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Waterborne Ranger and Barbarian
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<blockquote data-quote="Macv12" data-source="post: 6761513" data-attributes="member: 6801600"><p>Sorry for length, I tried to be as efficient as I could <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>The first Shark feature applies after a hit is confirmed, but before rolling damage. The only effect of that, as far as I can tell, is that occasionally the attack's damage would have been enough to kill the target by itself, so the barbarian wasted their reaction adding unneeded damage. I would get rid of that restriction, and allow them to add the damage after seeing if the target is still standing. I assume, after all, that this represents the barbarian lashing out in unison with their ally, or something similar? No need to do that if the target's dead.</p><p></p><p>Climbing at twice your speed is crazy fast. Climb speed equal to normal speed, plus the jump bonus, seems fine to me.</p><p></p><p>The lvl6 Salmon bonus seems wonky. How does the sky help judge distance? I would think "unable to get lost" and "know where north is" would depend on that, if anything. Knowing approximate distance seems like it would come naturally with not being lost, as well as knowing the geography of the area.</p><p></p><p>Lvl14 Shark, you can't wield a two-handed weapon and grapple at the same time, AFAIK, so the extra note there seems unnecessary.</p><p></p><p>What situation did you have in mind when making the Piranha feature? Raging is combat-only, so that eliminates most instances of "everyone make a STR check to hang on to the collapsing bridge" and whatnot, Stealth is out, and Perception is already handled by the lvl6 feature. I can't think of any scenario common enough to warrant dedicating this feature to it.</p><p></p><p></p><p>The ranger feels really bloated. You've got a little bit of everything, multiple features per level, and multiple features that are lists of sub-features. None of it is bad in itself, but it needs trimming.</p><p></p><p>Natural Explorer needs some reformatting. The way you've written it, either there's no bonus to INT or WIS checks related to the ocean for this ranger, or they only get their swim speed after being around the ocean for an hour. (The bonus to checks is in the paragraph above the list in the PHB, and the listed stuff is all only when in your favored terrain for a long time.) It's true that some of Natural Explorer's benefits don't fit the ocean, so I see the need to edit Natural Explorer even if it's inelegant, but I would split off the "always-on" stuff and put it in a different feature.</p><p></p><p>On that note, I would leave Navigator's Tools and Vehicles (water) to a background. Sailor already offers them, and if the character is spiritually tied to the ocean but has no experience sailing, I don't see why they'd know how to use sailing instruments. Proficiency with repairs and such also seems superfluous, as I assume that Vehicles (water), if anything, would cover that. But I guess that's up to the DM, so, meh.</p><p></p><p>No ranger gets an Expanded Spell List, nor any cantrips (that I've seen, unless there was something in the newer campaign books). I would especially not offer this as a "ribbon" feature alongside the Oceanic Sidekick that gives you an indestructible spy/scout that's also better than the Beast Master. I would just cut it.</p><p></p><p>Emergency Raft could definitely be cut. Nothing stops anyone else from building a raft in exactly the same way, and it's incredibly situational. I would probably count this as a Survival check, so Natural Explorer already gives the ranger a bonus to this sort of thing, if a check is even required.</p><p></p><p>Does Brawler on Deck apply at all times, or just when to prone/movement related to moving ships? If it's the former I'd say something more like "your experience fighting on moving ships makes your stance incredibly sturdy; blah blah generalized bonuses."</p><p></p><p>Most of Aquatic Adaptation can probably be dropped. A lot of it addresses really specific scenarios that aren't in the rules, like whether you take fall damage when falling into water and how much atmospheric pressure you can withstand. In the interest of trimming down the features, I would put anything you really want here into the same feature that gives swim speed earlier on, then drop Aquatic Adaptation.</p><p></p><p>A one-minute duration for Local Forecast, plus the sidekick's indestructibility, alongside spells the ranger already has, make that feature much too strong for me. I would make the sidekick destructible, and/or make the ranger maintain concentration on the effect. I would further get rid of the feature that drags creatures along when the wind effect moves away from them, and either halve the hail's damage or add a save to resist it.</p><p></p><p>Adding WIS and 1d6 to the Champion's attacks is double-dipping, you don't need both. There also doesn't seem to be a limit on the frighten effect, should probably not work for 24 hours if a creature resists.</p></blockquote><p></p>
[QUOTE="Macv12, post: 6761513, member: 6801600"] Sorry for length, I tried to be as efficient as I could :P The first Shark feature applies after a hit is confirmed, but before rolling damage. The only effect of that, as far as I can tell, is that occasionally the attack's damage would have been enough to kill the target by itself, so the barbarian wasted their reaction adding unneeded damage. I would get rid of that restriction, and allow them to add the damage after seeing if the target is still standing. I assume, after all, that this represents the barbarian lashing out in unison with their ally, or something similar? No need to do that if the target's dead. Climbing at twice your speed is crazy fast. Climb speed equal to normal speed, plus the jump bonus, seems fine to me. The lvl6 Salmon bonus seems wonky. How does the sky help judge distance? I would think "unable to get lost" and "know where north is" would depend on that, if anything. Knowing approximate distance seems like it would come naturally with not being lost, as well as knowing the geography of the area. Lvl14 Shark, you can't wield a two-handed weapon and grapple at the same time, AFAIK, so the extra note there seems unnecessary. What situation did you have in mind when making the Piranha feature? Raging is combat-only, so that eliminates most instances of "everyone make a STR check to hang on to the collapsing bridge" and whatnot, Stealth is out, and Perception is already handled by the lvl6 feature. I can't think of any scenario common enough to warrant dedicating this feature to it. The ranger feels really bloated. You've got a little bit of everything, multiple features per level, and multiple features that are lists of sub-features. None of it is bad in itself, but it needs trimming. Natural Explorer needs some reformatting. The way you've written it, either there's no bonus to INT or WIS checks related to the ocean for this ranger, or they only get their swim speed after being around the ocean for an hour. (The bonus to checks is in the paragraph above the list in the PHB, and the listed stuff is all only when in your favored terrain for a long time.) It's true that some of Natural Explorer's benefits don't fit the ocean, so I see the need to edit Natural Explorer even if it's inelegant, but I would split off the "always-on" stuff and put it in a different feature. On that note, I would leave Navigator's Tools and Vehicles (water) to a background. Sailor already offers them, and if the character is spiritually tied to the ocean but has no experience sailing, I don't see why they'd know how to use sailing instruments. Proficiency with repairs and such also seems superfluous, as I assume that Vehicles (water), if anything, would cover that. But I guess that's up to the DM, so, meh. No ranger gets an Expanded Spell List, nor any cantrips (that I've seen, unless there was something in the newer campaign books). I would especially not offer this as a "ribbon" feature alongside the Oceanic Sidekick that gives you an indestructible spy/scout that's also better than the Beast Master. I would just cut it. Emergency Raft could definitely be cut. Nothing stops anyone else from building a raft in exactly the same way, and it's incredibly situational. I would probably count this as a Survival check, so Natural Explorer already gives the ranger a bonus to this sort of thing, if a check is even required. Does Brawler on Deck apply at all times, or just when to prone/movement related to moving ships? If it's the former I'd say something more like "your experience fighting on moving ships makes your stance incredibly sturdy; blah blah generalized bonuses." Most of Aquatic Adaptation can probably be dropped. A lot of it addresses really specific scenarios that aren't in the rules, like whether you take fall damage when falling into water and how much atmospheric pressure you can withstand. In the interest of trimming down the features, I would put anything you really want here into the same feature that gives swim speed earlier on, then drop Aquatic Adaptation. A one-minute duration for Local Forecast, plus the sidekick's indestructibility, alongside spells the ranger already has, make that feature much too strong for me. I would make the sidekick destructible, and/or make the ranger maintain concentration on the effect. I would further get rid of the feature that drags creatures along when the wind effect moves away from them, and either halve the hail's damage or add a save to resist it. Adding WIS and 1d6 to the Champion's attacks is double-dipping, you don't need both. There also doesn't seem to be a limit on the frighten effect, should probably not work for 24 hours if a creature resists. [/QUOTE]
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