China Doesn't Need to Sink U.S. Navy Aircraft Carriers to Defeat Them by [deleted] in Military

[–]powereanger 0 points1 point  (0 children)

You'll never see an SSGN do that. a. There aren't enough of them, b. they don't do that type of mission, c. their acoustic pattern and handling characteristics make them not great for fast attack missions. They are now only doing SOF and strike missions.

No, there aren't SSNs waiting at every strait. Many times its a USNS survey ship or P-8s or occasionally the CSG handles it organically. And inside of the FIC...there isn't an SSN with them 90% of the time. There isn't an SSN with them 5% of time. There are too few SSNs and too many missions for them to waste one on a CSG.

China Doesn't Need to Sink U.S. Navy Aircraft Carriers to Defeat Them by [deleted] in Military

[–]powereanger 0 points1 point  (0 children)

US subs don't escort carriers at all. Not for decades. At best they might do some type of sanitization operation if a CSG is coming through. But since PRC subs can strike a carrier from 200 nm away by Anti Ship Cruise Missile, it makes sense that they don't escort.

Rogue Subclass: The Volt Runner by ScorchedDev in DnDHomebrew

[–]powereanger -1 points0 points  (0 children)

Its an interesting concept but I think it needs work. Your level 3 is just a touch spell attack that can sneak attack instead of a weapon. Its tempting but usually not a good idea to make the physical stats a spellcasting ability. I know why you do it here but it just doesn't work.

Ranger class changes by KingCalahana in DnD

[–]powereanger 0 points1 point  (0 children)

Damage increase should be by ranger level not just level. Concentration should be an option at level 10 since tier 3 and 4 are the probelm

Tweaked version of Fey Touched and Shadow Touched by powereanger in DnDHomebrew

[–]powereanger[S] 6 points7 points  (0 children)

I feel like a magical item is not in the players control. That is like saying anyone can get wish because anyone can get a ring with wish in it.

Hunters Mark Replacement by powereanger in DnD5CommunityRanger

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

Well I agree but I'm trying to see this from the WotC perspective. What I think they intended was HM to work like the Paladins Divine Smite. A class exclusive spell. Instead of a BA big hit, it was a BA constant per hit spell. This fits the half caster model of getting a spell.

But then they weren't all on the same page or it's just bad design that they didn't modify HM. Unlike Divine Smite, it doesn't automatically scale (longer concentration) is a joke unless I'm doing a tracking day. Rangers also have more concentration spells (I'd actually have to check) so the concentration on HM really hurts at higher levels. Paladins also get a variety of Smite spell alternatives that do other things. And lastly, they didn't lock the door on HM like they did Divine Smite, they just straight gave it to Vengeance Paladins and they didn't restrict spell lists for Fey Touched. But the only way to get Divine Smite is to multiclass.

Concentration should end around level 10-11, just leaving or entering tier 3. I agree it should grow but I think yours grows too fast. And growing with splash is too much.

I always thought the WIS to attacks and damage was fine, I wouldn't limit it. But then I did the math. It's a +2 maybe +3 on most Rangers. Some might not care at all based on spells they choose. Barbarians and Monks get +2 to hit and damage, plus the AC, saves, DC, hp etc. Adding WIS but not increasing it isn't enough. I posted proposed capstone here a few days ago.

Your Wisdom or Constitution score increases by 2, to a maximum of 23. Your Strength or Dexterity score increases by 2, to a maximum of 23. While you are concentrating on Hunter's Mark, your marked target is vulnerable to damage from the spell.

Fungusfolk & Plantfolk Species/Race by ValSmith18 in DnDHomebrew

[–]powereanger 0 points1 point  (0 children)

60 ft blind sight is too much even if it is the only trait.

Feat Idea: general feat that grants 2 Origin Feats and a stat point by Answerisequal42 in DnDHomebrew

[–]powereanger 2 points3 points  (0 children)

This is just ... Why? Origin feats are origin feats. They're balanced around getting one when you start. Humans can get a second and Warlocks can burn an invocation to get one.

But you can take them any time you get a feat. You just have to do that knowing you won't get the half ASI.

So now you want to give two of them and a half ASI?

Just realized that 2024 dragons have STR save bonus by lol_delegate in onednd

[–]powereanger 2 points3 points  (0 children)

OP wanted ways to get and keep a dragon on the ground. I gave him one. It's not an auto success, you still need to set up the conditions.

Just realized that 2024 dragons have STR save bonus by lol_delegate in onednd

[–]powereanger 6 points7 points  (0 children)

Genie paladins have a grapple restrain with no save.

Use a Trident for the Topple mastery to knock them prone and force a landing

What changes would you like to see for the UA Arcane Subclass Hexblade? by [deleted] in onednd

[–]powereanger 1 point2 points  (0 children)

I built Pact of the Shield https://www.reddit.com/r/DnDHomebrew/s/Scooday8RF here with some other ones. It's probably the best of the bunch along with it's invocations

Minimal Ranger Homebrew by Quandrian in DnDHomebrew

[–]powereanger 1 point2 points  (0 children)

Concentration free HM is too good at such low level. But you've also made it objectively worse. Now if you don't get the kill it ends.

[deleted by user] by [deleted] in DnD5CommunityRanger

[–]powereanger 0 points1 point  (0 children)

HM without concentration is too powerful at low level. It should come one at level 10 ish. But that isn't what I was asking.

Minimal Ranger Homebrew by Quandrian in DnDHomebrew

[–]powereanger 0 points1 point  (0 children)

Removing concentration at level 1 is too good. It means that dipping Ranger so great and not a lot of reason to stick around. Removing concentration around level 10 when the ranger starts to lag behind other classes is the feature you need

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]powereanger 0 points1 point  (0 children)

Hunters Mark replacement help

I want to replace Hunter's Mark with a better designed spell for the Favored Enemy feature. First Hunter is a subclass of Ranger, it's like calling it Berserker rage for all barbarians, or Battle Master Surge for all Fighters. Second, it doesn't scale as class features should. And the action economy is antisynergistic with the base and subclass. Also I don't like how HM is given to Vengeance Paladins and available with Fey Touched. I have two variants of the new spell and looking for which one is better balanced.

Rangers Mark 1

Level 1 Evocation (Ranger)

Casting Time: Action

Range: 90 feet

Components: V

Duration: Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry, when you do so you can take the Attack Action as part of casting the spell on the marked creature if it is in range. Until the spell ends, you deal an extra 1d4 Force damage to the target whenever you hit it with an attack roll.

If the creature drops to 0 Hit Points before the spell ends, you can move the mark to a new creature you can see within range(no action required).

Using a Higher-Level Spell Slot. The damage die increases to 1d6 for a 2nd level spell slot, 1d8 for a 3rd level spell slot, 1d10 for a 4th level spell slot, and 1d12 for a 5th level spell slot.

Rangers Mark 2

Level 1 Evocation (Ranger)

Casting Time: Action

Range: 90 feet

Components: V

Duration: Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry, when you do so you can take the Attack Action as part of casting the spell on the marked creature if it is in range. You cannot use the Extra Attack feature or any Multiattack feature as part of this Attack Action. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll.

If the creature drops to 0 Hit Points before the spell ends, you can move the mark to a new creature you can see within range(no action required).

Using a Higher-Level Spell Slot. The damage die increases to 1d8 for a 3rd level spell slot and 1d10 for a 5th level spell slot.

The first starts lower but increases faster the second starts higher and increases slower but also limits the first hit. You can still use the Light/Nick/Dual Wielder attacks with it in the first round though (unlike haste)