I was trying to homebrew a way to make use of Ranger and Paladin "on your next attack" spells (Smites, Lightning Arrow, etc) and came up with the following Ranger subclass. Needs work (a level 15 subclass feature, a review of lore flavour and mechanical balance), so I was hoping to get feedback on what I've got so far. Let me know what you think!
Ranger New Subclass - Devoted Warden
"You are devoted to the natural world and have sworn an oath to stop those who would harm it. Combining martial training with both the magical essence of nature and your sheer force of will, you work tirelessly to uphold that oath." Purpose: create a subclass that is capable of effectively using never-used Ranger attack spells, along with some never-used Paladin ones.
(3) Second Nature "Years of martial training have tied the channeling of nature magic to muscle memory, allowing you to focus your mind elsewhere." - when you cast a Ranger spell that affects only your next weapon attack, you can make that spell not require Concentration, but its maximum duration is halved. - if a spell cast using Second Nature has an ongoing effect, casting another spell with an ongoing effect using Second Nature will cause the first effect to end. - you can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after you finish a long rest. Purpose: solves (in a limited fashion) the issue of Ranger attack spells not being usable with other Concentration effects (Hunter's Mark, Favoured Foe, etc). The "secondary Concentration effect" cannot be repeatedly stacked for balance reasons (also, it would be a pain to track multiple effects).
(3) Devoted Warden Magic "Training with various Paladin orders enabled you to learn about focus and conviction, along with knowledge of channeling it as they do." - you learn an additional spell when you reach certain levels in this class, as shown in the Devoted Warden Spells table below. - each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know. (3) Thunderous Smite (5) Branding Smite (9) Blinding Smite (13) Staggering Smite (17) Banishing Smite Purpose: guarantees that you always have spells available for use with Second Nature, allowing you to diversify your other spells. Mechanically, it grants smite spells to a class that might actually use them, much like the Artificer Battle Smith.
(3) Natural Recovery "You can regain some of your magical energy by meditating whilst communing with nature". - during a short rest, you choose expended spell slots to recover. - the spell slots can have a combined level that is equal to or less than half your Ranger level (rounded up). - you can't use this feature again until you finish a long rest. Purpose: stolen from Land Druids and Wizards. Extends the Ranger's ability to use their attack spells throughout an adventuring day.
(7) The Power of Wisdom "There is no substitute for hands-on experience, which you have learned to apply to similar situations." - you can add your Wisdom modifier to any Intelligence (Arcana, Investigation, Nature) check in which you are not proficient. - when you deal damage with a Ranger spell that uses a weapon or ammunition, you may add half of your Wisdom modifier (rounded up) to each damage roll for that spell. Purpose: a bonus for building Wisdom, both in and out of combat. Also buffs never-used spells like Cordon of Arrows and Steel Wind Strike.
(11) Echoing Power "Your unyielding devotion maintains the energies of your spells, causing them to linger for a short time after they have been cast." - when you end a Ranger spell that affects only your next weapon attack, you can recast that spell as a Bonus Action without expending a spell slot. - you can only do this at the end of your current turn. - if the spell that you ended was cast using Second Nature, the recast spell may gain Second Nature without expending a use of that feature. - you can use this feature twice, or three times at 17th level. You regain all uses of this feature when you finish a long rest. Purpose: expands on Ranger attack spell efficiency once a spell slot is spent. Synergizes with Second Nature to continue maintaining Concentration elsewhere.
Is there a reason the font is smaller than default?
While the idea seems fine, it should be tested in various levels to check it doesn't become too powerful. There are a few things that prevent it from happening, but no concentration on a spell might prove a big problem.
Getting 10 levels of spells back on a short rest is huge for a half-caster. I think Natural Recovery should let the ranger regain up to 1/3 their level, rounded down. (Or round to closest. That means that a level 4 ranger only gets 1 level of spell slot but a level 5 ranger gets 2 levels of spell slots.)
As for 15th level ability... tbh, I think it should be the 11th level ability and find something else for 11th. It is quite a strong ability and I think it's a good one as the capstone of the subclass. Replacing it at level 11, maybe you can let the ranger have the ability to cast ritual spells, so now they'll really be able to cast never-used-by-a-ranger spells. With the additional smite spells, this even means they can use their few learnt spells for these ritual spells since they already get enough offensive spells.
Thanks for the feedback, much appreciated! Font is smaller since I copied from another document. My mistake.
More than anything, I was hoping someone would comment to ensure that it wasn't too front-loaded or that the power-creep wouldn't be too extreme. I agree with Natural Recovery; I originally had it at 1/3 level, what with Ranger being a half caster and all. Changing it back to that would be a good start. I like your "round to closest" idea.
Echoing Power at 15 would be nice for a capstone, but I wanted to give players a taste of it at earlier levels for a bit of extra resource economy and uniqueness. What do you think of one use at 11, two uses at 15, and three uses at 18 or something like that?
I like the ritual spells idea, but I think that the Primal Awareness optional feature from Tasha's (which replaces Primeval Awareness) covers that base already. I do like the idea of more non-combat benefits so I might look into a variation of that, since this subclass is all about using never-used spells.
Less uses earlier might work, maybe. Indeed, these are many powerful abilities and a power creep is possible. It's also important to check its multiclass synergy. As I said, needs a lot of testing. A good way to test is to throw it into combat - as this is where the abilities become effective - in various levels against various enemies.
You're also right about Primal Awareness, I didn't think of that.
Tweaked it a bit. Changes and additions shown below.
(3) Second Nature - when you cast a Ranger spell that affects only your next attack, you can make that spell not require Concentration, but its maximum duration is now two turns. Reasoning: makes it easier to keep track of ongoing effects. Also, the effects from eligible spells are quite strong (restrained, blinded, etc) so reduced duration feels like a fair price to pay in exchange for adding Hunter's Mark damage.
(3) Natural Recovery - the spell slots can have a combined level that is equal to or less than one third your Ranger level (rounded to the nearest whole number). Reasoning: your idea. Feels more fitting for a half caster.
(11) Echoing Power - you can use this feature once, or twice at 17th level. You regain all uses of this feature when you finish a long rest. Reasoning: gives you a taste of power earlier. Also, see below.
(15) Force of Will "For one brief moment, your strength of body, your force of will and the power of nature are all one and the same." - when you cast a Ranger spell that uses a weapon or ammunition, you can cast it without expending a spell slot. - you regain the use of this feature once you finish a long rest. Purpose: one free Ranger attack spell, including ones like a level 5 Cordon of Arrows, Conjure Volley or Steel Wind Strike.
I'm not too worried about multiclassing since this subclass' features are very specifically geared around "smite-like" spells, of which there are few in the game and fewer classes that use them. For potential dips into this subclass:
(3) Second Nature: requires Ranger "smite-like" spells, won't work with other spells. (3) Natural Recovery: requires Ranger levels, also isn't as effective as Land Druid or Wizard equivalents. (3) Devoted Warden Magic: Thunderous Smite is handy but Wisdom-dependent due to being a Ranger spell, which limits its use to Clerics or Druids (for more spell slots but fewer attacks) or Monks (for more attacks but way fewer spell slots).
(7) The Power of Wisdom: again, requires Ranger attack spells. I don't think this stacks with any similar effects other than the Cleric's Blessed Strikes optional feature (at level 8), but that combo of classes isn't really a "dip" at that point.
For this subclass dipping into other classes, its damage potential is limited by number of spell slots, just like a Paladin. Testing is definitely needed, though.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"You are devoted to the natural world and have sworn an oath to stop those who would harm it. Combining martial training with both the magical essence of nature and your sheer force of will, you work tirelessly to uphold that oath."
Purpose: create a subclass that is capable of effectively using never-used Ranger attack spells, along with some never-used Paladin ones.
(3) Second Nature
"Years of martial training have tied the channeling of nature magic to muscle memory, allowing you to focus your mind elsewhere."
- when you cast a Ranger spell that affects only your next weapon attack, you can make that spell not require Concentration, but its maximum duration is halved.
- if a spell cast using Second Nature has an ongoing effect, casting another spell with an ongoing effect using Second Nature will cause the first effect to end.
- you can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after you finish a long rest.
Purpose: solves (in a limited fashion) the issue of Ranger attack spells not being usable with other Concentration effects (Hunter's Mark, Favoured Foe, etc). The "secondary Concentration effect" cannot be repeatedly stacked for balance reasons (also, it would be a pain to track multiple effects).
(3) Devoted Warden Magic
"Training with various Paladin orders enabled you to learn about focus and conviction, along with knowledge of channeling it as they do."
- you learn an additional spell when you reach certain levels in this class, as shown in the Devoted Warden Spells table below.
- each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
(3) Thunderous Smite
(5) Branding Smite
(9) Blinding Smite
(13) Staggering Smite
(17) Banishing Smite
Purpose: guarantees that you always have spells available for use with Second Nature, allowing you to diversify your other spells. Mechanically, it grants smite spells to a class that might actually use them, much like the Artificer Battle Smith.
(3) Natural Recovery
"You can regain some of your magical energy by meditating whilst communing with nature".
- during a short rest, you choose expended spell slots to recover.
- the spell slots can have a combined level that is equal to or less than half your Ranger level (rounded up).
- you can't use this feature again until you finish a long rest.
Purpose: stolen from Land Druids and Wizards. Extends the Ranger's ability to use their attack spells throughout an adventuring day.
(7) The Power of Wisdom
"There is no substitute for hands-on experience, which you have learned to apply to similar situations."
- you can add your Wisdom modifier to any Intelligence (Arcana, Investigation, Nature) check in which you are not proficient.
- when you deal damage with a Ranger spell that uses a weapon or ammunition, you may add half of your Wisdom modifier (rounded up) to each damage roll for that spell.
Purpose: a bonus for building Wisdom, both in and out of combat. Also buffs never-used spells like Cordon of Arrows and Steel Wind Strike.
(11) Echoing Power
"Your unyielding devotion maintains the energies of your spells, causing them to linger for a short time after they have been cast."
- when you end a Ranger spell that affects only your next weapon attack, you can recast that spell as a Bonus Action without expending a spell slot.
- you can only do this at the end of your current turn.
- if the spell that you ended was cast using Second Nature, the recast spell may gain Second Nature without expending a use of that feature.
- you can use this feature twice, or three times at 17th level. You regain all uses of this feature when you finish a long rest.
Purpose: expands on Ranger attack spell efficiency once a spell slot is spent. Synergizes with Second Nature to continue maintaining Concentration elsewhere.
Is there a reason the font is smaller than default?
While the idea seems fine, it should be tested in various levels to check it doesn't become too powerful. There are a few things that prevent it from happening, but no concentration on a spell might prove a big problem.
Getting 10 levels of spells back on a short rest is huge for a half-caster. I think Natural Recovery should let the ranger regain up to 1/3 their level, rounded down. (Or round to closest. That means that a level 4 ranger only gets 1 level of spell slot but a level 5 ranger gets 2 levels of spell slots.)
As for 15th level ability... tbh, I think it should be the 11th level ability and find something else for 11th. It is quite a strong ability and I think it's a good one as the capstone of the subclass. Replacing it at level 11, maybe you can let the ranger have the ability to cast ritual spells, so now they'll really be able to cast never-used-by-a-ranger spells. With the additional smite spells, this even means they can use their few learnt spells for these ritual spells since they already get enough offensive spells.
Varielky
Thanks for the feedback, much appreciated! Font is smaller since I copied from another document. My mistake.
More than anything, I was hoping someone would comment to ensure that it wasn't too front-loaded or that the power-creep wouldn't be too extreme. I agree with Natural Recovery; I originally had it at 1/3 level, what with Ranger being a half caster and all. Changing it back to that would be a good start. I like your "round to closest" idea.
Echoing Power at 15 would be nice for a capstone, but I wanted to give players a taste of it at earlier levels for a bit of extra resource economy and uniqueness. What do you think of one use at 11, two uses at 15, and three uses at 18 or something like that?
I like the ritual spells idea, but I think that the Primal Awareness optional feature from Tasha's (which replaces Primeval Awareness) covers that base already. I do like the idea of more non-combat benefits so I might look into a variation of that, since this subclass is all about using never-used spells.
Less uses earlier might work, maybe. Indeed, these are many powerful abilities and a power creep is possible. It's also important to check its multiclass synergy. As I said, needs a lot of testing. A good way to test is to throw it into combat - as this is where the abilities become effective - in various levels against various enemies.
You're also right about Primal Awareness, I didn't think of that.
Varielky
(7) The Power of Wisdom: again, requires Ranger attack spells. I don't think this stacks with any similar effects other than the Cleric's Blessed Strikes optional feature (at level 8), but that combo of classes isn't really a "dip" at that point.
For this subclass dipping into other classes, its damage potential is limited by number of spell slots, just like a Paladin. Testing is definitely needed, though.