Yes custom backgrounds are RAW, but with a custom background you are are working around the published backgrounds and toward a specific character concept. Zac is ( I believe) trying to put together a revised version of the ranger that will work with the published backgrounds. Which is why I was interested in those that gave nature as a skill since we were discussing his inclusion of the survival skill into the core class. After reading the (published) backgrounds in Strixhaven and SCAG, the SCAG backgrounds listed above have nature as an option but not a given as such the ranger could be being given nature instead of survival just as easily with no serious harm to the use of the background.
The Strixhaven backgrounds do give nature as a skill but only one makes a lot of sense as a ranger background ( WitherBloom). I can see some ways that Quandrix could be a background ( especially for a horizon walker) but I see witherbloom as much more suited to most ranger builds if using the Strixhaven backgrounds. So it’s really 2 published backgrounds granting nature vs 14 (I believe you said earlier) granting survival ( is that including the Uthgardt Tribesman background or is that one #15?). So again I suggest that to avoid negative interactions with as many (published) backgrounds as possible it be the nature skill that is folded into the revised ranger not the survival skill.
By adding the option to choose either nature or survival does exactly that all the while allowing for more flexibility with skill choice going forward. It was an oversight to force survival into the class when as you stated before would clash with a large amount of backgrounds. Especially considering the nature skill is where info about the terrain and what creatures call it home would be used when rolling.
I’m still working out the 6th and 14th level abilities for quarry. At 6th I’ve adding a hobbling effect halving the favorite enemies speed on hit and at 14th I’ve allowed using the die from quarry to apply to attack rolls instead of damage. Also for the 20th level capstone I was thinking of having the fear effect act as the cleric turning effect but instead it persist through taking damage but allows an additional save per instance of damage and ending on a successful save. Legendary resistance is still applicable would still auto succeed of course. Thoughts?
Thank you for the suggestions and insight it gives me a lot to think on and tweak where needed.
Yes making it a choice solves the background conflict problem. The Capstone looks decent except the movement increase is probably too great you might cut it back to 20’.
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Wisea$$ DM and Player since 1979.
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By adding the option to choose either nature or survival does exactly that all the while allowing for more flexibility with skill choice going forward. It was an oversight to force survival into the class when as you stated before would clash with a large amount of backgrounds. Especially considering the nature skill is where info about the terrain and what creatures call it home would be used when rolling.
I’m still working out the 6th and 14th level abilities for quarry. At 6th I’ve adding a hobbling effect halving the favorite enemies speed on hit and at 14th I’ve allowed using the die from quarry to apply to attack rolls instead of damage. Also for the 20th level capstone I was thinking of having the fear effect act as the cleric turning effect but instead it persist through taking damage but allows an additional save per instance of damage and ending on a successful save. Legendary resistance is still applicable would still auto succeed of course. Thoughts?
Thank you for the suggestions and insight it gives me a lot to think on and tweak where needed.
Yes making it a choice solves the background conflict problem. The Capstone looks decent except the movement increase is probably too great you might cut it back to 20’.
Wisea$$ DM and Player since 1979.