u/TomN2701

▲ 55 r/DnD5CommunityRanger+1 crossposts

Before I get to the features, I’m not asking if you think the Ranger needs this to be viable and I don’t need to hear that this makes it more complicated. I’m just asking for feedback on the features and if the terrain benefits are balanced against each other and make sense thematically. Thanks!

Deft Explorer (Level 2): Added the following benefit: You can heighten your senses and sharpen your knowledge by expending one use of Hunter’s Mark. For the next 10 minutes, you can add your Hunter’s Mark die to any Intelligence (Nature), Wisdom (Medicine), Wisdom (Perception) and Wisdom (Survival) check your make.

See this post to see what changes I made to Hunter’s Mark. I’ve added the feedback of using a spell slot to restore uses of Hunter’s Mark,so it’s a less limited resource.

Favored terrain (Level 3): You have endured the hazards of an environment while you traversed through it, and are now accustomed to those effects. Choose one of the terrains in which you have traveled. You always have the benefits listed, and while you are in that terrain, you have Advantage on Wisdom (Survival) and Intelligence (Nature) checks. Whenever you gain a Ranger level, you can replace your favored terrain with a different terrain. You gain another favored terrain at level 9.

Favored Terrains:

Arctic. You add your Wisdom modifier to Constitution saving throws. You also don’t suffer the effects of extreme cold and aren’t affected by slippery ice.

Coast. You have a Swim Speed equal to your Speed. If you already have a Swim Speed, it increases by 10 feet. Additionally, you have Advantage on saving throws against being knocked Prone, and you can add your Wisdom modifier to Strength (Athletics) checks.

Desert. Difficult terrain doesn’t cost you extra movement and you have Advantage on saving throws against the Blinded condition. You also don’t suffer the effects of extreme heat and cold.

Forest. You can take the Hide action as a Bonus Action, and can do so while you’re Lightly Obscured. Additionally, you can add your Wisdom modifier to Dexterity (Acrobatics) checks.

Grassland. Your Speed increases by 5 feet, and when you have the Prone condition, you can right yourself with only 5 feet of movement. 

Mountain. Your hit point maximum increases by an amount equal to your Proficiency Bonus and you have a Climb Speed equal to your Speed. If you already have a Climb Speed, it increases by 10 feet. You are also acclimated to high altitudes.

Swamp. You have Advantage on saving throws to avoid or end the Poisoned and Restrained condition. Additionally, natural Lightly Obscured areas (such as fog or rain) don’t impose Disadvantage on your Wisdom (Perception) checks. 

Underdark. You can add your Wisdom modifier to Dexterity (Stealth) checks, and Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) checks.  

u/TomN2701 — 7 days ago
▲ 25 r/onednd

Hunter’s mark spell is removed.

Hunter’s Mark (Level 1): ( replaces the Favored Enemy feature) As a bonus action, you can mark one creature you can see, gaining the following benefits:

-Whenever you hit the marked creature with an attack roll, you deal 1d4 extra damage.

-Whenever you make an ability check to track or locate it, you can add 1d4 to that roll.

These benefits last for 1 hour, or end early if the marked creature is slain or you mark another creature. You can use this feature a number of times equal to your Wisdom modifier. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. At 6th, 10th, 14th and 18th levels, the duration and bonus to rolls increases, as indicated in the following table:

Ranger level | 1 | 6 | 10 | 14 | 18

Hunter’s Mark die | 1d4 | 1d6 | 1d8 | 1d10 | 1d12

Duration | 1 hour | 8 hours | 24 hours | 1 week | indefinite |

Improved Hunter’s Mark (Level 13): (replaces the 13th level Relentless Hunter feature): Your Hunter’s Mark feature gains the following benefits:

- When you hit a creature with an attack roll, you can mark it with Hunter’s Mark without using a bonus action. The extra damage is also added to this attack.

- Whenever you roll for initiative and have no uses of Hunter’s Mark left, you regain 1 use. When you finish a Short Rest, you can regain all uses of Hunter’s Mark. Once you do so, you can’t do it again until you finish a Long Rest.

- Once per long rest, when you hit a creature marked by your Hunter’s Mark, you can turn the hit into a critical hit. When you do so, the creature is no longer marked and you can’t mark it again until your next turn.

Foe Slayer (Level 20): (replaces 20th level feature Foe slayer) Whenever you attack a creature marked by your Hunter’s Mark feature, you add your Wisdom modifier to the attack roll and damage.

The idea of these changes is to make the Ranger not limited to a single spell and have late level features be built on it. As far as I know (let me know if it’s not true) this does not conflict with any subclass features of the Ranger. It also makes the Ranger a big boss monster hunter. Since HM ends when a creature is slain, it is not beneficial to put in on weaker creatures that die in one turn. It makes you think about which creature you will target since it has limited uses. But when a creature is marked, you will deal great damage to it.

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u/TomN2701 — 17 days ago