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Level Up: Advanced 5th Edition (A5E)
Wildborne ranger spells
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<blockquote data-quote="Tessarael" data-source="post: 9792913" data-attributes="member: 12909"><p>I think using 5E D&D and/or D&D 2024 Ranger spells with an A5E Ranger is quite reasonable.</p><p></p><p>We're using 5E D&D spells with A5E, in cases where there is no equivalent A5E spell. There are a few cases that have been disallowed, such as Hellish Rebuke, as that has been replaced by the Warlock's Eldritch Riposte and the melee Arcane Riposte spell. Generally, we haven't found any problems with this. There are a few spells such as Sickening Radiance where we dropped exhaustion to simplify the mechanics for virtual tabletop, and fatigue gained during combat in A5E is ignored anyway per page 449 of the A5E core rulebook.</p><p></p><p>If you want to speed up play, I would suggest that Ensnaring Strike inflict 2d6 damage on the turn it is cast, if the target fails its save. </p><p></p><p>As the restrained condition is quite nasty to combatants without decent ranged attacks, I'm inclined to house rule that characters with extra attack, or monsters with multi-attack, can use each of those attacks to try to escape. If they succeed then they can still attack if they have any attacks left, rather than it requiring their full action.</p></blockquote><p></p>
[QUOTE="Tessarael, post: 9792913, member: 12909"] I think using 5E D&D and/or D&D 2024 Ranger spells with an A5E Ranger is quite reasonable. We're using 5E D&D spells with A5E, in cases where there is no equivalent A5E spell. There are a few cases that have been disallowed, such as Hellish Rebuke, as that has been replaced by the Warlock's Eldritch Riposte and the melee Arcane Riposte spell. Generally, we haven't found any problems with this. There are a few spells such as Sickening Radiance where we dropped exhaustion to simplify the mechanics for virtual tabletop, and fatigue gained during combat in A5E is ignored anyway per page 449 of the A5E core rulebook. If you want to speed up play, I would suggest that Ensnaring Strike inflict 2d6 damage on the turn it is cast, if the target fails its save. As the restrained condition is quite nasty to combatants without decent ranged attacks, I'm inclined to house rule that characters with extra attack, or monsters with multi-attack, can use each of those attacks to try to escape. If they succeed then they can still attack if they have any attacks left, rather than it requiring their full action. [/QUOTE]
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