▲ 0 r/onednd

My minor improvements for 5.5e Rogue

I intend to increase the power of this class and balance the subclasses through minor changes. New feature/benefit or Revised effects are indicated in bold. Please give me your feedback.

#ROGUE#

[Level 6: Deep Cut]

When you deal Sneak Attack damage, the target takes extra damage of the weapon’s type equal to the number of Sneak Attack damage dice you have.

#ASSASSIN#

[Level 3: Assassinate]

You’re adept at ambushing a target, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. In addition, once per turn when you hit a creature with Sneak Attack and that creature either hasn't taken a turn this combat or can't see you, it takes extra damage of the weapon's type equal to your Rogue level.

#SCION OF THE THREE#

[Level 3: Bloodthirst]

When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, you can regain all expended uses of this feature when you roll Initiative. If you do so, you can’t do it again until you finish a Long Rest.

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u/Dramatic_Respond_664 — 5 days ago
▲ 1 r/onednd

Do you guys like this new feature for Rogue?

Level 6: Grazing Strike

Once per turn, when you miss a creature with an attack that could have dealt Sneak Attack damage, you can deal damage to it equal to the number of your Sneak Attack damage dice. This damage’s type is the same as the weapon’s type.

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u/Dramatic_Respond_664 — 7 days ago
▲ 4 r/onednd

Do you guys like this new feature for Ranger?

Level 9: Focused Hunter

While you are concentrating on Hunter's Mark, you can also concentrate on one other Ranger spell. Whenever you take damage while concentrating on both spells, you make a separate Constitution saving throw to maintain your Concentration on each one.

Idk this would be broken or not.

Edit: If I were to remove Concentration from Hunter's Mark, Relentless Hunter feature would become meaningless, so I don't want to improve the class in that direction.

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u/Dramatic_Respond_664 — 8 days ago
▲ 0 r/onednd

My minor improvements for 5.5e Rogue

I intend to increase the power of this class and balance the subclasses through minor changes. New feature/benefit or Revised effects are indicated in bold. Please give me your feedback.

#ROGUE#

[Level 6: Merciless Strike]

When you hit an attack roll using a weapon to a creature that has one of the following conditions: Blinded, Incapacitated, Poisoned, Prone, or Restrained, you can replace any one of your damage dice from the attack with its maximum value. When you reach Rogue level 11, you can replace two of them.

#ASSASSIN#

[Level 9: Infiltration Expertise]

You are expert at the following techniques that aid your infiltrations.

Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.

Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.

Lethal Dosage. When you use the Poison option of your Cunning Strike, the target has Disadvantage on the initial saving throw against that effect.

#SCION OF THE THREE#

[Level 3: Bloodthirst]

When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. If that attack reduces a creature to 0 Hit Points or causes it to have the Incapacitated condition, you regain one expended use of this feature.

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u/Dramatic_Respond_664 — 10 days ago
▲ 2 r/DnD5CommunityRanger+1 crossposts

My minor improvements for 5.5e Ranger

New feature or revised effect are indicated as Bold. Please give me your feedback.

#RANGER#

[Level 5: Professional Hunter]

When a creature marked with your Hunter’s Mark drops to 0 Hit Points, you can take a Bonus Action or Reaction to move the mark to a new creature you can see within 90 feet. In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#BEAST MASTER#

[Level 3: Beast Master Spells]

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Freedom of Movement

17 / Commune with Nature

#HUNTER#

[Level 3: Hunter Spells]

(Ranger Level / Spell)

3 / Ensnaring Strike

5 / Darkvision

9 / Conjure Barrage

13 / Grasping Vine

17 / Conjure Volley

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. When the extra damage is dealt to creature while it is Bloodied, roll one additional damage die for that extra damage.

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u/Dramatic_Respond_664 — 13 days ago
▲ 8 r/DnD5CommunityRanger+1 crossposts

My minor improvements for 5.5e Ranger

New feature or revised effect are indicated in bold. Please give me your feedback.

#RANGER#

[Level 5: Focused Hunter]

If you are concentrating on Hunter's Mark, you can also concentrate on one Ranger spell of 1st level or lower other than Hunter's Mark and vice versa. When you reach Ranger level 10, the spell can be of 2nd level or lower. While concentrating on two spells in this way, make a Constitution saving throw for each spell as normal whenever you take damage to maintain your concentration. When you do, roll the d20 for each spell’s saving throw in the order in which you cast them.

#BEAST MASTER#

[Level 3: Beast Master Spells]

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Freedom of Movement

17 / Commune with Nature

#HUNTER#

[Level 3: Hunter Spells]

(Ranger Level / Spell)

3 / Ensnaring Strike

5 / Darkvision

9 / Conjure Barrage

13 / Grasping Vine

17 / Conjure Volley

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. The creature taken extra damage in this way has Disadvantage on the next saving throw it makes before the start of your next turn.

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u/Dramatic_Respond_664 — 14 days ago
▲ 16 r/dndnext

5e subclass in 5.5e Play environment?

Are there any not updated subclasses that were underrated in 5e but have become more valuable in 5.5e—or vice versa?

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u/Dramatic_Respond_664 — 19 days ago
▲ 10 r/onednd

5e subclass in 5.5e Play environment?

Are there any not updated subclasses that were underrated in 5e but have become more valuable in 5.5e—or vice versa?

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u/Dramatic_Respond_664 — 19 days ago
▲ 22 r/onednd

Ranger exclusive spells from Northlands

Fenris’s Howl

Level 5 Necromancy (Ranger)

Casting time: Action

Range: 120 feet

Components: V, S

Duration: 1 minute

You channel the piercing, death-dirge howl of the Fenris wolf at a point that you can see within range and gain strength from others’ fear. Creatures that you choose within 60 feet of that point that can hear you must succeed on a Wisdom saving throw or have the Frightened condition (with you as the source) for the duration of the spell. While at least one creature affected by the spell remains Frightened, your Speed is doubled, and you deal an extra 3d6 Necrotic damage to a Frightened enemy with each of your attacks.

Giantbane

Level 2 Transmutation (Ranger)

Casting time: Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

You have Advantage on attack rolls against Large or larger creatures, and your attacks deal an extra 2d6 Force damage against such creatures.

Giantdodge

Level 2 Abjuration (Ranger)

Casting time: Bonus Action

Range: Self

Components: V

Duration: 1 minute

Increase your Speed by 20 feet. You gain a +2 Bonus to your AC against attacks made by Large or larger creatures, and you do not provoke Opportunity attacks from them.

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u/Dramatic_Respond_664 — 21 days ago
▲ 41 r/onednd

New Weapons, Mastery Property, and Fighting Style feats from Northlands

#Weapons#

{Simple Melee Weapons}

(Name / Damage / Properties / Mastery / Weight / Cost)

Seax / 1d4 Piercing / Finesse, Light / Graze / 2 lb. / 1 GP

Snaerispear / 1d6 Piercing / Finesse, Thrown (1d8, range 30/90) / Slow / 2 lb. / 5 GP

{Martial Melee Weapons}

Atgeir / 1d10 Piercing / Heavy, Reach, Two-Handed / Pull / 7 lb. / 25 GP

Bearded Axe / 1d10 Slashing / Heavy, Versatile (1d12) / Cleave / 6 lb. / 30 GP

Breidox / 1d10 Slashing / Heavy, Reach, Two-Handed / Topple / 11 lb. / 45 GP

Bryntroll / 1d10 Slashing / Heavy, Reach, Two-Handed / Slow / 7 lb. / 35 GP

Ulfberht Blade / 1d8 Slashing / Versatile (1d10) / Graze, Sap / 3 lb. / 350 GP

#Mastery Property#

Pull

If you hit a creature with this weapon, you can pull the creature 5 feet toward yourself if it is Large or smaller. When you do so, you can also move back 5 feet without provoking Opportunity Attacks, and this does not use any of your normal movement speed.

#Fighting Style Feat#

Glima - Fighting Style Feat (Prerequisite: Fighting Style Feature)

Glima is the name for a style of unarmed fighting in the North similar to wrestling. When you hit with an unarmed attack against a creature within 5 feet of you, if that creature is one size larger than you or smaller, you can choose to force that creature to make a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength modifier). On a failed save, the target creature has the Prone condition.

Raider’s Rush - Fighting Style Feat (Prerequisite: Fighting Style Feature)

You have Advantage on attack rolls against any creature within 5 feet of one of your allies if you move at least 15 feet and stop within 5 feet of that ally.

Savagery - Fighting Style Feat (Prerequisite: Fighting Style Feature)

When you make your first melee weapon attack roll on your turn, you can decide to attack savagely. Doing so allows you to add your Proficiency Bonus to your melee weapon damage rolls but lowers your AC by 2 until the start of your next turn.

Shield Wall - Fighting Style Feat (Prerequisite: Fighting Style Feature, Shield Proficiency)

You gain the following benefits.

Shield Ally. When a creature you can see hits an ally adjacent to you with an attack, you can take a Reaction to grant your ally your Shield’s Armor Class bonus against the triggering attack.

Shoulder to Shoulder. When you and an ally are both wielding a shield and are adjacent to each other, you both gain a +1 bonus to Armor Class.

Skirmisher - Fighting Style Feat (Prerequisite: Fighting Style Feature)

You gain the following benefits.

Mobility. Your Speed increases by 10 feet.

Strike and Fade. Once on each of your turns, you can deal extra damage equal to your Proficiency Bonus to a creature you hit with an attack that deals Bludgeoning, Piercing, or Slashing damage, as long as you have moved 15 feet prior to making the attack.

Underfoot - Fighting Style Feat (Prerequisite: Fighting Style Feature)

You can end your movement in a space occupied by a creature two sizes larger than you. If you attack that creature while you share its space, you have Advantage on your attack roll. If that creature attacks you while it shares your space, it has Disadvantage on its attack roll.

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u/Dramatic_Respond_664 — 25 days ago
▲ 11 r/onednd

Minor improvements for Origin feats

I want to improve these feats so that they perform well. Revised effects are indicated in bold. Please give me your feedback.

# Crafter

  • Fast Crafting. When you finish a Long Rest, you can craft a number of gear equal to your Proficiency Bonus from the Fast Crafting table, provided you have the Artisan’s Tools associated with that item and have proficiency with those tools. You can take the Utilize action as a Bonus action to use the item crafted in this way. The item lasts until you finish another Long Rest, at which point the item falls apart.

# Emerald Enclave Fledgling

  • Tag Team: When you take the Dodge or Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.

# Harper Agent

  • Distracting Melody: When you take the Help action to assist an ally’s attack roll, the enemy you’re distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you. Also that enemy has Disadvantage on its next attack roll before the start of your next turn.

# Healer

  • Battle Medic: If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. If the creature is Bloodied, you can treat the die as maximum value instead rolling. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
  • Healing Rerolls: Whenever you roll a die to determine the number of Hit Points you restore with a spell, a species trait, a class feature, or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

# Savage Attacker

  • You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target. In addition, when you score a Critical Hit with a weapon, you can roll one additional damage die of the weapon when determining the extra damage the target takes.

# Sharp Eye

  • When you take the Search or Study action, you can give yourself Advantage on any ability check made as part of that action. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If the check fails, the use of this feature isn’t expended. In addition, you can use your Intelligence or Wisdom modifier instead of Dexterity modifier when you roll Initiative.

# Tyro of the Gauntlet

  • Stand as One: When an ally within 5 feet of you is subjected to an effect that would push, pull, or prone it, you can take a Reaction to prevent that ally from being pushed, pulled, or knocked prone. To receive this benefit, the ally can’t have the Incapacitated condition.
  • Vigilant: When you take the Disengage or Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.

# Vampire Hunter

  • Adroit Escape: You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. In addition, when you successfully escape from nonmagical restraint or Grappled condition, you can immediately move up to 10 feet without provoking Opportunity Attacks or make one attack with a weapon or an Unarmed Strike.
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u/Dramatic_Respond_664 — 26 days ago
▲ 70 r/onednd

Which spells are banned in your table?

My DM banned Circle Casting and some spells like these: Invulnerability, Sylune's Viper, Elminster’s Elusion, Dirge, etc.

How about you?

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u/Dramatic_Respond_664 — 26 days ago
▲ 87 r/onednd

Do new origin feats from Ravenloft look good or bad?

Sharp Eye

When you take the Search or Study action, you can give yourself Advantage on any ability check made as part of that action. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If the check fails, the use of this feature isn’t expended.

Survivor

You gain the following benefits.

Hypervigilance. Whenever you roll Initiative, you can reroll the d20 if the number rolled is 9 or lower. You must use the new roll.

Steel Yourself. When you fail a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus is equal to your Proficiency Bonus. Once you take this Reaction, you can’t do so again until you finish a Long Rest.

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u/Dramatic_Respond_664 — 27 days ago
▲ 36 r/onednd

Do you guys like this new feature for Rogue?

Level 6: Merciless Strike

When you hit an attack roll using a weapon to a creature that has one of the following conditions: Blinded, Incapacitated, Poisoned, Prone, or Restrained, you can replace any one of your damage dice from the attack with its maximum value. When you reach Rogue level 11, you can replace two of them.

yeah I stole this homebrew feat, but I like it.

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u/Dramatic_Respond_664 — 1 month ago
▲ 2 r/onednd

OP Ranger spell from Northlands?

[Giantbane] Level 2 Transmutation (Ranger)

Casting time: Bonus Action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

You have Advantage on attack rolls against Large or larger creatures, and your attacks deal an extra 2d6 Force damage against such creatures.

Should this be banned just because it's broken or not?

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u/Dramatic_Respond_664 — 1 month ago

Minor improvements for 5.5e Ranger

My goal is to make this class more interesting by improving its QoL a little through minimal adjustments, rather than simply increasing its power. Revised effects or New features are indicated in bold. Please give me your feedback.

#Ranger#

[Level 9: Professional Hunter]
When a creature marked by your Hunter’s Mark drops to 0 Hit Points, you can move the mark to a new creature you can see within range(no action required). In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#Beast Master#

[Level 3: Beast Master Spells]

When you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

{Beast Master Spells}

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Dominate Beast

17 / Commune with Nature

#Hunter#

[Level 3: Hunter Spells]

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.

{Hunter Spells}

(Ranger Level / Spell)

3 / Faerie Fire

5 / Web

9 / Haste

13 / Locate Creature

17 / Hold Monster

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. You have Advantage on your next attack roll against a creature that has taken damage in this way until the end of your next turn.

reddit.com
u/Dramatic_Respond_664 — 1 month ago

Minor improvements for 5.5e Ranger

My goal is to make this class more interesting by improving its QoL a little through minimal adjustments, rather than simply increasing its power. Revised effects or New features are indicated in bold. Please give me your feedback.

#Ranger#

[Level 9: Professional Hunter]
When a creature marked by your Hunter’s Mark drops to 0 Hit Points, you can move the mark to a new creature you can see within range(no action required). In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#Beast Master#

[Level 3: Beast Master Spells]

When you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

{Beast Master Spells}

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Dominate Beast

17 / Commune with Nature

#Hunter#

[Level 3: Hunter Spells]

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.

{Hunter Spells}

(Ranger Level / Spell)

3 / Faerie Fire

5 / Web

9 / Haste

13 / Locate Creature

17 / Hold Monster

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. You have Advantage on your next attack roll against a creature that has taken damage in this way until the end of your next turn.

reddit.com
u/Dramatic_Respond_664 — 1 month ago

Minor improvements for 5.5e Ranger

My goal is to make this class more interesting by improving its QoL a little through minimal adjustments, rather than simply increasing its power. Revised effects or New features are indicated in bold. Please give me your feedback.

#Ranger#

[Level 9: Professional Hunter]
When a creature marked by your Hunter’s Mark drops to 0 Hit Points, you can move the mark to a new creature you can see within range(no action required). In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#Beast Master#

[Level 3: Beast Master Spells]

When you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

{Beast Master Spells}

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Dominate Beast

17 / Commune with Nature

#Hunter#

[Level 3: Hunter Spells]

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.

{Hunter Spells}

(Ranger Level / Spell)

3 / Faerie Fire

5 / Web

9 / Haste

13 / Locate Creature

17 / Hold Monster

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. You have Advantage on your next attack roll against a creature that has taken damage in this way until the end of your next turn.

reddit.com
u/Dramatic_Respond_664 — 1 month ago
▲ 2 r/onednd

Minor improvements for 5.5e Ranger

My goal is to make this class more interesting by improving its QoL a little through minimal adjustments, rather than simply increasing its power. Revised effects or New features are indicated in bold. Please give me your feedback.

#Ranger#

[Level 9: Professional Hunter]
When a creature marked by your Hunter’s Mark drops to 0 Hit Points, you can move the mark to a new creature you can see within range(no action required). In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#Beast Master#

[Level 3: Beast Master Spells]

When you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

{Beast Master Spells}

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Dominate Beast

17 / Commune with Nature

#Hunter#

[Level 3: Hunter Spells]

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.

{Hunter Spells}

(Ranger Level / Spell)

3 / Faerie Fire

5 / Web

9 / Haste

13 / Locate Creature

17 / Hold Monster

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. You have Advantage on your next attack roll against a creature that has taken damage in this way until the end of your next turn.

reddit.com
u/Dramatic_Respond_664 — 1 month ago