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What is appropriate Ranger Magic
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<blockquote data-quote="CreamCloud0" data-source="post: 9489046" data-attributes="member: 7034710"><p>because casters already have a laundry list of options that provide versatility or allow them to influence things and martials have pretty much diddly squat? like, let's just look at what offensive cantrips ALONE provide shall we? i'll skip over the fact that most if not all of them deal some form of energy damage, quite a few have range and in general can target a range of saves amongst themselves as an alternative to attack rolls.</p><p>Acid splash - multitarget</p><p>Booming blade - movement control</p><p>Chill touch - healing control, applies attack roll disadvantage to certain foes</p><p>Create bonfire - persistant hazard creation</p><p>Eldritch Blast - N/A (although invocations can give a range of additional effects)</p><p>Firebolt - N/A (can ignite flammable objects but i'd label that as ribbon ability)</p><p>Frostbite - defensive control</p><p>Green flame blade - autohit damage to secondary target</p><p>Infestation - forced (if uncontroled) movement</p><p>Lightning lure - forced movement</p><p>Mind sliver - weakens saves</p><p>Poison spray - N/A</p><p>Primal savagery - N/A</p><p>Produce flame - N/A</p><p>Ray of frost - movement control</p><p>Sacred flame - ignores cover</p><p>Sapping sting - inflict condition (prone)</p><p>Shocking grasp - action economy control, advantage against certain targets</p><p>Sword burst - AoE</p><p>Thorn whip - forced movement</p><p>Thunderclap - AoE</p><p>Toll the dead - conditional extra damage</p><p>Vicious mockery - attack roll disadvantage</p><p>Word of radiance - AoE</p><p></p><p>that's four cantrips, five if you stretch to include eldritch blast which can gain riders, that purely do straight basic damage to single target without any form of additional bonus or somesuch in a single action out of <em>twenty-four</em> cantrips, not to mention the pages upon pages of leveled spells that are bigger and badder than these, that's why martials deserve battlemaster and casters don't.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9489046, member: 7034710"] because casters already have a laundry list of options that provide versatility or allow them to influence things and martials have pretty much diddly squat? like, let's just look at what offensive cantrips ALONE provide shall we? i'll skip over the fact that most if not all of them deal some form of energy damage, quite a few have range and in general can target a range of saves amongst themselves as an alternative to attack rolls. Acid splash - multitarget Booming blade - movement control Chill touch - healing control, applies attack roll disadvantage to certain foes Create bonfire - persistant hazard creation Eldritch Blast - N/A (although invocations can give a range of additional effects) Firebolt - N/A (can ignite flammable objects but i'd label that as ribbon ability) Frostbite - defensive control Green flame blade - autohit damage to secondary target Infestation - forced (if uncontroled) movement Lightning lure - forced movement Mind sliver - weakens saves Poison spray - N/A Primal savagery - N/A Produce flame - N/A Ray of frost - movement control Sacred flame - ignores cover Sapping sting - inflict condition (prone) Shocking grasp - action economy control, advantage against certain targets Sword burst - AoE Thorn whip - forced movement Thunderclap - AoE Toll the dead - conditional extra damage Vicious mockery - attack roll disadvantage Word of radiance - AoE that's four cantrips, five if you stretch to include eldritch blast which can gain riders, that purely do straight basic damage to single target without any form of additional bonus or somesuch in a single action out of [I]twenty-four[/I] cantrips, not to mention the pages upon pages of leveled spells that are bigger and badder than these, that's why martials deserve battlemaster and casters don't. [/QUOTE]
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