[UPDATED!] Return of the Ranger: Alpha Version 2.2

UPDATE!: Due to feedback given by valuable readers (which can be viewed below, in the Comments section), I have made minor adjustments to the class, updating it to version 2.2. I added the Adrenaline Surge feature at 6th level, in order to grand added survivability, and replaced the Nature’s Ward feature of the Seeker path with the more expansive Spirit Guide.

So, finally, I have a Ranger Alpha which I am comfortable handing over to you. Because, let’s be real, guys. The last alpha was a bit of a mess. It was rushed and sloppy: a product of my own attempt at biting off WAY more than I could chew. The various features which were designed to make use of the Bonus Action mechanic in 5e actually just created a major limiting factor for the class: it had a lot of cool shit to do, but not enough actions to do it all. I’ve mitigated that by getting away from the original “bonus action playground” mentality of version 1.0. Instead, I’ve gone with more of a streamlined approach, primarily focusing around triggered abilities and passive benefits.

I’ve also distanced myself, thematically, from the “wandering mystic” version of version 1.0, and have focused instead on a more general survivalist idea. And I played with the concept of the ranger being more of a warrior than it was before, specifically focusing on skirmishing tactics.

The good news of is that this is a decidedly better version of the ranger than the last version I put out (and, if I’m being bold, I would say that it’s better than the core class).

The bad news is that what I’m presenting here is only a 6 level build. It’s small because I’m working my way up. I have a general layout for a full 20-level build, but I’m not sure how all of the pieces fit together (and my recent attempt at building and playing a level 11 version for playtesting resulted in kind of an overload of features, so things are still very much in flux).

I’m not going to go point-by-point with this version of the ranger. I have a few design notes, but nothing significant.

Why Six Levels?

I decided on six levels, rather than five or ten, because I wanted to give enough for a ranger that’s just starting out, but also allow you to play the low-level ranger to its fullest potential. In order to do that, it needs to have its Strider feature, which allows it to maneuver through difficult terrain. And that comes at level 6. And, besides that, if I only included 5 levels, then you’d really only be getting 3 levels of content, since levels 4 and 5 are taken up by an Ability Score Increase and Extra Attack respectively, and those features are a dime-a-dozen.

You can download a PDF copy of my new ranger playtest here: The Ranger: Alpha v2.2

THE RANGER

THE RANGER
Level Class Feature
1 Fighting Style, Natural Explorer
2 Healing Poultice, Skirmisher (1d6)
3 Path of the Ranger
4 Ability Score Improvement
5 Extra Attack
6 Strider

 

Class Features

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 2d4 per ranger level.

Hit Points at 1st level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 2d4 (or 5) + your Constitution modifier per ranger level after 1st.

Proficiencies

Armor: Light armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: Herbalism Kit.

Saving Throws: Strength, Dexterity or Constitution.

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background.

  • Leather armor
  • (a) two short swords or (b) one simple or martial melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows
  • An herbalism kit

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Ambush. During the first round of combat, you gain a +2 bonus to attack and damage rolls, a +2 bonus to Armor Class, and your movement speed increases by 10 feet.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Natural Explorer

You are prone to spending time in the uncivilized and unsettled places of the world, and are adept at surviving in such locales. You know the best paths, the best ways to find food, and how to track the wild and weird. You can spend 1 hour exploring and adapting to a particular terrain from the following list: Arctic, Aquatic, Desert, Forest, Grassland, Mountain, Swamp, Underground, or Urban. This exploration can be done as part of normal overland travel. As long as you remain adapted to that terrain, you gain the following benefits as long as you remain within it.

  • Difficult terrain does not slow your group’s travel.
  • Your group cannot become lost except by magical means.
  • Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You can only adapt to a single terrain at a time. Taking an hour to explore and adapt to a new terrain causes you to lose these benefits in all other terrains.

Healing Poultices

At 2nd level, as long as you possess an herbalism kit, you can use it to create mystical healing poultices from flora in the surrounding area. You can spend 1 hour exploring and working with your herbalism kit to create a number of poultices equal to your Wisdom modifier (minimum 1). A poultice takes 1 minute to apply, and can be applied to an injured living creature (so long as it has a discernable anatomy). At the end of that minute, the creature heals a number of hit points equal to 2d4 + your ranger level. This healing increases by 1d4 at 5th level, and every 4 levels thereafter (to a maximum of 6d4 at 17th level. Once a creature has benefited from a healing poultice, they cannot benefit from another until they complete a long rest.

Healing poultices must be used right away, else the combination of herbs and natural magic loses its efficacy. Therefore, a healing poultice loses all effect after 24 hours.

Skirmisher

Starting at 2nd level, you become more effective in combat as long as you remain mobile. If you move at least 10 feet before making a weapon attack, your attack deals an additional 1d6 damage. Each creature you attack can only be affected by this damage once per round. If you attack two different creatures in a round, however, you do not need to move an additional 10 feet between attacks.

This damage increases to 2d6 at 11th level, and 3d6 at 20th level.

Path of the Ranger

At 3rd level, you select one of three ranger paths: the Hood, the Hunter, or the Seeker. Your choice grants you features at 3rd level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Adrenaline Surge

At 6th level, you are capable of pulling from your reserves in order to heal yourself in the midst of combat. As a bonus action, you may spend and roll any number of hit dice and recover hit points normally, as if you had taken a short rest. You must complete a short or long rest before you can do this again

Strider

Starting at 6th level, your movement speed increases by 10 feet. In addition, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement such as those created by the entangle spell.

Ranger Paths

Rangers normally dedicate themselves to one of three ideals: that of the Hunter, the Hood, or the Seeker.

Hunter

Hunters are skilled at tracking and slaying foes, as well as empowering their allies to do the same. They are highly versatile, changing up their tactics on the fly in order to adapt to any situation.

Called Shot

At 3rd level, you are able to aim your attacks in order to disable your foes. When you hit with a weapon attack, you can choose to aim it at a creature’s head, arms, or legs. The creature then makes a Strength saving throw (DC 8 + your Proficiency Bonus + your Dexterity or Wisdom modifier, whichever is higher) or suffers the appropriate penalty.

  • Head. The creature has disadvantage on all attacks, ability checks, and saving throws until the end of your next turn.
  • Hand. The creature drops a single held item of your choice. It lands 1d6 x 5 feet away from the creature in a direction of your choice.
  • Leg. The creature’s speed is halved until the end of your next turn.

You must complete a short or long rest before you can make another called shot. At 11th level, you can make two called shots before you need to rest.

Favored Enemy

Starting at 3rd level, you can mark a single creature as your favored enemy as a bonus action. You deal additional damage equal to your Proficiency bonus when you hit your quarry with a weapon attack. You also have advantage on all Wisdom (Perception) and Wisdom (Survival) checks made to find or track it. If your favored enemy drops to 0 hit points, you may use a bonus action on your turn to mark a new creature as your enemy. If you go more than 1 minute without an active favored enemy, this feature’s effects end. You cannot mark another creature as your favored enemy until you complete a short or long rest.

At 7th level, you can select a number of allies equal to 2 + your Wisdom modifier when you mark a creature as your favored enemy. Those allies deal an additional +2 damage when they hit your favored enemy with a weapon attack. This damage increases to +3 at 15th level.

At 11th level, you may have up to two active favored enemies at a time. Each enemy requires its own bonus action to mark.

Hood

For some rangers, combat is unnecessary, and stealth is the more desirable option. These rangers are masters of maneuvering through combat without being seen, and striking when one least expects it.

Skirmisher’s Stealth

Starting at 3rd level, through trickery, distraction, or perhaps something more supernatural, you can maneuver out in the open without being noticed. As long as you begin your turn hidden from enemies, you may activate this ability as a bonus action. For the rest of your turn, creatures do not notice or detect you unless you attack, cast a spell, or otherwise make yourself known. If you are not hidden at the end of your turn, then creatures can notice and detect you normally.

Savvy Survivalist

At 3rd level, you gain proficiency in two additional skills or tool sets. At 15th level, You gain proficiency with another two skills or tool sets.

Seeker

Seekers are spellcasters and spiritualists, using magic to enhance their already-competent fighting ability, as well as using it to aid with exploration and stealth. They are extremely in-tune with nature, and are capable of reading their surroundings and listening to the whispers of the world itself.

Spellcasting

SEEKER SPELLCASTING
Level Spells Known Spell Slots
1st 2nd 3rd 4th
3 2 2
4 3 3
5 3 3
6 4 3

When you reach 3rd level, you augment your skills with the ability to cast spells using the Ranger spell list.

Spell Slots. The Seeker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st level and Higher. You know two 1st level spells of your choice from the Ranger spell list. The spells known column of the Seeker Spellcasting table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn them through communing with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier.

Ritual Casting. You can cast a ranger spell as a ritual if that spell has the ritual tag and you know the spell.

Spirit Guide

At 3rd level, you gain a spirit guide that can advise you, protect you, and aid you in battle. The spirit is normally invisible and intangible, but can transform into tiny woodland creatures such as birds and squirrels. It communicates telepathically with you alone, and acts as if it had average intelligence. The spirit guide cannot be targeted by attacks.

So long as you remain conscious and do not wear medium or heavy armor, you can replace your Dexterity modifier with your Wisdom modifier when calculating your Armor class.

In addition, you can command your spirit guide can inhabit the wood of a club, quarterstaff, or similarly-sized stick as an action in order to turn it into a deadly magical weapon. It transforms into either a shillelagh or spirit bow at your leisure, and gains the following benefits. You are considered proficient with both of these weapons.

Shillelagh. As a shillelagh, the weapon is one-handed and deals 1d8 bludgeoning, piercing, or slashing damage (your choice when you make the attack). All damage it deals counts as magical for the purpose of overcoming resistance and immunity. Instead of Strength, you may add your Wisdom modifier to attack and damage rolls with the weapon.

Spirit Bow. As a spirit bow, the weapon is two-handed, has a range of 150/600 feet, and deals 1d8 piercing damage. It does not require ammunition, instead conjuring spiritual arrows when you draw the bowstring (this ammunition can be used for spells which require the use of ammunition, such as Cordon of Arrows). All damage the spirit bow deals counts as magical for the purposes of overcoming resistance and immunity. Instead of Dexterity, you may add your Wisdom modifier to attack and damage rolls with the weapon.

The spirit continues to inhabit the weapon until you recall it (a bonus action) or fall unconscious.

At 7th level, it only requires a bonus action to command your spirit to inhabit a piece of wood

Design Notes

Hit Dice. The reduction in HP, but retaining the 2 HD per level mechanic is intentional. I want the ranger to be a bit of a glass cannon in combat, but to be able to recover outside of combat quickly. This means that it technically has the smallest HD in the game, but has twice as many as any other class for resting.

Fighting Style. In making the ranger more of a warrior, I decided to return its fighting style. It can choose any style, because that should have been the default.

Skirmisher. This is a variant of the skirmish feature of the 3.5 scout. I wanted to encourage a ranger with multiple attacks to spread out their damage, which is why they can gain skirmish damage only once PER TARGET, rather than once per round. This is also an incentive to make the ranger a mobile warrior, encouraging it to move every round, even if it’s just darting around a foe.

Healing Poultice. I feel like the limiting factor of one application per rest and the 1 minute application time makes these fairly balanced. Only time will tell.

Extra Attack. Rapid attack was stupid in the last build.

Hunter. I designed the hunter with kind of a “striker/controller” style in mind, with a little bit of leadership thrown in. Called shot allows you to influence an enemy’s actions, while Favored Enemy is now just a passive damage bonus against a specific target. And I like the idea of the hunter being a leader, and giving his allies a minor bonus to damage against the creature. This is MUCH simpler and easier to use than the previous “quarry dice” mechanic.

Hood. Hood is the same as before. It may change, going forward, but I like what it can do now, and I think it evokes the right flavor.

Seeker. This is a new one, and I have to thank Marsupialmancer for the idea. Essentially, I wanted to have a spiritualist option for people who still wanted to play a spellcasting ranger. It doesn’t get as many spells as the core ranger, but I feel like its class features going forward will help to alleviate that.

Why No Beast Master? I’m still trying to decide how to move forward with the beastmaster. I want to create something that isn’t too powerful, but also doesn’t feel like it’s holding the ranger back (something I’ve criticized the core beast master of doing). I haven’t figured out how to do that, yet. I’d also like to add support for rangers that want to befriend monsters, like bugbears or hippogriffs. I’m sure that I’ll get there, eventually. But I haven’t yet.

If you do decide to test this out in your home games, whether you’re a PC who wants to play a ranger that’s a little different, or a GM that decides to include a ranger GMPC, then I encourage you to leave your feedback either here in the comments, or send it to me via my Contact Page. Enjoy!

13 thoughts on “[UPDATED!] Return of the Ranger: Alpha Version 2.2

Add yours

  1. Hey there! Big fan of your blog, especially your posts on character balance and the progression of PC development in 5e. Thought I’d come out of the woodwork and leave my first comment, as I’m particularly interested in the Ranger. I’m part of a long-running game that’s about to convert from a 3.5/Pathfinder/Iron Kingdoms hodgepodge to 5e, and my Gnome Ranger is struggling to find a 5e class that feels perfect for him. I was actually a big fan of your previous Ranger Alpha, despite (or because of) its oddness, but I understand your decision to cleave a bit closer to the precedents set by the PHB. Anywho, on to a few thoughts and questions!

    – Choosing between DEX and CON saves seems like a good call, to me. Heck, I wouldn’t mind seeing house rules for a lot more classes being able to make this sort of decision at character creation. Will your Ranger still get WIS Saving Throw proficiency at higher levels, do you think?

    – Natural Explorer, and the re-working of Favored Enemy. Big thumbs up to all this.

    – Healing poultices. Love these, love the changes you’ve made to them in this version.

    – Ambush. A fighting style that is most powerful when the party ends a fight as quickly as possible. Neat. Is it powerful enough to spend one’s sole Fighting Style on? It may well be, but it makes me wonder.

    – With Skirmish and Strider, you’ve created a class in clear dialogue with the Rogue, which I love. Rogues get damage and mobility bonuses that are very powerful and quite situational, bringing to mind a nimble, clever combatant who’s always looking for openings; Rangers get damage and mobility bonuses that are notably smaller but almost always available, bringing to mind a more holistic, inherent fighting style (which could easily be flavored as a mystical zen-like trance state, an animalistic fury, or any number of other things still in keeping with the Ranger). That said, I wonder if Skirmish shouldn’t be increased to 1d8, keeping it more in line with features like Divine Strike and Colossus Slayer.

    – The Hunter has a very strong Leader vibe going on, and I think that’s excellent.

    – The Seeker. If you’re going with the Eldritch Knight/Arcane Trickster spell progression, I think the Trickster ought to get the same number of Cantrips that they do. They could just use the Druid Cantrip list, and I don’t think it would throw things wildly out of balance. Also: are you thinking of sticking with the basic PHB Ranger spell list? That seems like it would work.

    – Nature’s Ward. This ability… hmm. I’m having a hard time seeing what the upshot is for the Ranger, here. DEX is already so useful — basically necessary — to Rangers, who only get Light Armor, that what’s the benefit to them if they make WIS their primary stat instead? Better spellcasting, sure, but even a PHB Ranger, with more slots than the Seeker gets here, couldn’t possibly hope to be an effective combatant if they gave short shrift to their offensive stat. That said, I like the storytelling thinking behind the ability, so what if it’s just Monk-style Unarmored Defense? It fits the vibe of a wandering mystic — “Who is this creepy loner wearing nothing but a cloak made of leaves, and why can’t I seem to hit them?” — and incentivizes investment in their spellcasting by increasing the benefit they get from WIS without decreasing how important DEX is to them.

    – I’m super curious to know what other abilities you envision for the Seeker. And for the base Ranger at higher levels, for that matter. Can’t wait to see more!

    Like

    1. If the seeker gains access to druid cantrips then nature’s ward can synergise really well with shillelagh. This allows nature’s ward to function as it currently is while allowing the seeker archetype to still be viable offensively (in melee at least) while retaining the same ac progression as the other archetypes of the class.

      Like

  2. True, but – as you say – only if you are okay with Seekers being incentivized heavily towards melee, which doesn’t make the most sense to me from a fluff perspective. Plus, that makes Shillelagh essentially a Spell Tax, which I don’t think is ever optimal from a design perspective.

    If they get Unarmored Defense, on the other hand, yes, their AC relative to the other two paths definitely does improve, but at the cost of some MAD — Rangers still want CON, after all, especially when they have 2d4 HD. And is increased defensive capability necessarily a bad thing? I think it would be balanced against the better damage and control of the Hunters, and utility and spike damage of Hoods.

    Like

  3. All good points, and Nature’s Ward was one of the areas wherein I did have balance concerns. I’m wondering if it would be too much to replace Strength and Dexterity on attack rolls with Wisdom, as well as the established replacement of Dexterity on AC. Essentially taking the biggest boon from Shillelagh and applying it to all of the seeker’s attacks. This might be a bit too powerful, but I’m usually willing to roll those dice and err on the side of OP.

    Like

  4. If the average AC, health and damager per round is the same as the other archetypes I’d say it isn’t to OP.
    This is slightly off topic but the biggest boon of Shillelagh might actually be that it makes mundane weapons count as magical giving a option to cut through any invulnerability or resistances.
    That actually might be a design consideration in general of how the rangers are supposed to deal with those problems. The PHB ranger could use it’s hunters mark ability to be able to get damage in on monsters like golums who immunity to none magical none adamantine weapons as the extra D6 counted as magical damage. Classes having options to cut through resistances is pretty common as a way of balancing magic weapons being rarer in this edition. I’m not saying that all rangers need an option to deal with these problems some classes like the fighter or rogue do just fine without it’s just something to consider.
    Super sorry for that paragraph being all kinds of off topic!

    Like

    1. No worries! I am always open to feedback. And I’ve actually come up with an idea that I think will act as a nice balance between shelelagh and a static boon. I’ll post it as soon as I can.

      Like

  5. I slept on it and gave it some though and realized a few things.

    I REALLY like the changes tot he poultices you made in terms of the formula for how much health they recover. The original version of them from the modified spelless ranger starts with 2D6 making an average of 7hp gained and eventually scales up to 10D6 for an average of 35 health gained. Your system starts with 2D4+2 for an average of 7 and scales up to 6D4+20 for an average of 35. This ends up making it the same average health while being far less swingy in terms of how close to that it can actually land. I’m straight up really impressed with that.

    I think your version of natural explorer is the best one I’ve seen. I love the ranger always getting to feel like a ranger and be good at scouting and exploring no mater where it goes.

    I am however a little worried that in combat this class might be REALLY squishy. If it has defensive abilities it may be good to bring them in sooner when they are more liable to mater (early level characters die really easy in this edition I find)

    The strider in your past version of the ranger allowed it to used its bonus action to disengage should things go poorly. This mixed with it’s large hit die allowed the ranger to be pretty survivable.

    If you compare this range to other martial classes by this point the barbarian has its rage, highest HD in the game, danger sense, and potentially an AC of 19. The fighter has a larger hit die, a max AC of 21 and second wind. The monk has the same health and a pretty low max AC but at this point but has its deflect missiles, patient defense and step of the wind to keep it alive. Paladins have access to a variety of on the spot instant healing through spells and lay on hands. The rouge has cunning action, uncanny dodge and evasion is just a level away.

    At level 6 this ranger has no defensive abilities to keep it from being mulched with not enough health to make it able to take the beating.

    I do understand that there are likely defensive abilities you’ve thought out but you feel like the strider and skirmisher abilities need to come first to make the class feel like a ranger right off the bat.
    While slightly more complicated maybe making there HD 1D4+1D6 so there health scaling is in line with the fighter and paladin would help elevate this.

    Like

    1. I will say that the apparent squishiness is somewhat intentional. I wanted the ranger to hit hard, but also get hit hard. Its benefit is intended to lie in the fact that it has effectively unlimited healing via poultices, and its double hit dice afford it extra healing during short rests. I do see your point, however, and have an idea that might alleviate some issues while still remaining true to my ideal.
      I would also like to note that it does start getting explicitly defensive features at 7th level, which is simply beyond this iteration’s scope.

      Like

      1. I look forward to seeing the next version of it 🙂 I am sorry if I come across as a bit insane over thinking and criticizing your work.

        Like

    1. Really interesting stuff. I think Adrenaline Surge goes a long way towards cementing your vision of the Ranger as a self-sufficient survivalist, and I love that it’s v. powerful… but at v. significant cost. There’s something satisfying from a storytelling perspective about a Ranger who’s all Adrenaline Surge’d out, going around and patching up his party during a short rest, without being able to take a minute to catch his own breath.

      Spirit Guide’s fascinating. Is there any PHB precedent for a subclass effectively changing a PC’s primary stat? This isn’t a criticism, necessarily. Just makes me wonder what the implications might be.

      It also just struck me how close the scaling of Herbal Poultices sticks to the scaling of Lay on Hands, while remaining distinct in flavor and practical function. Works nicely.

      Something I’m playing around with — your work’s got me drafting out some Ranger ideas of my own, now — is giving each Path a little more Roguey goodness. In particular, each one getting a third of Cunning Action’s functionality. Hunters would be able to dash as a bonus action, the better to get into the fray and chase down their quarry; Hoods would be able to Hide, because of course; Seekers would get Disengage, gracefully removing themselves from danger when they need to do some support spellcasting for the party.

      Like

  6. I really like Adrenalin surge and spirit guide.

    Adrenalin surge potentially makes the ranger tough as nails while still having the same total HP and meshes really well with having 2 Hitdie per level instead of one. It also helps make use of there Hitdice that wont be used as often out of combat due to self healing from poultices. All in all I love this feature.

    I don’t even know where to begin with spirit guide. The idea of spirits of nature imbuing part of a tree with magic energy to make it an awesome spirit weapon is insanely cool. It Also is mechanically sound as it mirrors the pact of the blade pact weapon. It has the added advantage of scaling with wis but the pact of the blade does extra damage off cha eventually and can teleport to its owner no mater what so that’s balanced I’d say.

    I also noticed the similarity to lay on hands although only if you only have a wis of 3. (level 20 lay on hands 100 hp of healing, level 20 poultices wis 3 average healing of 105.)
    Lay on hands does have the edge of being able to exactly control how much is used though as well as use individual points to pop people back up 0hp and is an action to use instead of a minute. This might require the poultices remove the limit of needing a long rest between uses or perhaps dialing it back to a short rest to use again on a target but only time and play testing will show if it needs that buff.

    I can’t wait to play around with this class.

    Like

Leave a comment

Create a free website or blog at WordPress.com.

Up ↑

Sterling Vermin Adventuring Co.

Original Content for D&D 5th Edition

Dyson's Dodecahedron

Award Winning Dungeon Design

Monster Manual Sewn From Pants

Kicking Ass, Taking Names, and, well...

Brandes Stoddard

Kicking Ass, Taking Names, and, well...

The Kind GM

I'm too kind for my own good...or am I?

The Walking Mind

Mostly about games, but with occasional detours into other nerdy territories.

Sly Flourish

Kicking Ass, Taking Names, and, well...

of Dice and Dragons

Roll well as there's treasure to be found!

Campaign Mastery

Expert advice on creating and running exceptional campaigns. Winner, Silver Ennie 2016 for Best RPG Blog!

clueless cartography

misadventures in rpg mapping

Marsupialmancer's Laboratory

Kicking Ass, Taking Names, and, well...

Tribality

Kicking Ass, Taking Names, and, well...

The Dungeon Dozen

Kicking Ass, Taking Names, and, well...

Raging Owlbear

Kicking Ass, Taking Names, and, well...

They Stalk the Underworld

Kicking Ass, Taking Names, and, well...