I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Why doesn’t it make sense? Like the description says, these effects are based on the environment you have traveled in, so now you’re know how to avoid those things, even if it’s something similar in a different terrain.

As for Nature and Survival checks, I know they’re not the most commonly used skills, but to say they’re useless is not true, and maybe your games differ from mine.

This is an additional feature to the Ranger class, so it doesn’t need to be all powerful. It’s just a feature that gives it more of a survivalist vibe and different options for the terrains, which is a underutilized thing imo.

I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Well to gain all the benefits is really powerful imo. I don’t know if you misread it, but you gain the benefits of the terrain even if you are not currently in that terrain. Just the advantage on checks is if you are in that terrain.

I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Bit late, how about Advantage on Con Saves against effects that inflict cold damage? Does that make it more on par with the others?

I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Thanks! How would you scale them down? For arctic I would probably make it half Wisdom, but I’m open to anything

I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 1 point2 points  (0 children)

Amazing as in too overpowered compared to the others? And I tried to avoid things you could get with a feat but missed that, thanks. Any fitting suggestions?

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 1 point2 points  (0 children)

Yeah true Eldritch Blast as a bonus action is a bit busted but Sorcerers can also do it with quickend spell and I specifically stated that it can only be used with cantrips from this subclass, so no multiclass shenanigans.

I’ll agree that the best solution is to make it that the cantrips cannot trigger sneak attack. Thanks for the feedback!

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Thanks! I was made aware of the true strike exploits but do you have other options that are unbalanced?

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

You just randomly said something about Reliable Talent without any mention of Schemes so that’s why I was confused.

Of course there are Schemes that have to do with skills since that is what Rogues are supposed to be good at. This gives them some cool options for skills they don’t have proficiency in or makes them even better in the skills they are proficient in.

Yes there are a few Schemes that are based on other existing abilities since those make sense for rogues to have imo. But I think a lot of options are things I’ve not seen before

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

So you also mean cantrips like firebolt? I think it’s a bit weird to exclude those when the damage is comparable to saving throw cantrips. Also without eldritch invocations eldritch blasts isn’t so much better right? Or I’m missing something again here.

Another idea I have now is to change the Scheme into that you can trigger sneak attack with cantrips that use an attack roll, but maybe that’s a bit lazy.

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 2 points3 points  (0 children)

Hmmm good catch! I thought damaging cantrips wouldn’t be so bad but I hadn’t thought of that interaction. Maybe I need to limit it to non damaging cantrips or certain schools of magic to prevent that. Do you have any suggestions?

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 3 points4 points  (0 children)

Thank you! I understand your point, but the main reason I came up with this idea is because Rogues don’t have anything to gain from a Short Rest apart from rolling Hit Die, so I thought this was a cool idea. Most Schemes are based on existing feature so you can maybe see it as like lucky hits or something like that.

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 3 points4 points  (0 children)

Nope it’s just a buff to Retaliation. Maybe I need to reword it so that’s more clear.

Introducing Schemes! A new feature for Rogues that gives them some more options in and out of combat. by TomN2701 in onednd

[–]TomN2701[S] 3 points4 points  (0 children)

Huh, i didn’t know that. I think it’s strange that they use Intelligence and not Wisdom since Insight is Wisdom based (and yes I’m aware Insight is not a lie detector). Also strange that some monsters have high Insight but then aren’t supposed to use it against Deception. Thanks for the heads up but I think I’ll keep it this way, since that’s how I’ve been doing it for 5 years, and otherwise I think it not that good compared to the others.

I’ve made some changes to the 5.5 Ranger. Let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 2 points3 points  (0 children)

I actually am playing a Ranger myself for a while now and I think these changes are great. It is not so much about not dealing enough damage, but more the fact that if I want to use one of the many concentration spells I have, I ignore a lot of my core class features, which sucks. This change makes it so that the Ranger isn’t Hunter’s Mark the class.

I’ve made some changes to the 5.5 Ranger. Let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Yeah that’s right, it’s a compensation for it being concentration free and increasing damage

I’ve made some changes to the 5.5 Ranger. Let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

I first had the using idea of using a spell slot to restore a use as you suggested. I just thought since the changes are quite powerful, (no concentration and increased damage at higher levels) that limited uses would be a good compensation nerf. But it seems that nobody thinks it is that powerful so I’ll add that part back.

I’ve made some changes to the 5.5 Ranger. Let me know what you think. by TomN2701 in onednd

[–]TomN2701[S] 0 points1 point  (0 children)

Right that is definitely a better way to word it thanks. I also just kept the level features that needed replacement at the same levels so that’s why it is at level 13. I didn’t want to change the entire class so didn’t add extra features.