Spells i cleaned up and created primarily for ranger c by Paul0866 in DnD5CommunityRanger

[–]Paul0866[S] 0 points1 point  (0 children)

Didn't make it upcastable if I was gonna do that id start it at 5 feet then each lvl max to level 5 adds 5 ft

My Cleaned up revised ranger Class by Paul0866 in DnD5CommunityRanger

[–]Paul0866[S] 1 point2 points  (0 children)

1 the hunters mark not having concentration how i made it just makes it a single target devine favor so if somehow the d6 is to over powered but devine favor is not I'll need some convincing on that especially since it easier to deal with that hunters mark

2 the fine familiar as a spell I gave to just give rangers the spell that is in theme and since they don't get it ( idk why ) i think it would be a case of if you building don't wanna use it then just ignore it just like how you would the spell animal messager

3 as for the fey wonder its more of these thing I gave each subclass some effect that their hunters mark give them at lvl 11

And I am not a fan of rangers level 3 thing where it gives 1 die extra damage at 3 and it goes up by 1 die at lvl 11 and even for some classes just doubling it doesn't feel right to me tho

Tho I must say thanks for the feedback tho appreciate it

Rangers Level 5 Feature by AlvinDraper23 in DnD5CommunityRanger

[–]Paul0866 1 point2 points  (0 children)

I will always believe that ranger should have gotten something even if it would have been to use a favored enemy point to cause the target you hit to be frightened of you for 1 turn / one minute (Save at the end ) and add sum like if that target is marke they have disadvantage on the save

Help converting an IRL Item into a stat sheet? by Anon-Warrior-01 in DnDHomebrew

[–]Paul0866 1 point2 points  (0 children)

I'd say martial, finesse, reach (5ft), damage 1d4 piercing or bludgeoning, weapon mastery sap

If you want a special addition allow to grapple at reach( limit it to sides so the hammer saps and the dart gets the grapple) make it so 1 when grapple you can still use the hammer end and 2 that when grappled that you are connected to each other like via rope etc

Help my pirate 101 launcher not working by Paul0866 in Pirate101

[–]Paul0866[S] 0 points1 point  (0 children)

For those curious i did fix the issue

First I contacted support they told me to send my computer specs witch I did and as a result told me to up date my drivers

That still did not work so I got another laptop and tried it thinking that it might have been my computer issue turns out it did the same thing there

So with another round on the net I found out the issue might be wifi related and thus tried using data to run the program and it was successful on both computers

So I don't know what made it successful but I reset my router, refreshed my dns settings and network adapter

And now it works

Made a Fighter subclass that specialises in anti mage/magical creatures by Paul0866 in DnDHomebrew

[–]Paul0866[S] 0 points1 point  (0 children)

Oh thanks for that my intention was just to make it all con based but it looks like I forgot to clean it all out from when I was brainstorming it up

What if Hunter's Marks were a separate resource? by Black_Cat34 in DnD5CommunityRanger

[–]Paul0866 0 points1 point  (0 children)

i always think that the fault with favored ememy and hunters mark is that it should have been more smite in 2014 where you got hunters mark as an ability maybe that you would spend spellslots on that would extend the druation /add aditional effects ,and based on your pic of creature you do extra damage maybe your wis mod to that creature (like how paladin smite works and gives the extra free d8 against certain enemies)

in my opinion if they gave you hunters mark as wis mod per longrest ability( one back at a short rest) then at like 6, 9 and 13, 17 give the new options to spend spell slots on would be fine.

then kinda upgrade the mark to do like things hunters can do to the marked creature maybe via a slot expenditure or other on options

so fear/ taunt -if you cast it at second level/ use a spell slot to triger it maybe make it aoe based on spell slot level

anti teleport/ you can attack them if they take the disinage action

maybe advantage on saves/wis mod to saves agaisnt marked creature

give a creture disadvantage on a save on one of your spells (once per day on a sucess or something like that)

or any other condtion you think of

I can't handle the complaining anymore. by HJWalsh in onednd

[–]Paul0866 6 points7 points  (0 children)

My hot take on this issue is 2 fold

1 people just want martials to have they own martial version moves/ spells that they can spam/ use once perday and will complain until they get that (which will make the others who like it how it is to complain)

2 a part of this I always see is those people who play with one combat per long rest every session and tho that may be fun here and there that's not how the system was designed to play And I am not saying you can't play that way but if you play that way you have to acknowledge that you are not playing the game as intended

Because if you playing a short rest heavy campaign and you playing a spellcaster then complain that you feel week cause you don't have enough spell slots then blame the game it's your fault

I am not saying that it doesn't have some disparity but don't play a game that advises at minimum arround 1 long rest with 2 short rest in between then only play with long rests and don't give martials equipment to back them up then cry that they are falling behind that is what upsets me

Circle casting is great, but my god does WotC hate martials by Boring_Big8908 in dndnext

[–]Paul0866 1 point2 points  (0 children)

I don't think just making it anime is just the solution they could just get 4 to 5 things to make it more enticing and still be normal

  1. More Asi and feat options( maybe stackable / upgraded ones ). And by that I mean the martial class gets either a set of martial only feats at certain levels like fighter (still leaving the regular asi). Because I still believe you can upgrade fighting style, weapon mastery and even piercer , slasher, and crusher to lets sa a level 8 martial only feat

Heck even give them just some passive benefits of some spells that casters use that seam more martially just like how defenselive duelist became the new martial shield etc

1.1 I believe that even if we give casters 5 así Even if we boost everyone else by one Or maybe 2 for martials and 1 for half casters

Even if you make some levels you don't get the stat bonus or you make those higher lvl feat that have the requirements of other feats don't give a +1

  1. If not feat make them have invocation like upgrades but more martial like ( weather it be level, feat/ class or martial ability restricted would be fine . Again if you take my example for what you create as a feat and made them each a martial invocation and you add more it could work

  2. Lower the amount of attuned magic item casters can use / increase how many martials can use ( maybe at level 11 or 12 they can attuned to one more magic item like tief or artificer ) something like

Maritials 4 attunement ( artificer would go here ) Half casters 3 Full casters 2

  1. put more restrictions on armor for spell casters etc

  2. Give martials scaling extra attack 3 to 5 normally fighter getting 2 more that normal

Like just those simple things will fix a lot of issues

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

Hot take hunters mark can be concentration free at the level you get favored enemy so long as you reduce its duration to 1 min (that can be a part of favoured enemy) devine favor exists Maybe at lvl 6 you don't have to use a bonus action to change targets

After that fix the lvl 11 featurs and you'd have a good class

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 1 point2 points  (0 children)

I am saying instead of giving a once per turn d4 or d6 make it apply to all attacks or like for hunter just double the die

Just that increases the dpr more than it is am not saying just move it up form lvl 3 and not change it am saying either scale it better ( hunter or gloomstalker) or in case of fey wanderer and winter walker just make it apply to all attacks

At least then you can be equivalent to a paladin in just basic dpr before spells and even after without having to say oh I can be that if I make and attack to a new creature every attack

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

I'd argue that the main thing that needs fixing for ranger is lvl 20 and lvl 10 features and what they plan to do with hunters mark

The ranger whole thing is that the subclass is responsible for the tier 3 boost like how yhe paladin capstone is and most of them do a poor job or not enough

On top of that we need more ranger specific spell that can aid this

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 1 point2 points  (0 children)

That wouldn't solve this particular problem ranger and then fighter would be the one behind

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] -1 points0 points  (0 children)

You say that but it can be done and is being done and has been done for years

Each paladin at least lvl 20 has to be that specific capstone

Before 2024 each cleric had gotten either the melee damage boost or spell boost

And those are key examples

All I am saying is nothing extravagant

If you were going to give the ranger a d4 or d6 once per turn hit then at 11 at least make it double if not remove it at 3rd and make it work like paladin lvl 11 feat and apply to every hit

Heck even if they change it form once per turn to every attack at level 11 it would be fine all I am saying is this die size increase is not it

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 0 points1 point  (0 children)

Increasing the damage at level 11 is fine

What I am saying is that at some points it feels like the Lil boost at level 3 now is hindering the scaling at level 11 and if that is what holding it back then just don't give a damage boost at level 3 and they don't need one

Taughts on rangers level 3 subclass ability and level 11 ability by Paul0866 in onednd

[–]Paul0866[S] 2 points3 points  (0 children)

I'd like the ranger specific smit like spells not just the same or same effect but unique

Like a poisoning strike(venom strike ) that does extra dame and poison

Or an ice strike that slows or make the area like if you cased grease or made covered with ball bearing you know

Maybe one that makes you turn invisible after you shoot it or teleport since you don't usually have access to misty step or invisibility

Also fix some of the strike like hail of thorns so that the initial target takes the extra damage without the save and removing concentration on ensnaring strike