![]() The core of this is that I baked in the combat competence features into the baseline class, then tweaked Favored Enemy to apply HM without expending that bonus action. Non-pure casters are all, in my experience, missing meaty features from 11 to 20. Starting at level 17, the damage dice of your Hunter's Mark increases to 1d12. Starting at level 13, when a creature subject to your Hunter's Mark forces you to make a save, you may roll your Hunter's Mark damage dice to add to your saving throw roll. Whenever a creature under the effects of your Hunter's Mark deals damage to you, you can roll your Hunter's Mark damage dice to reduce the damage you take by that amount. Starting at level 11, the damage dice of your Hunter's Mark spell increases to 1d8. You can go further, giving Rangers "back 10" level support: When you use your Hunted Foe class feature, you can apply it to up to your proficiency bonus targets at once when it passes this limit, choose enough creatures to dismiss Hunter's Mark from to keep you below it. You can have up to your proficiency bonus Hunter's Mark (or Hunted Foe) spells active at any one time, but no more than one on any one target. When you it a favored enemy with a weapon attack, you can apply Hunter's Mark (either casting it with a spell slot, transferring hunter's mark they have active, or via the Hunted Foe class feature) before you deal damage without using a bonus action.Īt level 5, Hunter's Mark no longer requires concentration, but the spell still ends if you are rendered incapacitated. The creature they use this on counts as your Foe. They do not have to see their target, they can even cast it on their tracks or based off of hearing them, and this Hunter's Mark duration is indefinite it lasts until the Ranger's concentration ends, or the creature is reduced to 0 HP. So I'd be careful about baking too much into it.Īt level 1 they can cast Hunter's Mark as a bonus action once per long rest. The ranger class has so many issues that if you had a campaign only against favored enemies a pure class ranger they wouldn't be overpowered, but they'd continue to be relatively incompetent outside of those fights. +1/2 level to every attack's damage goes from ignorable to very strong at higher levels. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures. ![]() ![]() You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all. Note: You must be able to identify a member of a group or lineage in order to gain this bonus. (This bonus does not apply to damage from spells or other abilities, nor is it multiplied for critical hits). When dealing damage to your favored enemy with weapons (including unarmed attacks) you deal an additional +1 equal to half your level rounded down. You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them. Alternatively, you can select two lineages as favored enemies (specific cultural groups, such as people of a specific nation or organization - so you could choose orcs and/or members of Golden Braids Thieves' Guild). Beginning at 1st level, you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.Ĭhoose a type of Favored enemy: Aberration/Monstrosity, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Oozes, Plants, or Undead.
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