Since we've gotten optional features for the Beast Master, how about we come up with some ideas for optional features for the other archetype in the Player's Handbook?
Hunters are, unfortunately, unable to live up to the standard of more modern archetype design because they are just a collection of combat features with no flavor, no utility and no bonus spells. This doesn't have to be a problem, however, since having an archetype dedicated to being the "martial Ranger" isn't a bad idea. And the Hunter have one advantage; adding some more options for it to pick from is pretty easy with its design, since it is about choosing between certain benefits.
Here are a couple of optional features I would like to see, added to the list of potential picks:
Level 3: Skirmisher - The player doesn't get disadvantage on ranged weapon attack rolls by being within 5ft of an enemy creature.
Level 11: Quickdraw - If the player makes a ranged weapon attack with their attack action, they can make another attack with that weapon as a bonus action. Two-Weapon Mastery - When engaging in Two-Weapon Fighting, the player can make two weapon attacks with your bonus action instead of one.
I think the Hunter is...pretty strong already. A few things I'd like to see adjusted or reworded in their subclass ability options.
1. Giant Killer When a Large or larger creature within your reach with a melee weapon you are wielding hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack with that weapon, provided that you can see the creature.
2. Steel Will You gain proficiency in wisdom saving throws.
3. VolleyYou take the action action with a ranged weapon you can make an attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
4. Whirlwind Attack When you take the attack action you can make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Of all the things we want I suspect that the bonus spells are about all we are likely to get. However, I don’t want to be able to switch the hunter abilities out on a short rest, a long rest or any rest; I want to be able to use them all on an as needed that round basis. Take evasion, uncanny dodge and stand against the tide the ranger gets the first two by L7 and can use both as needed in a round, the hunter has to wait to L15 to get 1 of them, even if you can switch out which on a rest at least half the time you have nothing you can use, when you get them you should be able to choose which to use each round not have nothing to use half to 2/3 the time.
of course to get that they would have to fully redo the hunter subclass and we all know how likely that is. But getting an “optional” dedicated spell list is within the range of what WOtC might do.
How about a 1 minute concentrationless version of hunters mark PB times a long rest? This would be a combat focused ability basically good for a couple/few fights but if you need to be tracking something for a while you need to use the spell and slot.
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Wisea$$ DM and Player since 1979.
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Since we've gotten optional features for the Beast Master, how about we come up with some ideas for optional features for the other archetype in the Player's Handbook?
Hunters are, unfortunately, unable to live up to the standard of more modern archetype design because they are just a collection of combat features with no flavor, no utility and no bonus spells. This doesn't have to be a problem, however, since having an archetype dedicated to being the "martial Ranger" isn't a bad idea. And the Hunter have one advantage; adding some more options for it to pick from is pretty easy with its design, since it is about choosing between certain benefits.
Here are a couple of optional features I would like to see, added to the list of potential picks:
Level 3:
Skirmisher - The player doesn't get disadvantage on ranged weapon attack rolls by being within 5ft of an enemy creature.
Level 11:
Quickdraw - If the player makes a ranged weapon attack with their attack action, they can make another attack with that weapon as a bonus action.
Two-Weapon Mastery - When engaging in Two-Weapon Fighting, the player can make two weapon attacks with your bonus action instead of one.
I think the Hunter is...pretty strong already. A few things I'd like to see adjusted or reworded in their subclass ability options.
1. Giant Killer When a Large or larger creature within your reach with a melee weapon you are wielding hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack with that weapon, provided that you can see the creature.
2. Steel Will You gain proficiency in wisdom saving throws.
3. Volley You take the action action with a ranged weapon you can make an attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
4. Whirlwind Attack When you take the attack action you can make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
What they could use is a subclass spell list so here goes:
RL3: faerie fire or 2 Druid cantrips
RL5: shadow blade
RL9:haste
RL13: storm Sphere
RL17: steel wind strike
Wisea$$ DM and Player since 1979.
Oh! Spells. If they ever get them, I think the hunter should get...
Level 3: Hunter's Mark
Level 5: Cordon of Arrows
Level 9: Conjure Barrage
Level 13: Locate Creature
Level 17: Swift Quiver
Maybe an either or? At each level you select one of the options - your list and mine. Yours is pretty much archery based mine is pretty much melee .
Wisea$$ DM and Player since 1979.
LOL! It sure is. Strange.
Three things from my perspective:
1. Hunter able to swap Hunters Prey, Defensive Tactics, Multi Attack and Superior Hunters Defensive on a long rest.
2. Spell list as suggested.
3. Free Castings of Hunters Mark equal to WIS mod per day.
Of all the things we want I suspect that the bonus spells are about all we are likely to get. However, I don’t want to be able to switch the hunter abilities out on a short rest, a long rest or any rest; I want to be able to use them all on an as needed that round basis. Take evasion, uncanny dodge and stand against the tide the ranger gets the first two by L7 and can use both as needed in a round, the hunter has to wait to L15 to get 1 of them, even if you can switch out which on a rest at least half the time you have nothing you can use, when you get them you should be able to choose which to use each round not have nothing to use half to 2/3 the time.
of course to get that they would have to fully redo the hunter subclass and we all know how likely that is. But getting an “optional” dedicated spell list is within the range of what WOtC might do.
Wisea$$ DM and Player since 1979.
How about a 1 minute concentrationless version of hunters mark PB times a long rest? This would be a combat focused ability basically good for a couple/few fights but if you need to be tracking something for a while you need to use the spell and slot.
Wisea$$ DM and Player since 1979.