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| #1OrzelAug 28, 2014 3:21:23 | I don't know why the ranger only got one subclass in 5th edition whereas all but 2 others received 3 or more. But I have decided to fix this oversight as well has address some of the complaints of the class expressed by ranger fans. And I might need the aid of the community.
The Horizon Walker is a great tool for adding new flavor to the Ranger class. The basics would be.
1) The Horizon Walker adds additional favored terrain types for well travelled rangers. 2) The Horizon Walker adds planes to the list of possible favored terrains 3) The Horizon walker adds special features and attacks to aid survival in different
The source of inspiration for the subclass would be the 3rd edition prestige class and the 4th edition ranger paragon path.
THE HORIZON WALKER
ADDITIONAL FAVORED TERRAIN: At the 3rd, 7th and 15th levell, you can choose an additional favored terrain type from the types you can normally choose.
TERRAIN MASTERY: At the 3rd level you gain one of the following features of your choice:
Bear the Cold: You gain resistance to cold damage. Your hit point maximum increases by 3 and increases by 1 each time you gain a level. Dodge the Lightning: You gain resistance to lightning damage. You gain a bonus to your initiative and AC while using the Dash action equal to your Wisdom modifier. Endure the Heat: You gain resistance to fire damage. When you are wearing no armor, your AC is equal to 10 + your Dexterity Modifier plus your Wisdom Modifier. Take the Fall: You gain resistance to bludgeoning damage. You also ignore the first 10 damage from falling. Push the Leaves: You gain resistance to poison damage. Your speed increases by 10 feet.
PLANAR EXPLORER: At the 7th level, the terrain types you can choose from expands to entire planar types. You may choose from the Aligned Planes, the Astral Plane, The Etheral Plane, the Feywild, the Inner Planes, the Outer Planes, and the Shadowfell.
PLANAR FIGHTING: At the 11th level you gain one of the following features of your choice:
Aligned Swipe: When you reduce an enemy to 0 hit point with a meelee attack, you may cast cure wounds as a 1st level spell as a bonus action without expending a spell slot. Elemental Chaos Smite: Elemental Energy swirls within you as you strike cleanest. You can roll 4 additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. Each additional damage die deals a different damage type, acid, cold, fire, and thunder respectively. Fey Strider: A bit of the Feywild allow you to blink into perfect postion before a running charge. When you use the Dash or Disengage action, you may teleport the rest of your movement. Shadowfell Shot: The closeness to the ground brings closeness to death. When you hit with a ranged weapon attack while prone, your attack deal an additional 1d6 necrotic damage. Worldly Strike: You put arcance energy into your attacks to banish creature of otherwoldly origin. Once per per when you hit an aberration, celestial, elemental, fiend, or undead with a weapon attack, the creature takes an additional 1d8 force damage.
ASTRAL INFUSION: At the 15th level, when you suceed a death saving throw you gain 10 hit points. You cannot use this feature again until you make a long rest.
Your thoughts? What's good? What's broken? What doesn't fit? |
| #2Raez_DaevanAug 28, 2014 5:19:17 | I like this much better than the hunter. I would also add a few more spells to the ranger spell list to go with this subclass ( though available to all rangers). |
| (Reply to #2)Orzel |
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| #4melloredAug 28, 2014 6:24:04 | Looks pretty solid overall.
Aligned swipe. Should be 5 temporary hit points to prevent abuse in large battles.
Take the Fall: Resist bludgoning might be a bit much too. I suggest keeping with the elements theme. "Resist thunder, you are immune to being defened."
Elemental Chaos: I don't understand the intent. But i suggest simply "you can change the type of damage you deal".
Shadowfell Shot: Seems.... odd... and a trap. How about "if your attack reduecs a target to 10 hit points or less, it dies". |
| #5OrzelAug 28, 2014 7:03:05 | Aligned Swipe uses a bonus action. You only get one a turn and only on your turn. Take the Fall is for a mountain or hill warrior. Bludgeoning is common but not that common and most bludgeoning damage is low. Thunder is very rare to the point where resist thunder is near useless unless you know about it ahead of time. And deafen is weak and rare as well. I'm still iffy on it though but I need a mountain/hill terrain mastery. Elemental Chaos Smite is a super crit. You stab someone in a weakspot then pump raw elemental energy into the wound. With Shadowfell Shot, I was struggling to get somethinf that felt Shadowfelly. |
| #6EerongalAug 28, 2014 7:36:18 |
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| #7Suzume_StjohnAug 28, 2014 7:35:56 | Yes, but attacking from prone gives you disadvantage. So, you'll miss a lot more often, but do slightly more damage. If you want that to be the strat, make it ignore the disad from attacking prone as well. |
| #8melloredAug 28, 2014 7:46:54 |
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| #9EerongalAug 28, 2014 7:54:47 |
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| #10Suzume_StjohnAug 28, 2014 8:26:32 | Also, dashing every round means you are nevee attacking. (Unless you mc rogue or monk and do it on a bonus action. And in that case you are locked into one bonus action.) |
| #11OrzelAug 28, 2014 8:40:40 | Take the Fall: You gain resistance to thunder damage. You ignore the first 10 bludgeoning damage from a fall. So what are good ideas for attacks or defensrs based on the Shadowfell, Inner Planes, and Aligned Planes? |
| (Reply to #9)Orzel |
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| #13LucienderAug 28, 2014 8:55:11 | On Shadowfell Shot, howabout it deals extra necrotic damage and/or slows the target's movement by tying the fluff into nearby shadows clinging to them? Add a rider that instead of prone, it only works on targets that are in dim light or darkness. Or, you can only use it when you are in dim light or darkness.
Just some random thoughts on it. Good luck. |
| #14EerongalAug 28, 2014 9:15:57 |
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| #15melloredAug 28, 2014 9:20:16 | Hmm...
Shadowfell Offense: Deal an extra 1d8 damage to any creature below 1/2 health. Shadowfell Defense: When you are hit, you can turn insubstantial until the end of your next turn. Do this after you see the roll, but before the DM announces the results. You cannot use this ability again until you take a short rest.
Elemental Chaos Offense: At the end of a short or long rest, roll a d4. 1 = fire, 2 = cold, 3 = lighting, 4 = thunder. Until your next short or long rest, your attacks deal extra 1d4 extra damage of that type. Elemental Chaos Defense: You gain resistance to either cold, fire, lighting, and thunder. You can use an action to change which one.
Aligned Planes Offense: You can change your attacks to be either radiant or necrotic. As a bonus action, you can know the alignment, resists, and vulnerabilityies of any creature. Aligned Planes Defense: You gain resistance to necrotic and raidant damage. You know if someone is lying to you.
Fey Offense: As a bonus action, you can teleport 30' to a place you can see. Fey Defense: You are immune to charm and fear.
Worldly Offense: You ignore all resistances and immunities with weapon attacks, including resistances to non-magical weapons. Worldly Defense: Your maximum hit points is increased by 3 + 1 per ranger level. |
| (Reply to #15)Orzel |
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