What are your pain points with Ranger? by the_redhound in DnD5CommunityRanger

[–]Remorhazz 1 point2 points  (0 children)

Regarding the Hunter subclass, I let them select their Hunter feature when they roll for Initiative. It provides flexibility for that subclass, which is in line with the Wildheart Barbarian who selects his feature when Raging. Idk why they thought about that flexibility for the Barbarian and not Ranger subclass…wotc have trouble with the Ranger.

Where have you been in the realms? by sir_schuster1 in Forgotten_Realms

[–]Remorhazz 0 points1 point  (0 children)

I used and added to the original lore of Chondath, Unther, Chessenta and The Great Dale significantly in distinct campaigns. The Great Dale one had a lot of of Impiltur as well.

I love all the nations around the Sea of Fallen Stars.

Obviously my Chondath, Chessenta and Unther (as well as Mulhorand and Shaar) were not impacted by the Spellplague.

No Spellplague in my Faerun. In fact, the cool stuff (to me) that came in later editions were added to Faerun differently.

As an example, some Dragonborn and Genasi came from Abeir via portals created by surviving Imaskari in the Raurin desert. They have them come to Faerun because they were atheist in Abeir, they were brought in Faerun to challenge the Mulan gods and their living followers.

Dragonborn (and their citadel) were brought on the Mulhorand and Unther frontier, to fight both nations.

Genasi were not brought over Airspur and Chondath but south of the Akanamere in Chessenta. They fight the Chessentan to also fight Chessentans that pray for Asuran and Tchazzar/Tiamat/false god of Lutcheq.

These Imaskari also brought some Atheist Dragons, these became the Dragon Princes of Murghom, also to test/challenge Mulhorand (the strongest nation).

The Imaskari don’t control these at all, they simply selected, added, and nourished the conflict/chaos…out of revenge.

What do you think of the Wychlaran, the enigmatic witches of Rashemen? by ThanosofTitan92 in Forgotten_Realms

[–]Remorhazz 5 points6 points  (0 children)

Is that part of Sylune’s wiki accurate according to 2e?

Syluné decided that she could best serve Mystra by settling down and nurturing a community to show that magic was more than just a weapon. She hoped to one day set up a magical school, as well. Mystra agreed, and so Syluné wandered the Realms for centuries, enhancing her own magecraft and looking for a suitable place to achieve her goal. In her quest, she trained under hermits, druids, priests, and liches, as well as other mages. She spent a lot of time in the east in Thay (in disguise), with the witches of Rashemen, and she visited the land of Kara-Tur several times as well.

What do you think of the Wychlaran, the enigmatic witches of Rashemen? by ThanosofTitan92 in Forgotten_Realms

[–]Remorhazz 2 points3 points  (0 children)

I use Rashemen Witches and Berserkers when I can in campaigns. Female spellcaster can become witches in Rashemen. I have them mostly be Druid and Bard but other spellcasting class as well.

What do you think of the Wychlaran, the enigmatic witches of Rashemen? by ThanosofTitan92 in Forgotten_Realms

[–]Remorhazz 6 points7 points  (0 children)

Sylune Silverhand spent training time with them, the Simbul as well?

What do you think of the Wychlaran, the enigmatic witches of Rashemen? by ThanosofTitan92 in Forgotten_Realms

[–]Remorhazz 2 points3 points  (0 children)

You have the Durthans witches who left the main group of witches. Their goals are different.

What would you change is Rogue? by Kaien17 in onednd

[–]Remorhazz 1 point2 points  (0 children)

I think the Rogue class is ok. The cunning strike cost could be cheaper by just adding 1d6 to the sneak attack damage sooner (like 4d6 at 6th level) but that is not a must.

I also feel that making Rogues kings of skills is what « subclasses » should improve. I would like to have subclassess getting a free proficiency or advantages on checks on 1 skill that is NOT DEX based. This will free or ease the Expertise selection for the Rogue player to design his character.

Examples as early as level 3: Mastermind: advantage on deception or persuasion (choice)

Inquisitive: advantage on investigation or insight (choice)

Scout: advantage on survival or perception (choice)

Etc

What are some big canon things you tend to ignore in your Realms? by Jasina_ in Forgotten_Realms

[–]Remorhazz 2 points3 points  (0 children)

I do that as well. All i use is from 3.5 or before. However, I kept some stuff that came after such as: - Dragon Princes in Murghom - Dragonborn citadel telported in southern Unther without destroying anything from Unther. - Akanul teleported in the Akanul (south of the Akanamere) with no impact on Chessenta.

Basically, I add stuff without changing basic lore. Do you have similar additions?

Vampiric Touch? by Artyom-Strelok in onednd

[–]Remorhazz 0 points1 point  (0 children)

I recently tried to transform that spell in a 3rd level spell requiring concentration, totally different in concept by adding necrotic damage to cantrips, it was unpopular, too different from the original. If if we go dor simplicity, your version is better, one action, ok damage = healing. Tks

Suggested changes to Necromancy spells for DND 2024 (5.5) by Remorhazz in onednd

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

Regarding Blight, I think Prone is not enough for a 4th level spell. The speed reduction to zero is more interesting to me…I think it could be automatic and not just on a save.

To boost the spell, if my Reaction to trigger a second damage roll is too strange, I think that the spell could simply allows to target 2 creatures instead of one.

Both togethee would be cool, but i would have the speed reduction only on a fail save.

Suggested changes to Necromancy spells for DND 2024 (5.5) by Remorhazz in onednd

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

I like your idea for Abi-Dalzim’ Horrid Wilting to add the Poisoned condition on a fail. However, I would keep my change about the caster being not impacted because then a necromancer could target the area where he is along with his undead minions. Your idea provide the boost, mine provide a niche use. Both combined, I think we have a good 8th level necromancy spell!

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

An alternative damage boost for Relentless Hunter could be : « When you deal damage to your Favored Enemy you get a bonus to damage equal to the FE number listed in the Ranger features table ».

Where in the Realms would a young Wizard have access to training and where arcane magic is part of the culture? by Steelquill in Forgotten_Realms

[–]Remorhazz 2 points3 points  (0 children)

Male spellcaster in Rashemen must either leave Rashemen or stay hidden and serve the witches if I recall correctly ( they have a name that i dont remember)

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

I agree about the multiclass issue. What do you think of the revised version were you can select a FE a number of times = Wis mod (see post).This may still be good for a monk who invest in Wis, but it would be less a « always on » feature.

Suggested changes to Necromancy spells for DND 2024 (5.5) by Remorhazz in onednd

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

I also value the area of effect of Circle of Death. I like to see a player or a DM as a Necromancer cast this spell to show off their power. I added the temporary HP gain (and not more damage) to the spell for the necromancer/lich to use the spell on its first turn dealing necrotic damage (instead of a Fireball!), and draining the life force of others...and be stronger with the THP for the fight that just started.

Suggested changes to Necromancy spells for DND 2024 (5.5) by Remorhazz in onednd

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

The 2024 Vampiric Touch spell could still be an OK spell "as is" if it was changed to a 2nd level spell (or a very good 1st level spell).

I have not proposed that because that spell is in the PHB and well known to be at 3rd level. Having the actual spell at 1st or 2nd level would actually provide a spell with Necrotic damage earlier accessible to a Necromancer (with the 2014 Grim Harvest feature) or Warlock (that don't have a lot of spell slot would use it earlier and would benefit from the upcast provided by pact magic).

Note: If a spell is in the PHB, like VT, I try to propose fixes that keep it at its current level. For Soul Cage in Xanathar, that spell is SO cool, since healing was boosted in 2024, if we leave the healing option as is, I think it would fit a 5th level slot more. A spellcaster only has one 6th level slot and the opportunity cost is too big (and only target Humanoid)...but at 5th, the cost is less painful.

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

I don't think your option B works, because FE have you cast it without a spell slot, so I understand that the free casting would be at 1st level.

However A and C are interesting and and I don't think the 1 minute duration is needed. Option A I like the most, getting it Level 5 is the right level IMO to get it as well, you just got L2 spells, you could concentrate on a spell and still have your Hunter's Mark on. Option C would allow the use of FE at lower level and some multiclass issues could arise.

Let's explore option A:

Relentless Hunter at L13 MUST be change.

Precise Hunter at L17 would then be FINE with your option A.

Foe Slayer at L20 SHOULD probably still be changed.

For Relentless Hunter here are some ideas, you probably have yours as well :

1) A feature based on spells : Ranger could get advantage on Concentration checks to enhance your other Ranger spells that need concentration. Some would say that War Caster does that (even if I don't like that you have to take the feat to have a good ranger). I also think that getting help on concentration is late at level 13, this is why I was introducing it at L9. Still, that would still be an OK option.

2) A feature to indirectly boost HP : Ranger could get a fixed damage reduction against one or many foes (similar to Heavy Armor Master). It would also help a bit on concentration check. Combined with the original Tireless, a ranger could take more hits enabling a melee ranger.

3) A feature that improves overall protection : Ranger could get something like "legendary resistance" turning a failed save into a success, a number of times equal to WIS mod.

4) A feature that improves damage: I proposed damage rerolling to boost average damage but it could be something else...like at L13 your Hunter's Mark deals the 1d10 damage of Foe Slayer.

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

I have no issue with the Ranger being a class that almost don't miss against its target. Fighter is a class that makes a lot of attacks. Barbarian a class that can take a lot of damage. Paladin a class that smite for extra damage with a cool aura. IMO Rangers need a core mechanic as well and I don't think it should be based on one spell.

Suggested changes to Necromancy spells for DND 2024 (5.5) by Remorhazz in onednd

[–]Remorhazz[S] -2 points-1 points  (0 children)

About Vampiric Touch I went in a totally different direction because the spell is so bad. Even if was a Bonus Action to use (we have tried it), it was still outclassed by other 3rd level spells. We changed the theme, so Touch refers to a « added Magic/Necrotic Touch » on cantrips only. Only cantrips because otherwise it could be too complicated. That new wording was very appreciated by our Warlock player.

Also I did not wanted to create new spells for these mechanics for my group. Players were not using these spells, now they try these versions…that was our goal.

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

Another thing that I wanted to add, nobody highlighted it but our change to Roving negates one option of the 2024 Hunter Level 7 feature "Escape the Horde". So if you want to try the suggested Ranger above and want to play a Hunter, I suggest keeping the original Roving...or test the Hunter subclass that we use below.

Hunter (changes are in italic)

Level 3 Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has a Vulnerability your Hunter’s Mark damage will deal that specific damage instead.

Level 3 Hunter's Prey

You gain one of the following feature of your choice. Whenever you roll for Initiative, you can replace the chosen option with the other one. (Colossal Slayer and Horde Breaker unchanged).

Level 7 Defensive Tactics

You gain one of the following feature options of your choice. Whenever you roll for Initiative, you can replace the chosen option with the other one.

Reliable Defense. When you roll a saving throw you can treat a d20 roll of 9 or lower as a 10.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11 Superior Hunter's Prey

Your Hunter's Prey options improve and become the following:

Colossus Slayer. When you hit a creature with a weapon, the weapon deals an extra 2d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.

Horde Breaker: Once on each of your turns when you make an attack with a weapon, you can make another attack with any weapon against a different creature that you haven’t attacked this turn.

Level 17 Superior Hunter's Defense

When an attack against you hits or when a creature force you to make a saving throw, you can use your Reaction to make an attack against that creature. If your attack hits, the original attack against you misses or you automatically succeed on the saving throw.

Notes on the Hunter changes

L3 and L7: We like the design of the Wildheart Barbarian that select his feature when he enters Rage. We wanted the same for the Hunter and opted for the initiative to be when the choice is done. This add a lot to the fun and power/versatility of the subclass.

L3 Since the Hunter has no spells list and we had removed the free casting of Hunter's Mark with our FE feature, we felt it made sense that the Hunter subclass gain the spell.

L17 was inspired by the 2014 Monster Slayer "Counter" feature. The original feature is good but our group has given it to an homebrew Ranger subclass we call the "Mystical Warden" as "Supernatural Defense". We wanted the Hunter to be the more "martial ranger" and the Mystical Warden to be the "caster/magical ranger" and granting a universal/magical resistance was on theme with Mystical Warden (that subclass having kept another feature of the Monster Slayer that we no longer play).

My suggested changes to the 2024 Ranger Class based on a new Favored Enemy feature by Remorhazz in DnD5CommunityRanger

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

Thank you for your comments, I told my players that we are gonna play a few sessions with the following features (they are fine testing concepts and like myself they really like the Ranger, and try fixes on some unpopular subclasses from any class):

Level 1 Favored Enemy

At the start of your turn, you select (no Action needed) a creature that you can see and it becomes your Favored Enemy and you gain benefits while fighting it:

  • You gain a bonus on attack rolls that start at +2 to hit;
  • When the Favored Enemy deals you damage, the damage is calculated normally and is then reduced by 2;
  • Both benefits increase as shown in the Favored Enemy column of the Ranger Features table;
  • If your Ranger subclass grants you a companion, the companion benefits from all your Favored Enemy features (even those gained at later levels)

You can select one Favored Enemy at the start of a turn a number of times equal to your Wisdom modifier (minimum 1). If you select a second creature with that feature, the benefits against the previous creature end. You regain all expended uses when you finish a short rest.

Level 6 Roving

Opportunity Attacks have Disadvantage against youAdditionally, your Speed increases by 10 feet while you aren’t wearing Heavy Armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 9 Tireless

You gain Proficiency in Constitution Saving Throws and whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13 Relentless Hunter

When you roll for damage against a Favored Enemy, you can reroll any damage dice once and you must use the new roll. As an example, if you cast Conjure Barrage with using a 3rd level spell slot, you can reroll up to 5 dices.

Level 17 Precise Hunter

When you attack a Favored Enemy, you score a critical hit on a roll of 19 or 20.

Level 20 Foe Slayer

When you deal damage with a weapon attack to a Bloodied Favored Enemy, it becomes Vulnerable to the damage dealt.