https://homebrewery.naturalcrit.com/share/RwDkkC3UIB2p I did not make any subclasses but ı have 3 subclass ideas 1.Eldritch Knight/Arcane Trickster version of Ranger. 2.More Meele/Range focused ranger: Warrior/Archer. 3.Alchemist like ranger potions and special oils.
Hey, the standard subclass feature progression is 3,6,10,14.
When you are in your Favored Environment Stealth checks against you has disadvantage and also your Favored Enemies have disadvantage on stealth rolls against you. this is the same is both parts of the sentence, the wording is not standard either
Level 6 feature is WAAAY too op, limit it to a reaction or a limited resource
try not to put features at ASI levels
until your next turn start. not standard dnd length
Land’s Stride - overtuned, limit to your favorite terrain or make expand a limited resource
Weak State double PS is a no no - rebalance
level 20 capstone is nothing, they are far more impactful usually.
Your math is way off. your late tier features are weak while your early features are overtuned
1.I get where you’re coming from. İt might sound redundant. But the idea was that one part applies to anyone trying to sneak past you in your Favored Environment, while the other specifically targets your Favored Enemies, possibly outside of that environment. Though they can overlap, I see how the wording could be clearer and more consistent. I’ll work on improving that.
2.I understand the concern, but I don’t think it’s overpowered. It’s limited to your Favored Enemies only. Compared to something like Hold Person or Hold Monster, which are more universally useful, this is much more situational. I also added a Constitution saving throw, and most strong monsters have high Constitution saves or access to Legendary Resistances at higher levels anyway. Mechanically, it’s similar to the 2014 Monk gaining magical unarmed strikes, or the 2024 Monk dealing Force damage. Because it’s so situational (and requires materials chosen by the DM, plus time to apply), I felt it was reasonable to make it more powerful when it can be used. I think they’re roughly equal in power budget overall.
3.I’ve seen official classes occasionally overlap subclass features with ASI levels (like 4th or 8th), so I didn’t think having one or two features line up that way would be an issue.
4.If I understand you correctly, the 2024 Monk’s Stunning Strike works exactly like this, so I don’t see a problem here.
Level 5: Stunning Strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
5.limiting it to favorite terrain makes sense, ı can change that.
6.I don’t think it’s that strong. If you could explain to me or compare it with any other class feature and why you think it’s strong, that would help me understand better. For now, I don’t believe it’s too powerful. At this level, it only really matters when someone is at half HP. Divine Smite does 5d8 damage on the first hit and 4d8 on the next, while this feature does only 2d8 if they are at half HP. If I remove this feature, it wouldn’t even be that much stronger than Hunter’s Mark. I get rid of the casting because I want to use its power budget to make the ranger a better martial class. If it’s going to be almost the same as Hunter’s Mark, the class would be much weaker than what it used to be.
7.I wanted the ranger to be reliable in long-term combats, like going into a dungeon where after the 4th or 3th fight, when everyone is low on their resources, the ranger can still lead the way because of their consistency. In short-term fights, the ranger might appear weak, but over time the class abilities start to shine. At level 20, every attack deals +5 from Wisdom, +5 from Dexterity or Strength depending on which you use, +6 from proficiency, and if you use Great Weapon Master, +10 more. That means a total of 26 bonus damage, and your hit chance against your Favored Enemy is very high. However, I understand what you mean while typing this, I realize that if you reach level 20 and only get +5 from Wisdom to damage against your Favored Enemy, it can feel a bit weak because it’s too situational. maybe ading wisdom to your damage and against your Favored Enemy also ad it to your hit? Also, I realized again while typing this just how weak the official ranger really is.
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https://homebrewery.naturalcrit.com/share/RwDkkC3UIB2p
I did not make any subclasses but ı have 3 subclass ideas
1.Eldritch Knight/Arcane Trickster version of Ranger.
2.More Meele/Range focused ranger: Warrior/Archer.
3.Alchemist like ranger potions and special oils.
I appreciate any kind of criticism and help
Hey, the standard subclass feature progression is 3,6,10,14.
When you are in your Favored Environment Stealth checks against you has disadvantage and also your Favored Enemies have disadvantage on stealth rolls against you. this is the same is both parts of the sentence, the wording is not standard either
Level 6 feature is WAAAY too op, limit it to a reaction or a limited resource
try not to put features at ASI levels
until your next turn start. not standard dnd length
Land’s Stride - overtuned, limit to your favorite terrain or make expand a limited resource
Weak State double PS is a no no - rebalance
level 20 capstone is nothing, they are far more impactful usually.
Your math is way off. your late tier features are weak while your early features are overtuned
Thanks for the feedback and reading it.
1.I get where you’re coming from. İt might sound redundant. But the idea was that one part applies to anyone trying to sneak past you in your Favored Environment, while the other specifically targets your Favored Enemies, possibly outside of that environment. Though they can overlap, I see how the wording could be clearer and more consistent. I’ll work on improving that.
2.I understand the concern, but I don’t think it’s overpowered. It’s limited to your Favored Enemies only. Compared to something like Hold Person or Hold Monster, which are more universally useful, this is much more situational. I also added a Constitution saving throw, and most strong monsters have high Constitution saves or access to Legendary Resistances at higher levels anyway.
Mechanically, it’s similar to the 2014 Monk gaining magical unarmed strikes, or the 2024 Monk dealing Force damage. Because it’s so situational (and requires materials chosen by the DM, plus time to apply), I felt it was reasonable to make it more powerful when it can be used. I think they’re roughly equal in power budget overall.
3.I’ve seen official classes occasionally overlap subclass features with ASI levels (like 4th or 8th), so I didn’t think having one or two features line up that way would be an issue.
4.If I understand you correctly, the 2024 Monk’s Stunning Strike works exactly like this, so I don’t see a problem here.
Level 5: Stunning Strike
Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.
5.limiting it to favorite terrain makes sense, ı can change that.
6.I don’t think it’s that strong. If you could explain to me or compare it with any other class feature and why you think it’s strong, that would help me understand better. For now, I don’t believe it’s too powerful.
At this level, it only really matters when someone is at half HP. Divine Smite does 5d8 damage on the first hit and 4d8 on the next, while this feature does only 2d8 if they are at half HP. If I remove this feature, it wouldn’t even be that much stronger than Hunter’s Mark.
I get rid of the casting because I want to use its power budget to make the ranger a better martial class. If it’s going to be almost the same as Hunter’s Mark, the class would be much weaker than what it used to be.
7.I wanted the ranger to be reliable in long-term combats, like going into a dungeon where after the 4th or 3th fight, when everyone is low on their resources, the ranger can still lead the way because of their consistency. In short-term fights, the ranger might appear weak, but over time the class abilities start to shine.
At level 20, every attack deals +5 from Wisdom, +5 from Dexterity or Strength depending on which you use, +6 from proficiency, and if you use Great Weapon Master, +10 more. That means a total of 26 bonus damage, and your hit chance against your Favored Enemy is very high.
However, I understand what you mean while typing this, I realize that if you reach level 20 and only get +5 from Wisdom to damage against your Favored Enemy, it can feel a bit weak because it’s too situational. maybe ading wisdom to your damage and against your Favored Enemy also ad it to your hit? Also, I realized again while typing this just how weak the official ranger really is.