I like the advantage on attack rolls but your still limited to 4(max) out of 13. Granted you can probably make sure you have the main you’ll need between session zero and later clues but cutting down the list or increasing the number would be nice.
3 max. And by now you know I’m biased anyway. That is a LOT of punch to have against anything, let alone three major creature types in the game. In my mind, the moment you gain the ability to change a favored enemy, it ceases to be a favored enemy, which makes zero sense in my head. If that is what people want, just give them something else and rename it. Or just say f$&@ it and add “You can replace one favored enemy with a new one whenever you finish a long rest.” Or something silly like that.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute you can sense whether each of the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ exact location or number, but does reveal their general direction.
Starting at 10th level, you can try to hide without needing any obscurement by pressing yourself up against any naturally occurring surface, such as a tree, rocky surface, or even the ground, that is at least as tall and wide as you are. When hidden this way, you can not move or take any actions or reactions.
Starting at 10th level, you can try to hide without needing any obscurement by pressing yourself up against any naturally occurring surface, such as a tree, rocky surface, or even the ground, that is at least as tall and wide as you are. When hidden this way, you can not move or take any actions or reactions.
Not really a fan of this one as a dip to rogue gets you cunning action which let's you do this and also dash or disengage as a BA.
Starting at 10th level, you can try to hide without needing any obscurement by pressing yourself up against any naturally occurring surface, such as a tree, rocky surface, or even the ground, that is at least as tall and wide as you are. When hidden this way, you can not move or take any actions or reactions.
Not really a fan of this one as a dip to rogue gets you cunning action which let's you do this and also dash or disengage as a BA.
If you add back the +10 then it's better IMO
Maybe. But multiclassing is an optional rule and rogues still need to not be seen in order to hide.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies you can add your Wisdom modifier to the attack roll or the damage roll of the attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
Feel like this is still pretty weak for an 18th feature.
I would still add in the special sense protection.
At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies you can add your Wisdom modifier to the attack roll or the damage roll of the attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
This would be great if favored foe lost concentration.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
Feel like this is still pretty weak for an 18th feature.
I would still add in the special sense protection.
Really?! Wow. This is a huge mechanical buff for fighting enemies especially at these levels.
At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies you can add your Wisdom modifier to the attack roll or the damage roll of the attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
This would be great if favored foe lost concentration.
I don’t care about the Tasha’s stuff for these submissions. These are for the handbook. If Tasha’s needs to be updated afterwards, so be it.
I like the advantage on attack rolls but your still limited to 4(max) out of 13. Granted you can probably make sure you have the main you’ll need between session zero and later clues but cutting down the list or increasing the number would be nice.
3 max. And by now you know I’m biased anyway. That is a LOT of punch to have against anything, let alone three major creature types in the game. In my mind, the moment you gain the ability to change a favored enemy, it ceases to be a favored enemy, which makes zero sense in my head. If that is what people want, just give them something else and rename it. Or just say f$&@ it and add “You can replace one favored enemy with a new one whenever you finish a long rest.” Or something silly like that.
It’s 4 max since one could actually be the 2 humanoids. Also with the TWF it wasn’t clear just how many attacks you could actually get at L5+ it read like it could actually be as many as 5 - bonus action possibly and the main and off hand on both attacks for the attack action. Could you clear that up please frank
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute you can sense whether each of the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ exact location or number, but does reveal their general direction.
What about Fey and drakes in the party? Or would this be sort of the exception to location because the direction is “on top of you”
Starting at 10th level, you can try to hide without needing any obscurement by pressing yourself up against any naturally occurring surface, such as a tree, rocky surface, or even the ground, that is at least as tall and wide as you are. When hidden this way, you can not move or take any actions or reactions.
Not really a fan of this one as a dip to rogue gets you cunning action which let's you do this and also dash or disengage as a BA.
If you add back the +10 then it's better IMO
Maybe. But multiclassing is an optional rule and rogues still need to not be seen in order to hide.
What might be done is to split the difference sort of - you may move at 1/3 your normal speed with a +5 to stealth checks to remain hidden. you get some movement but not full movement and it’s not the totally guaranteed stealth the +10 would make it.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
Feel like this is still pretty weak for an 18th feature.
I would still add in the special sense protection.
You are gaining senses here so getting a protection from a special sense doesn’t really fit - maybe put that with vanish to make it stronger?
At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies you can add your Wisdom modifier to the attack roll or the damage roll of the attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
I like the advantage on attack rolls but your still limited to 4(max) out of 13. Granted you can probably make sure you have the main you’ll need between session zero and later clues but cutting down the list or increasing the number would be nice.
3 max. And by now you know I’m biased anyway. That is a LOT of punch to have against anything, let alone three major creature types in the game. In my mind, the moment you gain the ability to change a favored enemy, it ceases to be a favored enemy, which makes zero sense in my head. If that is what people want, just give them something else and rename it. Or just say f$&@ it and add “You can replace one favored enemy with a new one whenever you finish a long rest.” Or something silly like that.
It’s 4 max since one could actually be the 2 humanoids. Also with the TWF it wasn’t clear just how many attacks you could actually get at L5+ it read like it could actually be as many as 5 - bonus action possibly and the main and off hand on both attacks for the attack action. Could you clear that up please frank
You can take two humanoids each time. So as many as 6 humanoids total.
Younget additiaonl attack when two weapon fighting, like normal. Just doesn’t consume the bonus. So we can add a “…once on your turn…” kind of phrase.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute you can sense whether each of the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ exact location or number, but does reveal their general direction.
What about Fey and drakes in the party? Or would this be sort of the exception to location because the direction is “on top of you”
Yes. The drake is left, the other dragon(s) are right and back. General direction does a lot to make this ability work. And this is something I give on the original ability sometimes as it says “exact location”.
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
Feel like this is still pretty weak for an 18th feature.
I would still add in the special sense protection.
You are gaining senses here so getting a protection from a special sense doesn’t really fit - maybe put that with vanish to make it stronger?
How about this? Super over powered in my opinion, but probably more along the lines what most of you want
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. Being unable to see a creature does not impose disadvantage on your attack rolls against them, nor does it grant them advantage on attack rolls against you, even if they are invisible. Moreover, if you are not blinded or defended a creature can not hide or be hidden from you while they are within 30 feet of you.
I like the advantage on attack rolls but your still limited to 4(max) out of 13. Granted you can probably make sure you have the main you’ll need between session zero and later clues but cutting down the list or increasing the number would be nice.
3 max. And by now you know I’m biased anyway. That is a LOT of punch to have against anything, let alone three major creature types in the game. In my mind, the moment you gain the ability to change a favored enemy, it ceases to be a favored enemy, which makes zero sense in my head. If that is what people want, just give them something else and rename it. Or just say f$&@ it and add “You can replace one favored enemy with a new one whenever you finish a long rest.” Or something silly like that.
It’s 4 max since one could actually be the 2 humanoids. Also with the TWF it wasn’t clear just how many attacks you could actually get at L5+ it read like it could actually be as many as 5 - bonus action possibly and the main and off hand on both attacks for the attack action. Could you clear that up please frank
You can take two humanoids each time. So as many as 6 humanoids total.
Younget additiaonl attack when two weapon fighting, like normal. Just doesn’t consume the bonus. So we can add a “…once on your turn…” kind of phrase.
So upto 6 humanoids, upto 3 monster types or some mix of the 2 for numbers so no attack on the bonus action but at L5 + you could, with the “ once on your turn” do 3 attacks and do 4 if it was left out - correct? ( just trying to make sure the text says what we intend so our RAW is also our RAI)
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Wisea$$ DM and Player since 1979.
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3 max. And by now you know I’m biased anyway. That is a LOT of punch to have against anything, let alone three major creature types in the game. In my mind, the moment you gain the ability to change a favored enemy, it ceases to be a favored enemy, which makes zero sense in my head. If that is what people want, just give them something else and rename it. Or just say f$&@ it and add “You can replace one favored enemy with a new one whenever you finish a long rest.” Or something silly like that.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute you can sense whether each of the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ exact location or number, but does reveal their general direction.
Hide in Plain Sight
Starting at 10th level, you can try to hide without needing any obscurement by pressing yourself up against any naturally occurring surface, such as a tree, rocky surface, or even the ground, that is at least as tall and wide as you are. When hidden this way, you can not move or take any actions or reactions.
Not really a fan of this one as a dip to rogue gets you cunning action which let's you do this and also dash or disengage as a BA.
If you add back the +10 then it's better IMO
Maybe. But multiclassing is an optional rule and rogues still need to not be seen in order to hide.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Also, as long as you aren’t blinded or defended, creatures within 30 feet of you can not gain advantage on attack rolls against you.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies you can add your Wisdom modifier to the attack roll or the damage roll of the attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Feel like this is still pretty weak for an 18th feature.
I would still add in the special sense protection.
This would be great if favored foe lost concentration.
Really?! Wow. This is a huge mechanical buff for fighting enemies especially at these levels.
I don’t care about the Tasha’s stuff for these submissions. These are for the handbook. If Tasha’s needs to be updated afterwards, so be it.
It’s 4 max since one could actually be the 2 humanoids. Also with the TWF it wasn’t clear just how many attacks you could actually get at L5+ it read like it could actually be as many as 5 - bonus action possibly and the main and off hand on both attacks for the attack action. Could you clear that up please frank
Wisea$$ DM and Player since 1979.
What about Fey and drakes in the party? Or would this be sort of the exception to location because the direction is “on top of you”
Wisea$$ DM and Player since 1979.
What might be done is to split the difference sort of - you may move at 1/3 your normal speed with a +5 to stealth checks to remain hidden.
you get some movement but not full movement and it’s not the totally guaranteed stealth the +10 would make it.
Wisea$$ DM and Player since 1979.
You are gaining senses here so getting a protection from a special sense doesn’t really fit - maybe put that with vanish to make it stronger?
Wisea$$ DM and Player since 1979.
This works for me. Thank you for the submissions.
Wisea$$ DM and Player since 1979.
You can take two humanoids each time. So as many as 6 humanoids total.
Younget additiaonl attack when two weapon fighting, like normal. Just doesn’t consume the bonus. So we can add a “…once on your turn…” kind of phrase.
Yes. The drake is left, the other dragon(s) are right and back. General direction does a lot to make this ability work. And this is something I give on the original ability sometimes as it says “exact location”.
How about this? Super over powered in my opinion, but probably more along the lines what most of you want
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. Being unable to see a creature does not impose disadvantage on your attack rolls against them, nor does it grant them advantage on attack rolls against you, even if they are invisible. Moreover, if you are not blinded or defended a creature can not hide or be hidden from you while they are within 30 feet of you.
So upto 6 humanoids, upto 3 monster types or some mix of the 2 for numbers
so no attack on the bonus action but at L5 + you could, with the “ once on your turn” do 3 attacks and do 4 if it was left out - correct? ( just trying to make sure the text says what we intend so our RAW is also our RAI)
Wisea$$ DM and Player since 1979.