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The problem with Pet classes and a possible solution?
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<blockquote data-quote="DEFCON 1" data-source="post: 8815463" data-attributes="member: 7006"><p>Huh... that's actually an interesting idea. In the Beastmaster subclass the Ranger removes all the spells they know / have access to... and instead you create a list of "Pet Abilities" that are used by the Ranger player as though they were spells (and using the spell slots the base Ranger has.) They aren't "spells" per se... but they use the spellcasting chassis to give the Ranger and pet special powerful abilities beyond the pet's normal statblock.</p><p></p><p>So for instance you could make a "Swipe" ability that lets the pet hit every enemy adjacent to them using their base attack. Or a "Paired Attack" ability at some level that gives the Ranger an attack while the pet does bonus damage kind of like one would get from the Booming/Green Flame Blade cantrips. Or perhaps a "Primal Rage" ability that gives the pet Temp HP at the top of each of the Ranger's turns equal to 2x the Pet Ability's (IE spell's) level. (I'm just spitballing here, don't take my math or balancing on any of this stuff as gospel.)</p><p></p><p>What you end up getting is a non-casting Ranger who instead gets powerful special maneuvers they have "trained" their pet to do that have the power level of spells, but which aren't. Yes, someone would need to create abilities for the pet for 1st thru 4th level slots (or at least refluff current Ranger spells to become them)... but it would certainly give pets more options and things to do while maintaining a modicum of balance since you are using an already-established mechanical system for it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8815463, member: 7006"] Huh... that's actually an interesting idea. In the Beastmaster subclass the Ranger removes all the spells they know / have access to... and instead you create a list of "Pet Abilities" that are used by the Ranger player as though they were spells (and using the spell slots the base Ranger has.) They aren't "spells" per se... but they use the spellcasting chassis to give the Ranger and pet special powerful abilities beyond the pet's normal statblock. So for instance you could make a "Swipe" ability that lets the pet hit every enemy adjacent to them using their base attack. Or a "Paired Attack" ability at some level that gives the Ranger an attack while the pet does bonus damage kind of like one would get from the Booming/Green Flame Blade cantrips. Or perhaps a "Primal Rage" ability that gives the pet Temp HP at the top of each of the Ranger's turns equal to 2x the Pet Ability's (IE spell's) level. (I'm just spitballing here, don't take my math or balancing on any of this stuff as gospel.) What you end up getting is a non-casting Ranger who instead gets powerful special maneuvers they have "trained" their pet to do that have the power level of spells, but which aren't. Yes, someone would need to create abilities for the pet for 1st thru 4th level slots (or at least refluff current Ranger spells to become them)... but it would certainly give pets more options and things to do while maintaining a modicum of balance since you are using an already-established mechanical system for it. [/QUOTE]
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