so the class variants UA introduces the druidic warrior fighting style, an fighting style option that is entirely due to magical training and not martial training, and with that in mind well, if an fighting style option an represent an blend of magical and non magical techniques, why not do more with that concept? here are a few ideas on what that could look like, none of whom give you bigger numbers like the other fighting styles but a lot of whom give you some mobility bonus in combat. Assume that all of these fighing styles only work when the ranger is using light or no armor, and perhaps also if you want to nerf this further whenever you use elemental strikes or spacial distortion to enhance your attacks you do not get to add your ability modifier to the damage, perhaps even doing the same to air step
elemental strikes: using this fighing style when you make an weapon attack, you may change the damage type of the weapon to fire, cold or lightning damage instead of the weapon's normal damage type.
air step: an ranger using this fighting style is infused with elemental air. As part of their movement on their turn, they may fly up to 20 feet in a straight line without provoking opportunity attacks once, and you may pass through another creature's space with this movement. You may make one of you attacks with the attack action as you are passing through another creature's space in this manner. Additionally this fighting style allows you to fall at an reduced rate of 10 feet per round.
spacial distortion: whenever you hit an creature with an weapon attack, you may teleport that creature to an unoccupied space on the ground within 10 feet of them that you can see, and additionally when you take the attack action on your turn you may forgo one of your attacks to allow you or a willing creature you touch to teleport to an unoccupied space within 10 ft that you can see.
shadow lurker: when you are in dim light or darkness, you may use a bonus action to teleport to an unoccupied space within 10 feet of you that is also in dim light or darkness. You may then immediately hide as part of this bonus action, and you may attempt to hide even in dim light when hiding in this manner.
earth glide: you gain tremorsesne to a range of 10 feet and an burrowing speed equal to half your walking speed. When you use this burrowing speed, you can burrow through unworked earth and stone as well, and you dont disturb the materials you are burrowing through. If you end your burrowing within the terrain or an object, you are expelled to the nearest unoccupied space and take 1d6 bludgeoning damage
so whatcha all think? too strong? too weak? too appealing or not sufficiently appealing? Have better ideas for magic fighting styles?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I don't see anything out of line there, looks solid and thematically appropriate.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
y'all think i should add some very minor spellcasting bonuses to these, like maybe the abillity to cast mold earth for earth glide or gust for air step, or making it so that rangers who choose shadow lurker also get to add shadow blade to their spell list?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Came up with a new idea: Animal tracker ( or something like that): you gain an animal companion with a Cr 0, any size. It can perform the help or hide action on your turn as your action. If you later take the beast master archetype, then you can forgo this companion to take a Cr 1/2 large creature instead of both animal companions.
Does that seam too powerful? Should it be Cr 1/2 and medium, OR Cr 1/4 large? Or the option of those two. I think that most people take beast master as they like having a companion, but take a hawk or owl. This means they can still have this companion without having too take beast master. Or they can make beast master better for them.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Came up with a new idea: Animal tracker ( or something like that): you gain an animal companion with a Cr 0, any size. It can perform the help or hide action on your turn as your action. If you later take the beast master archetype, then you can forgo this companion to take a Cr 1/2 large creature instead of both animal companions.
Does that seam too powerful? Should it be Cr 1/2 and medium, OR Cr 1/4 large? Or the option of those two. I think that most people take beast master as they like having a companion, but take a hawk or owl. This means they can still have this companion without having too take beast master. Or they can make beast master better for them.
i was for the longest time trying to figure out how to make an fighting style where an ranger can use an bonus action to command an beast to take the attack action as an reaction, but it seems like no matter what i do it feels to powerful.
Maybe go the magic route and say that the ranger automatically learns the animal friendship spell, can cast the spell as an ritual and that after the charm effect wears of the ranger can have the targeted beast remain friendly and loyal permanently, with an maximum number of companions that can be held this way equal to your wisdom modifier.
In other words there are no limits to the beast you could possibly befriend, no matter their size or challenge rating, but at the same time the beasts themselves do not become stronger as you gain levels, instead of having just one wolf you can have an entire pack of wolves, making it an great thing to have for beast masters and non meast masters alike, but it does not directly interact with the beast master subclass
or hell we could even go the route of manuvers and give the ranger an special superiority dice to use with super special ranger-only manuvers that can only target friendly beasts
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
okay i have designed something new here and i want you all to have a look, another ranger only fighting style, the most complicated i have made so far:
beast aura: you have an aura around you that seems to inspire trust and calm in nearby animals. For as long as you are not incapacitated, all friendly beasts within 30 ft who can see or hear you gain an bonus to initiative checks and saving throws equal to your wisdom modifier (minimum of +1). You may also spend an hour bolstering the resolve and ferocity of a number of beasts within 10 feet of you up to an amount equal to your wisdom modifier (this can be done as part of an short or long rest). At the end of the hour the chosen beasts increase their current and maximum hit points by an amount equal to your ranger level, and this effect lasts until the chosen beasts finish their next short or long rest or until you use this feature again. Lastly, you gain proficiency in the animal handling skill, and if you are already proficient in that skill you double your proficiency bonus for any check that uses your proficiency in that skill.
(this is an feature that allows you to have multiple animal companions, and does things in combat without directly giving the ranger or the beasts bigger number. And yet it is the biggest, most complicated fighting style i have written so far. )
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
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so the class variants UA introduces the druidic warrior fighting style, an fighting style option that is entirely due to magical training and not martial training, and with that in mind well, if an fighting style option an represent an blend of magical and non magical techniques, why not do more with that concept? here are a few ideas on what that could look like, none of whom give you bigger numbers like the other fighting styles but a lot of whom give you some mobility bonus in combat. Assume that all of these fighing styles only work when the ranger is using light or no armor, and perhaps also if you want to nerf this further whenever you use elemental strikes or spacial distortion to enhance your attacks you do not get to add your ability modifier to the damage, perhaps even doing the same to air step
elemental strikes: using this fighing style when you make an weapon attack, you may change the damage type of the weapon to fire, cold or lightning damage instead of the weapon's normal damage type.
air step: an ranger using this fighting style is infused with elemental air. As part of their movement on their turn, they may fly up to 20 feet in a straight line without provoking opportunity attacks once, and you may pass through another creature's space with this movement. You may make one of you attacks with the attack action as you are passing through another creature's space in this manner. Additionally this fighting style allows you to fall at an reduced rate of 10 feet per round.
spacial distortion: whenever you hit an creature with an weapon attack, you may teleport that creature to an unoccupied space on the ground within 10 feet of them that you can see, and additionally when you take the attack action on your turn you may forgo one of your attacks to allow you or a willing creature you touch to teleport to an unoccupied space within 10 ft that you can see.
shadow lurker: when you are in dim light or darkness, you may use a bonus action to teleport to an unoccupied space within 10 feet of you that is also in dim light or darkness. You may then immediately hide as part of this bonus action, and you may attempt to hide even in dim light when hiding in this manner.
earth glide: you gain tremorsesne to a range of 10 feet and an burrowing speed equal to half your walking speed. When you use this burrowing speed, you can burrow through unworked earth and stone as well, and you dont disturb the materials you are burrowing through. If you end your burrowing within the terrain or an object, you are expelled to the nearest unoccupied space and take 1d6 bludgeoning damage
so whatcha all think? too strong? too weak? too appealing or not sufficiently appealing? Have better ideas for magic fighting styles?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
They all play to a very nature-y ranger, which is what I always want from rangers. Very good, just right.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I don't see anything out of line there, looks solid and thematically appropriate.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
y'all think i should add some very minor spellcasting bonuses to these, like maybe the abillity to cast mold earth for earth glide or gust for air step, or making it so that rangers who choose shadow lurker also get to add shadow blade to their spell list?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Came up with a new idea: Animal tracker ( or something like that): you gain an animal companion with a Cr 0, any size. It can perform the help or hide action on your turn as your action. If you later take the beast master archetype, then you can forgo this companion to take a Cr 1/2 large creature instead of both animal companions.
Does that seam too powerful? Should it be Cr 1/2 and medium, OR Cr 1/4 large? Or the option of those two. I think that most people take beast master as they like having a companion, but take a hawk or owl. This means they can still have this companion without having too take beast master. Or they can make beast master better for them.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
i was for the longest time trying to figure out how to make an fighting style where an ranger can use an bonus action to command an beast to take the attack action as an reaction, but it seems like no matter what i do it feels to powerful.
Maybe go the magic route and say that the ranger automatically learns the animal friendship spell, can cast the spell as an ritual and that after the charm effect wears of the ranger can have the targeted beast remain friendly and loyal permanently, with an maximum number of companions that can be held this way equal to your wisdom modifier.
In other words there are no limits to the beast you could possibly befriend, no matter their size or challenge rating, but at the same time the beasts themselves do not become stronger as you gain levels, instead of having just one wolf you can have an entire pack of wolves, making it an great thing to have for beast masters and non meast masters alike, but it does not directly interact with the beast master subclass
or hell we could even go the route of manuvers and give the ranger an special superiority dice to use with super special ranger-only manuvers that can only target friendly beasts
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
okay i have designed something new here and i want you all to have a look, another ranger only fighting style, the most complicated i have made so far:
beast aura: you have an aura around you that seems to inspire trust and calm in nearby animals. For as long as you are not incapacitated, all friendly beasts within 30 ft who can see or hear you gain an bonus to initiative checks and saving throws equal to your wisdom modifier (minimum of +1). You may also spend an hour bolstering the resolve and ferocity of a number of beasts within 10 feet of you up to an amount equal to your wisdom modifier (this can be done as part of an short or long rest). At the end of the hour the chosen beasts increase their current and maximum hit points by an amount equal to your ranger level, and this effect lasts until the chosen beasts finish their next short or long rest or until you use this feature again. Lastly, you gain proficiency in the animal handling skill, and if you are already proficient in that skill you double your proficiency bonus for any check that uses your proficiency in that skill.
(this is an feature that allows you to have multiple animal companions, and does things in combat without directly giving the ranger or the beasts bigger number. And yet it is the biggest, most complicated fighting style i have written so far. )
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes