willing creatures are transported to unoccupied spaces within 30 feet of the marked quarry and the spell ends.</p><p></p><p>If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature or use the transportation to the current target.</p><p></p><p></p><p></p><p>Because a level 20 ranger should be a walking ball of paranoia.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9241064, member: 63508"] D&D should have made multiple Marks. Marks should be the Ranger equivalent of Smites. Actually little glowing magic marks rangers place on their quarry. Hunter's Mark Beastmaster's Mark Gloomstalker's Mark Horizon Walker's Mark. Each with their bit of damage and some mystical effect. Some marks acting as focal points. Others as trackers or bugs. Imagine an orc escaping a battle and running to his chief to report the party. His chief tells him to turn around and lift his mullet off his neck. "You Fool! You've been marked! You've lead him right to us" And the ranger (Dread Ambusher ready) and the party pounce out a nearby portal. [HEADING=2]Horizon Walker's Mark[/HEADING] 5th level Conjuration Casting Time: 1 bonus action Range: 90 feet Target: A creature that you can see within range Components: V Duration: 24 hours Classes: Ranger You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. As a bonus action, you and up to four willing creatures are transported to unoccupied spaces within 30 feet of the marked quarry and the spell ends. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature or use the transportation to the current target. Because a level 20 ranger should be a walking ball of paranoia. [/QUOTE]
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