Hello everybody, I want some balancing feedback an general first impressions for my Ranger Subclass.
Mountain Guide
Mountain Guides are adept at balancing along narrow paths or avoiding falling stones. Due to them rarely having the privileg of beeing able to keep their distance to beasts, wandering along mountain paths, they had to adopt a rather close proximity figthing style, sometimes even relying on their bare muscles to deal with threats, while still keeping a steady aim to hunt down deers or mountain goats as steady foot supplies.
Level 3: Proximity Aim
When attacking an enemy within 5ft. of yourself, you can ignore Disadvantage weapon properties such as Heavy or Ranged would impose.
Level 3: Quick Strike
You are always on your toes, as the dangers of the mountains never sleep. When you take damage, you can take a Reaction to either roll 1d4 an gain Temporary Hit Points equal to the result, or immeadiately cast Hunters Mark on an enemy you can see. Directly after doing either you can make an Umarmed Strike against an enemy within your range as part of the same Reaction.
Level 7: Tread Ligthly
You feel at home at the highest of highs and falling of your feet doesn´t even seem to be an option for you. You gain proficiency with Constitution Saving Throws. Additionally, when making a Saving Throw to avoid being knocked off your feet you gain Advantage for said Saving Throw. You also don´t consider *heavy snow, ice* or *rubble* Difficult Terrain.
Level 11: Mountains Wrath
The force of centuries old mountains flows through your veins and empowers you. Striking fear in all those you hunt down. While affected by your Hunters Mark the enemies´ speed is reduced by 10ft. and its Armor Class is reduced by 1.
Level 15: Safe on your feet
Long walks along narrow paths have trained you to walk fast, but still steady and never once slip. When you take the Attack action on your turn, you can take the Disengage action as part of the Attack action.
So these are my current ideas, If you have some feedback, please share
An interesting idea and some of the features a pretty good, but overall it feels like it doesn't really achieve the vision in the description.
For: Level 3: Quick Strike - your unarmed strikes are going to do very little damage so what's the point here? Similarly 1d4 temporary hit points is basically nothing, I could see using it at level 3, but as soon as I get either Defensive Duelist or Sentinel I'm not going to bother with this reaction.
Level 3: Proximity Aim - This one makes the class confusing, it seems to encourage you to use ranged weapons, but focusing on ranged weapons makes many of the later features kind of worthless..
Level 7: Tread Ligthly - this one is also a mishmash of different stuff. Strength saving throws are what is used vs prone, and why is this so specific to being knocked prone? Just give them blanket Adv on STR saves. What does Con-save proficiency have to do with rest of this ability? Feels like you should split this into two different things, some kind of Sure-Step type thing giving STR save proficiency and immunity to non-magical difficult terrain. And another with Con save proficiency and immunity to negative effects from environmental extreme temperatures.
Level 11: Mountains Wrath - this one is pretty good! Thumbs Up.
Level 15: Safe on your feet - this is extremely lame as a level 15 ability. Rogues and Monks get something almost akin to this at level 3, and you're saying a ranger should be excited to get it at level 15!
I agree with Agilemind that Quick Strike isn't great. Maybe it could be something like this: The ever-present dangers of the mountains have made you alert and watchful to danger. You have Advantage on initiative rolls, and whenever you roll for initiative, you can move up to your speed."
Tread Lightly is fine, although it should say you have advantage on saving throws against being knocked Prone.
Mountain's Wrath is oddly magical when the rest of the subclass is based on simply knowing how to survive in the mountains.
Safe on your Feet should definitely come earlier, maybe added to Tread Lightly.
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Hello everybody, I want some balancing feedback an general first impressions for my Ranger Subclass.
Mountain Guide
Mountain Guides are adept at balancing along narrow paths or avoiding falling stones. Due to them rarely having the privileg of beeing able to keep their distance to beasts, wandering along mountain paths, they had to adopt a rather close proximity figthing style, sometimes even relying on their bare muscles to deal with threats, while still keeping a steady aim to hunt down deers or mountain goats as steady foot supplies.
Level 3: Proximity Aim
When attacking an enemy within 5ft. of yourself, you can ignore Disadvantage weapon properties such as Heavy or Ranged would impose.
Level 3: Quick Strike
You are always on your toes, as the dangers of the mountains never sleep.
When you take damage, you can take a Reaction to
either roll 1d4 an gain Temporary Hit Points equal to the result,
or immeadiately cast Hunters Mark on an enemy you can see.
Directly after doing either you can make an Umarmed Strike against an enemy within your range as part of the same Reaction.
Level 7: Tread Ligthly
You feel at home at the highest of highs and falling of your feet doesn´t even seem to be an option for you.
You gain proficiency with Constitution Saving Throws.
Additionally, when making a Saving Throw to avoid being knocked off your feet you gain Advantage for said Saving Throw.
You also don´t consider *heavy snow, ice* or *rubble* Difficult Terrain.
Level 11: Mountains Wrath
The force of centuries old mountains flows through your veins and empowers you. Striking fear in all those you hunt down.
While affected by your Hunters Mark the enemies´ speed is reduced by 10ft. and its Armor Class is reduced by 1.
Level 15: Safe on your feet
Long walks along narrow paths have trained you to walk fast, but still steady and never once slip.
When you take the Attack action on your turn, you can take the Disengage action as part of the Attack action.
So these are my current ideas, If you have some feedback, please share
An interesting idea and some of the features a pretty good, but overall it feels like it doesn't really achieve the vision in the description.
For: Level 3: Quick Strike - your unarmed strikes are going to do very little damage so what's the point here? Similarly 1d4 temporary hit points is basically nothing, I could see using it at level 3, but as soon as I get either Defensive Duelist or Sentinel I'm not going to bother with this reaction.
Level 3: Proximity Aim - This one makes the class confusing, it seems to encourage you to use ranged weapons, but focusing on ranged weapons makes many of the later features kind of worthless..
Level 7: Tread Ligthly - this one is also a mishmash of different stuff. Strength saving throws are what is used vs prone, and why is this so specific to being knocked prone? Just give them blanket Adv on STR saves. What does Con-save proficiency have to do with rest of this ability? Feels like you should split this into two different things, some kind of Sure-Step type thing giving STR save proficiency and immunity to non-magical difficult terrain. And another with Con save proficiency and immunity to negative effects from environmental extreme temperatures.
Level 11: Mountains Wrath - this one is pretty good! Thumbs Up.
Level 15: Safe on your feet - this is extremely lame as a level 15 ability. Rogues and Monks get something almost akin to this at level 3, and you're saying a ranger should be excited to get it at level 15!
I agree with Agilemind that Quick Strike isn't great. Maybe it could be something like this: The ever-present dangers of the mountains have made you alert and watchful to danger. You have Advantage on initiative rolls, and whenever you roll for initiative, you can move up to your speed."
Tread Lightly is fine, although it should say you have advantage on saving throws against being knocked Prone.
Mountain's Wrath is oddly magical when the rest of the subclass is based on simply knowing how to survive in the mountains.
Safe on your Feet should definitely come earlier, maybe added to Tread Lightly.