Hello, I am working on a new Homebrew class the Arcane Ranger (I know there is another Arcane ranger but I did not like it so I am trying to make my own by fusing two classes in one) But I think it's a little OP and I need some help.
Oyeaa the arcane ranger cant use The ranger skills Because It's basicly a Wizard with a bow with some ranger features. And when The arcane ranger attacks the arrow damage will not count. only the spell damage
Hit Points
Hit Dice: 1d10 per Arcane ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + Constitution modifier per Arcane ranger level after 1st
Proficiencies
Armor: Light armor and medium armor
Weapons: Simple weapons, ranged martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Arcana, Acrobatics, Sleight of hand, Insight, Investigation, Medicine, Perception, and Nature.
The Trap arrow
You infuse a spell of your choice in your arrow and fire it at an enemy or on the wall or ground or any object. You roll your ranged weapon damage. Then in your next turn, the arrow will deal the spell damage. The enemy has a chance to disable the arrow They need to roll an INT savingtrow when failing the Spell in the arrow will trigger and deal damage on their turn ( I am not sure how many times I can use it yet) If you have a idea then I am happy to hear it. :D
If there is something that is too OP telle me it please
It sounds like you’ve built a class that is a wizard with armor proficiency, more HP, better weapon options, and the ability to deliver *ANY* spell (including touch spells) out to the range of a longbow.
Yes, that’s significantly OP.
If you want an ‘arcane ranger’, try either: (1) swapping the Ranger spell list for the Eldritch Knight spell list, and changing the casting stat to Intelligence. Give them the ability to use a bow or crossbow as their spell focus, and flavor ranged attack spells as being ‘shot’ from the bow without altering the mechanical aspects of the spell or, (2) just build an Eldritch Knight who focuses on Archery, or take a look at the Alchemist from Unearthed arcana, and reflavor the gunsmith’s firearms/bullets to bows/arrows.
On a general line I agree with Theo, this is class is definitely too powerful. No d10 class should ever have access to any Spell Level Higher than 5th. Even then, you really should not have Signature Spells, that is something acceptable for d6 classes. Also, your Learned Spells column doesn't mix well with your Spell Slots. Every time a Spellcaster gains a Higher level Spell Slot for the first time, they should also learn a new spell so that they can use that Spell Slot to its full potential.
If you just want this to be an Arcane version of Ranger, then you should use the Spell Slot/Spells Known progression of Ranger or Eldritch Knight as a basis, in this case probably just stick to the Ranger one. Select a few Spells from the Ranger list that would work regardless, such as Hunter's Mark or Zephyr Strike, combine it with some Bard, Sorcerer, or Wizard Spells to create the new Spell List. Move a couple of Skill Proficiencies around to fit the Arcane idea would be my next step. Next would be to trade a couple of Features for new more Arcane feeling ones, and maybe trade the levels for Favored Enemy and the First Specialization Feature around since early level Ranger is admittedly boring and poorly designed. I would suggest looking at the Arcane Archer from "Xanathar's Guide to Everything" for Features and ideas. This would pretty much finish it up.
If want it to be a Powerful Spellcaster then you need to nerf it physically. In almost any reasonable version of this class, the Hit Die needs to be reduced to either d8 or d6, and it simply can not have Medium Armor and/or Shields to start with. Only Clerics can break that rule. The amount of different things and Spell Level you want is not appropriate for a d10 class. Let's use the Bard class as the best example and basis for this type.
Hit Die: d8; Proficiencies: Light Armor, Simple Weapons, Ranged Martial Weapons, Dexterity, Intelligence, Three Skills. Now your obviously not going to go off the same number of Features the Bard has, most of the Bard's "Features" are actually upgrades to existing Features (like Bardic Inspiration) or extensions of existing Features (like Expertise or Magical Secrets). Level 1 should only have two Features, and yes Spellcasting is going to count as one. Most classes have roughly 20 to 25 "Features". This counting is done as: not counting Upgrades, Extensions, Additional Uses, Cantrips, or things like Theives' Cant; but do count individual Ability Score Improvement and Extra Attack. Your current version has 26, that is too much. You also have 3 for 1st Level, First level should always have exactly 2 so that the class can do things, but it does not start too powerful. Every class follows this particular rule except for Rogue, but Theives' Cant is not something I consider a Feature anyway.
This hopefully will give you a reasonable idea of how to structure a class. For information and reference sake here are the Class by Number of "Features".
25: Bard, Monk, Warlock; 24: Paladin, Ranger; 23: Cleric, Sorcerer; 22: Druid; 21: Barbarian, Wizard; 20: Rogue; 19: Fighter (This is why most Fighter Archetypes have more than one 3rd Level Feature)
Hello, I am working on a new Homebrew class the Arcane Ranger (I know there is another Arcane ranger but I did not like it so I am trying to make my own by fusing two classes in one) But I think it's a little OP and I need some help.
What do you guys think that needs to stay and needs to go? O yes, Trap arrow need to be on Level 4 ^^, https://cdn.discordapp.com/attachments/503274202699399168/528609676229869596/Arcane_ranger.png
Oyeaa the arcane ranger cant use The ranger skills Because It's basicly a Wizard with a bow with some ranger features. And when The arcane ranger attacks the arrow damage will not count. only the spell damage
Hit Points
Hit Dice: 1d10 per Arcane ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 5) + Constitution modifier per Arcane ranger level after 1st
Proficiencies
Armor: Light armor and medium armor
Weapons: Simple weapons, ranged martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Arcana, Acrobatics, Sleight of hand, Insight, Investigation, Medicine, Perception, and Nature.
The Trap arrow
You infuse a spell of your choice in your arrow and fire it at an enemy or on the wall or ground or any object. You roll your ranged weapon damage. Then in your next turn, the arrow will deal the spell damage. The enemy has a chance to disable the arrow They need to roll an INT savingtrow when failing the Spell in the arrow will trigger and deal damage on their turn ( I am not sure how many times I can use it yet) If you have a idea then I am happy to hear it. :D
If there is something that is too OP telle me it please
It sounds like you’ve built a class that is a wizard with armor proficiency, more HP, better weapon options, and the ability to deliver *ANY* spell (including touch spells) out to the range of a longbow.
Yes, that’s significantly OP.
If you want an ‘arcane ranger’, try either: (1) swapping the Ranger spell list for the Eldritch Knight spell list, and changing the casting stat to Intelligence. Give them the ability to use a bow or crossbow as their spell focus, and flavor ranged attack spells as being ‘shot’ from the bow without altering the mechanical aspects of the spell or, (2) just build an Eldritch Knight who focuses on Archery, or take a look at the Alchemist from Unearthed arcana, and reflavor the gunsmith’s firearms/bullets to bows/arrows.
On a general line I agree with Theo, this is class is definitely too powerful. No d10 class should ever have access to any Spell Level Higher than 5th. Even then, you really should not have Signature Spells, that is something acceptable for d6 classes. Also, your Learned Spells column doesn't mix well with your Spell Slots. Every time a Spellcaster gains a Higher level Spell Slot for the first time, they should also learn a new spell so that they can use that Spell Slot to its full potential.
If you just want this to be an Arcane version of Ranger, then you should use the Spell Slot/Spells Known progression of Ranger or Eldritch Knight as a basis, in this case probably just stick to the Ranger one. Select a few Spells from the Ranger list that would work regardless, such as Hunter's Mark or Zephyr Strike, combine it with some Bard, Sorcerer, or Wizard Spells to create the new Spell List. Move a couple of Skill Proficiencies around to fit the Arcane idea would be my next step. Next would be to trade a couple of Features for new more Arcane feeling ones, and maybe trade the levels for Favored Enemy and the First Specialization Feature around since early level Ranger is admittedly boring and poorly designed. I would suggest looking at the Arcane Archer from "Xanathar's Guide to Everything" for Features and ideas. This would pretty much finish it up.
If want it to be a Powerful Spellcaster then you need to nerf it physically. In almost any reasonable version of this class, the Hit Die needs to be reduced to either d8 or d6, and it simply can not have Medium Armor and/or Shields to start with. Only Clerics can break that rule. The amount of different things and Spell Level you want is not appropriate for a d10 class. Let's use the Bard class as the best example and basis for this type.
Hit Die: d8; Proficiencies: Light Armor, Simple Weapons, Ranged Martial Weapons, Dexterity, Intelligence, Three Skills. Now your obviously not going to go off the same number of Features the Bard has, most of the Bard's "Features" are actually upgrades to existing Features (like Bardic Inspiration) or extensions of existing Features (like Expertise or Magical Secrets). Level 1 should only have two Features, and yes Spellcasting is going to count as one. Most classes have roughly 20 to 25 "Features". This counting is done as: not counting Upgrades, Extensions, Additional Uses, Cantrips, or things like Theives' Cant; but do count individual Ability Score Improvement and Extra Attack. Your current version has 26, that is too much. You also have 3 for 1st Level, First level should always have exactly 2 so that the class can do things, but it does not start too powerful. Every class follows this particular rule except for Rogue, but Theives' Cant is not something I consider a Feature anyway.
This hopefully will give you a reasonable idea of how to structure a class. For information and reference sake here are the Class by Number of "Features".
25: Bard, Monk, Warlock; 24: Paladin, Ranger; 23: Cleric, Sorcerer; 22: Druid; 21: Barbarian, Wizard; 20: Rogue; 19: Fighter (This is why most Fighter Archetypes have more than one 3rd Level Feature)