With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
I've recently worked on a beastmaster variant, but haven't gotten around to doing a hunter variant yet. Let me know what you think about it.
When I do get around to making a hunter variant, I'm probably going to work on making the choices better and have a bonus action use similarly to the other ranger subclasses.
I personally think there are some easy additions that you can hand out for Beastmaster. I give them the "Speech of the Woods" from the Shepherd Druid. I then would give them the spells Find Familiar, Enhance Ability, Conjure Animals, Giant Insect, and Awaken.
Hunter is harder, because its actually super powerful on its own because of its modular design, which I believe is the problem with it. I think they should have grouped together its features (ones focused on taking out big single target monsters generally with lots of hitpoints and one focused on taking out multiple enemies) together. Then you could have explained that the "Big Game" Hunter is great at anything larger than itself, which could include creatures like dragons, giants, aberrations, monstrosities, or anything else that fits. You could then give them spells around this idea (things like paladin smites, enlarge/reduce etc) with the feature like colossus slayer, giant killer, multi-attack defense. The other one could be described as being good at fighting lots of little targets, which would include things like armies of goblins or undead and include all the features like horde breaker or opportunity attack things. Then the spells should have been focused on this idea too.
I've recently worked on a beastmaster variant, but haven't gotten around to doing a hunter variant yet. Let me know what you think about it.
When I do get around to making a hunter variant, I'm probably going to work on making the choices better and have a bonus action use similarly to the other ranger subclasses.
I quite like your Beast Master Variant! Thanks for linking it here :) The ranger now is/should be(?) about bonus-action economy (from hunter's mark, to the new Smites from the class feature variant UA). This feels more that your companion is an extension of the player instead of "it's either me or you".
Nice touch with Never Alone replacing Exceptional Training - to look at my pet with affirmation against fear :D Even upgraded to a telepathic link with Joined Spirits! When trying to think of spells for the Beast Master Magic, I didn't want to be too on the nose with "Animal" or "Beast", but hey if it works!
I haven't touched the Beast Master because of it being wonky, so I hope I get to use this! Though I'll be looking forward to your Hunter Variant.
I personally think there are some easy additions that you can hand out for Beastmaster. I give them the "Speech of the Woods" from the Shepherd Druid. I then would give them the spells Find Familiar, Enhance Ability, Conjure Animals, Giant Insect, and Awaken.
Hunter is harder, because its actually super powerful on its own because of its modular design, which I believe is the problem with it. I think they should have grouped together its features (ones focused on taking out big single target monsters generally with lots of hitpoints and one focused on taking out multiple enemies) together. Then you could have explained that the "Big Game" Hunter is great at anything larger than itself, which could include creatures like dragons, giants, aberrations, monstrosities, or anything else that fits. You could then give them spells around this idea (things like paladin smites, enlarge/reduce etc) with the feature like colossus slayer, giant killer, multi-attack defense. The other one could be described as being good at fighting lots of little targets, which would include things like armies of goblins or undead and include all the features like horde breaker or opportunity attack things. Then the spells should have been focused on this idea too.
The Hunter does feel like 3 subclasses in 1. Is it a boon or a bane? I'm not sure. It looks beefy and overlong even though it's not, so maybe that's why it's being a bit overlooked (especially next to its quite problematic sibling).
I've recently worked on a beastmaster variant, but haven't gotten around to doing a hunter variant yet. Let me know what you think about it.
When I do get around to making a hunter variant, I'm probably going to work on making the choices better and have a bonus action use similarly to the other ranger subclasses.
I quite like your Beast Master Variant! Thanks for linking it here :) The ranger now is/should be(?) about bonus-action economy (from hunter's mark, to the new Smites from the class feature variant UA). This feels more that your companion is an extension of the player instead of "it's either me or you".
Nice touch with Never Alone replacing Exceptional Training - to look at my pet with affirmation against fear :D Even upgraded to a telepathic link with Joined Spirits! When trying to think of spells for the Beast Master Magic, I didn't want to be too on the nose with "Animal" or "Beast", but hey if it works!
I haven't touched the Beast Master because of it being wonky, so I hope I get to use this! Though I'll be looking forward to your Hunter Variant.
Thanks man, I appreciate that. I took special care when I made this one because not only do I love rangers, but I plan on using this for my character in the upcoming Icewind dale campaign. So if you get around to playing it before I do, and you find any issues or don't understand how some features work, just let me know and I'll try to help out.
As for the spell list, I didn't want to be on the nose with the spells either, but when I make my expanded spell list, I try to keep to mantra "what spells can't this subclass subclass do without?" which just so happened to be very on the nose choices. Though I will say that I did take into consideration what spell's where being added to the ranger from the variant feature UA, so there shouldn't be any conflicts with that once DDB eventually gets around to implementing that. I will say the expanded spell list for what I have currently for the variant hunter doesn't have this issue just because the subclass is not just, "hey look I can do animal stuff" when it comes to spells.
Here is something from a Word doc that I prepped a year ago. Formatting's a bit wonky, but it should be clear enough.
ARCHETYPE SPELLS
You gain archetype spells at the ranger levels listed. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Here is something from a Word doc that I prepped a year ago. Formatting's a bit wonky, but it should be clear enough.
ARCHETYPE SPELLS
You gain archetype spells at the ranger levels listed. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Thanks for the suggestions! I'm new to homebrew (and D&D in general), so I'm having trouble guessing which spells are good for either archetypes. But I did notice that from the Xanathar archetypes, none of them are damage-inflicting, and each archetype only had 3 or less concentration spells.
i do not think that would be nessesary for the hunter ranger, as it is already hands-down one of the best ranger subclasses and not really one with a focus on magic. There is also not really a particular theme you can choose hunter spells after, since hunter rangers are meant to specialize into fighting their particular favoured enemies, no set of spells would ever be found to be entirely useful to every hunter ranger
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
Hunter is pound for pound one of the strongest, if not the strongest Ranger subclass.
With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
Hunter is pound for pound one of the strongest, if not the strongest Ranger subclass.
I'm definitely not disagreeing with you, but there are parts of the subclass that haven't aged well because of how WotC has decided to change their design philosophy with ranger subclasses in Xanathar's and seems to be maintaining that philosophy as seen in the UAs. From what I can see the hunter subclass is only missing two things, a lesser spells known list and a utility feature at level 3.
With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
Hunter is pound for pound one of the strongest, if not the strongest Ranger subclass.
I'm definitely not disagreeing with you, but there are parts of the subclass that haven't aged well because of how WotC has decided to change their design philosophy with ranger subclasses. From what I can see the subclass is only really missing two things, a lesser spells known list and a utility feature at level 3.
When using the Variant Ranger rules, you realize that they aren’t missing anything. They may not have those things, but they are definitely not “missing” them.
With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
Hunter is pound for pound one of the strongest, if not the strongest Ranger subclass.
I'm definitely not disagreeing with you, but there are parts of the subclass that haven't aged well because of how WotC has decided to change their design philosophy with ranger subclasses. From what I can see the subclass is only really missing two things, a lesser spells known list and a utility feature at level 3.
When using the Variant Ranger rules, you realize that they aren’t missing anything. They may not have those things, but they are definitely not “missing” them.
I might agree with you on the secondary 3rd level feature, but I would rather have more spells (especially those that aren't traditionally Ranger spells). Besides, those are always utility spells instead of damage dealing, so I don't think it affects the Hunter's power that much.
With the 3 new subclasses from Xanathar's, I find that two PHB subclasses need an baseline upgrade. Does anyone have a homebrew that adds "Hunter Magic" or "Beast Master Magic" and a secondary subclass feature at 3rd level?
I've recently worked on a beastmaster variant, but haven't gotten around to doing a hunter variant yet. Let me know what you think about it.
When I do get around to making a hunter variant, I'm probably going to work on making the choices better and have a bonus action use similarly to the other ranger subclasses.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I personally think there are some easy additions that you can hand out for Beastmaster. I give them the "Speech of the Woods" from the Shepherd Druid. I then would give them the spells Find Familiar, Enhance Ability, Conjure Animals, Giant Insect, and Awaken.
Hunter is harder, because its actually super powerful on its own because of its modular design, which I believe is the problem with it. I think they should have grouped together its features (ones focused on taking out big single target monsters generally with lots of hitpoints and one focused on taking out multiple enemies) together. Then you could have explained that the "Big Game" Hunter is great at anything larger than itself, which could include creatures like dragons, giants, aberrations, monstrosities, or anything else that fits. You could then give them spells around this idea (things like paladin smites, enlarge/reduce etc) with the feature like colossus slayer, giant killer, multi-attack defense. The other one could be described as being good at fighting lots of little targets, which would include things like armies of goblins or undead and include all the features like horde breaker or opportunity attack things. Then the spells should have been focused on this idea too.
I quite like your Beast Master Variant! Thanks for linking it here :) The ranger now is/should be(?) about bonus-action economy (from hunter's mark, to the new Smites from the class feature variant UA). This feels more that your companion is an extension of the player instead of "it's either me or you".
Nice touch with Never Alone replacing Exceptional Training - to look at my pet with affirmation against fear :D Even upgraded to a telepathic link with Joined Spirits! When trying to think of spells for the Beast Master Magic, I didn't want to be too on the nose with "Animal" or "Beast", but hey if it works!
I haven't touched the Beast Master because of it being wonky, so I hope I get to use this! Though I'll be looking forward to your Hunter Variant.
The Hunter does feel like 3 subclasses in 1. Is it a boon or a bane? I'm not sure. It looks beefy and overlong even though it's not, so maybe that's why it's being a bit overlooked (especially next to its quite problematic sibling).
Thanks man, I appreciate that. I took special care when I made this one because not only do I love rangers, but I plan on using this for my character in the upcoming Icewind dale campaign. So if you get around to playing it before I do, and you find any issues or don't understand how some features work, just let me know and I'll try to help out.
As for the spell list, I didn't want to be on the nose with the spells either, but when I make my expanded spell list, I try to keep to mantra "what spells can't this subclass subclass do without?" which just so happened to be very on the nose choices. Though I will say that I did take into consideration what spell's where being added to the ranger from the variant feature UA, so there shouldn't be any conflicts with that once DDB eventually gets around to implementing that. I will say the expanded spell list for what I have currently for the variant hunter doesn't have this issue just because the subclass is not just, "hey look I can do animal stuff" when it comes to spells.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Here is something from a Word doc that I prepped a year ago. Formatting's a bit wonky, but it should be clear enough.
ARCHETYPE SPELLS
You gain archetype spells at the ranger levels listed. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Hunter Archetype Spells
Ranger Level
Spells
3rd
faerie fire
5th
spider climb
9th
enemies abound
13th
fire shield
17th
dispel evil and good
Beast Master Archetype Spells
Ranger Level
Spells
3rd
command
5th
magic weapon
9th
thunder step
13th
find greater steed
17th
circle of power
Thanks for the suggestions! I'm new to homebrew (and D&D in general), so I'm having trouble guessing which spells are good for either archetypes. But I did notice that from the Xanathar archetypes, none of them are damage-inflicting, and each archetype only had 3 or less concentration spells.
That's a good observation. Maybe I put too many concentration spells on the Hunter Archetype list.
i do not think that would be nessesary for the hunter ranger, as it is already hands-down one of the best ranger subclasses and not really one with a focus on magic. There is also not really a particular theme you can choose hunter spells after, since hunter rangers are meant to specialize into fighting their particular favoured enemies, no set of spells would ever be found to be entirely useful to every hunter ranger
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Hunter is pound for pound one of the strongest, if not the strongest Ranger subclass.
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I'm definitely not disagreeing with you, but there are parts of the subclass that haven't aged well because of how WotC has decided to change their design philosophy with ranger subclasses in Xanathar's and seems to be maintaining that philosophy as seen in the UAs. From what I can see the hunter subclass is only missing two things, a lesser spells known list and a utility feature at level 3.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
When using the Variant Ranger rules, you realize that they aren’t missing anything. They may not have those things, but they are definitely not “missing” them.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I might agree with you on the secondary 3rd level feature, but I would rather have more spells (especially those that aren't traditionally Ranger spells). Besides, those are always utility spells instead of damage dealing, so I don't think it affects the Hunter's power that much.