# Complete Harmonized Ranger/Monster Hunter Class - FINAL BALANCED VERSION --- ## **CLASS FEATURES BY LEVEL** --- ### **LEVEL 1: SPELLCASTING** You have learned to channel the primal magic of nature through study and practice. #### **Spell Slots** The Ranger Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a long rest. #### **Prepared Spells** You prepare the list of Ranger spells that are available for you to cast. To start, choose two level 1 Ranger spells (*cure wounds* and *entangle* are recommended). The number of spells on your prepared list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Spellcasting table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a 5th-level Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. #### **Changing Your Prepared Spells** Whenever you gain a Ranger level, you can replace one spell on your list with another Ranger spell for which you have spell slots. #### **Spellcasting Ability** Wisdom is your spellcasting ability for your Ranger spells. #### **Spellcasting Focus** You can use a Druidic Focus as a spellcasting focus for your Ranger spells. --- ### **LEVEL 1: MONSTER GRIMOIRE** You maintain a detailed record of the creatures you hunt, studying their weaknesses and behaviors. #### **Creature Groups** Choose one of the following creature groups: 1. **Cosmics:** Celestial, Fiend, Fey 2. **Aberrants:** Aberration, Monstrosity, Ooze 3. **Ancients:** Dragon, Giant, Elemental, Construct 4. **Naturals:** Beast, Plant 5. **Undead** #### **Benefits** For each group in your Monster Grimoire, you gain the following benefits: - You have advantage on Wisdom (Survival) checks to track creatures in that group - You have advantage on Intelligence checks to recall information about creatures in that group - You have advantage on Wisdom (Perception) checks made to notice creatures in that group - You learn one language associated with creatures in that group (if applicable), chosen by your DM #### **Additional Groups** You add a second group to your Monster Grimoire at 6th level and a third group at 14th level. --- ### **LEVEL 1: HUNTER'S QUARRY** You can focus your tracking instincts on a specific target, marking it for destruction. #### **Marking A Creature** You can mark a creature from one of your Monster Grimoire groups as your quarry: - **On your turn:** Use a **bonus action** to mark a creature you can see within 90 feet - **On another creature's turn:** Use your **reaction** to mark a creature you can see within 90 feet The mark lasts for 1 hour and doesn't require concentration. While marked, whenever you hit the creature with a weapon attack or Unarmed Strike, you deal extra damage to it according to the Hunter's Quarry Damage table below. | Ranger Level | Extra Damage | |--------------|--------------| | 1st-4th | +1d6 | | 5th-10th | +1d8 | | 11th-16th | +2d6 | | 17th-20th | +2d8 | #### **Transferring The Mark** If a creature marked by your Hunter's Quarry dies, you can use a **bonus action** to transfer the mark to another creature you can see within 90 feet that belongs to one of your Monster Grimoire groups. This transfer doesn't expend another use of this feature. #### **Swift Quiver Limitation** When you make attacks granted by the *swift quiver* spell or similar effects that grant bonus action ranged attacks, those attacks do **not** deal your Hunter's Quarry damage. Only attacks made as part of your Attack action or through Ranger class features deal Quarry damage. #### **Uses** You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. --- ### **LEVEL 1: HUNTER'S LORE** Your deep study of creatures reveals their hidden strengths and weaknesses. While a creature **from one of your Monster Grimoire groups** is marked by your Hunter's Quarry, you automatically know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. --- ### **LEVEL 2: WEAPON MASTERY** Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Ranger levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Ranger Features table: two more at 7th level and one more at 13th level. --- ### **LEVEL 2: STUDIED RESPONSE** Your experience hunting dangerous creatures has honed your reflexes to intercept attacks before they land. When a creature **from one of your Monster Grimoire groups that is marked by your Hunter's Quarry** that you can see within 60 feet of you makes an attack, you can use your **reaction** to do one of the following: - **If it targets you:** Make one weapon attack or Unarmed Strike against that creature. You make this attack before the triggering attack is resolved. - **If it targets another creature:** Impose a -2 penalty on the creature's attack roll. #### **Regaining Your Reaction** - If you chose to make an attack and **you miss**, you regain the use of your reaction. - If you imposed a penalty and **the attack still hits** your ally, you regain the use of your reaction. You can use this feature **once per round** (even if you have multiple reactions available). --- ### **LEVEL 3: RANGER SUBCLASS** You choose a subclass that reflects your specialized techniques. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. **Available Subclasses:** - Fey Wanderer - Gloom Stalker - Horizon Walker - Swarmkeeper - *(Other official Ranger subclasses as approved by DM, except Hunter and Beast Master)* --- ### **LEVEL 5: EXTRA ATTACK** You can attack twice instead of once whenever you take the Attack action on your turn. --- ### **LEVEL 6: ROVING** Your walking speed increases by 5 feet. If you aren't wearing Heavy Armor, your walking speed instead increases by 10 feet. You also gain a Climbing Speed and a Swimming Speed equal to your walking speed. --- ### **LEVEL 6: IMPROVED GRIMOIRE** Choose a second creature group to add to your Monster Grimoire (see Level 1 feature for group options and benefits). --- ### **LEVEL 8: LAND'S STRIDE** Moving through Difficult Terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have Advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell. --- ### **LEVEL 9: ESCAPE THE HORDE** Opportunity attacks against you have Disadvantage. This represents your ability to dance through the battlefield, weaving between enemies with the grace of a predator evading its prey's desperate strikes. --- ### **LEVEL 10: TIRELESS** Primal forces now help fuel you on your journeys, granting you the following benefits: #### **Temporary Hit Points** As a Bonus Action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this Bonus Action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest. #### **Decrease Exhaustion** Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1. --- ### **LEVEL 11: IMPROVED QUARRY** The extra damage from your Hunter's Quarry feature increases to 2d6. At 17th level, it increases again to 2d8 (see Hunter's Quarry Damage table at Level 1). --- ### **LEVEL 11: IMPROVED GRIMOIRE (ENHANCED)** Your weapon attacks and Unarmed Strikes against creatures in your Monster Grimoire score a critical hit on a **natural roll** of 19 or 20 on the d20. **Clarification:** This applies only to the number shown on the d20 itself, not the total after adding modifiers. A natural 19 or 20 is required. --- ### **LEVEL 11: EXTRA REACTION** You can take two reactions per round instead of one, but you can take only one reaction per turn. These additional reactions can **only be used for Ranger class features or subclass features** (such as Studied Response, defensive reactions granted by your subclass, or opportunity attacks if a Ranger feature specifically grants them). They cannot be used for non-Ranger features like spells, feats, or multiclass abilities. --- ### **LEVEL 13: NATURE'S VEIL** You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Additionally, you cannot be tracked by nonmagical means unless you choose to leave a trail. Magical attempts to track you (such as through the *scrying* or *locate creature* spells) have Disadvantage on any check or save required. #### **Hunter's Dash** While you have a creature from one of your Monster Grimoire groups marked by your Hunter's Quarry, you can take the Dash action as a bonus action on each of your turns. This represents your singular focus and relentless pursuit of your marked prey. --- ### **LEVEL 14: FINAL GRIMOIRE** Choose a third and final creature group to add to your Monster Grimoire (see Level 1 feature for group options and benefits). You now have specialization against three of the five creature groups, representing your career-long study of the most dangerous monsters in the world. --- ### **LEVEL 14: LAIR SENSE** Your deep knowledge of monstrous behavior allows you to detect and resist the supernatural influence of powerful creatures. #### **Detect Lairs** You can spend 1 minute concentrating (as if concentrating on a spell) to detect the direction to any creatures from your Monster Grimoire groups within 5 miles. You learn the approximate number of such creatures and the highest Challenge Rating among them. Once you use this ability, you can't use it again until you finish a Long Rest. #### **Lair Resistance** You have Advantage on saving throws against lair actions and regional effects caused by any creature. Additionally, you have Advantage on saving throws against Legendary Actions of creatures in your Monster Grimoire. #### **Legendary Defense** When a creature uses a Legendary Action to make an attack against you, you can use your **reaction** to add your Wisdom modifier to your AC against that attack. You make this choice after seeing the attack roll but before knowing whether it hits. --- ### **LEVEL 15: EVASION** Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. --- ### **LEVEL 17: PRECISE HUNTER** Your attacks against marked prey become devastatingly accurate. You can add your **Wisdom modifier** to attack rolls against any creature marked by your Hunter's Quarry. This stacks with your 19-20 critical hit range from Improved Grimoire, making you extremely likely to land critical hits against your chosen prey. Remember that critical hits occur only on **natural rolls** of 19 or 20 on the d20. --- ### **LEVEL 18: FERAL SENSES** Your connection to nature and mastery of the hunt grant you preternatural awareness. You gain Blindsight with a range of 30 feet. If you can see or hear a creature, you don't have Disadvantage on attack rolls against it due to being unable to see it. --- ### **LEVEL 20: APEX PREDATOR** You have become the ultimate hunter, capable of tracking and eliminating even the mightiest creatures. When you reach this level, choose **one** of the following capstone options: #### **Option 1: Relentless Hunter** Your Hunter's Quarry feature no longer has a use limit. You can mark creatures at will. Additionally, creatures marked by your Hunter's Quarry are now critically hit on a **natural roll** of 18, 19, or 20 on the d20. **Explosive Precision:** When you score a critical hit against a creature marked by your Hunter's Quarry and roll your Hunter's Quarry damage dice, if you roll the maximum number on any damage die, you can roll that die again and add it to the total. You can do this up to **3 times per die** (so a d8 could potentially roll 8+8+8 = 24). **Execution:** When you score a critical hit with exploding Quarry dice against a creature **that is below half its hit point maximum**, and you roll maximum damage on your **third (final) exploding die roll**, that creature must make a Constitution saving throw (DC = 10 + your Wisdom modifier). On a failed save, the creature takes additional damage equal to **the lower of the following:** - Half its current hit points - 100 damage If this damage reduces the creature to 0 hit points, it dies instantly (death saves and features like Relentless Endurance don't prevent this death). --- #### **Option 2: Dual Predator** You can maintain Hunter's Quarry on **two creatures simultaneously** instead of one. Both creatures must be from **different** Monster Grimoire groups (you cannot mark two creatures from the same group). You can use your bonus action or reaction to mark a second creature, and you can transfer either mark when a marked creature dies. Both creatures are critically hit on **natural rolls** of 18, 19, or 20 on the d20. You gain the bonus to attack rolls from Precise Hunter (your Wisdom modifier) against both marked creatures. **Explosive Precision:** When you score a critical hit against a creature marked by your Hunter's Quarry and roll your Hunter's Quarry damage dice, if you roll the maximum number on any damage die, you can roll that die again and add it to the total. You can do this up to **3 times per die**. **Shared Fate:** When you deal damage to one of your marked creatures, that damage is **split equally** between both marked creatures, regardless of which one you actually hit. For example, if you deal 50 damage (including Quarry damage) to Creature A, Creature A takes 25 damage and Creature B also takes 25 damage. The creature that was **not** directly attacked (Creature B in the example above) can make a **Wisdom saving throw** (DC = 10 + your Wisdom modifier) to halve the damage it takes from Shared Fate. On a success, it takes only half of its share (12 damage in the example above, instead of 25). **Execution:** When you score a critical hit with exploding Quarry dice against a creature **that is below half its hit point maximum**, and you roll maximum damage on your **third (final) exploding die roll**, that creature must make a Constitution saving throw (DC = 10 + your Wisdom modifier). On a failed save, the creature takes additional damage equal to **the lower of the following:** - Half its current hit points - 100 damage If this damage reduces the creature to 0 hit points, it dies instantly. **If Shared Fate splits this Execution damage to the other marked creature, it can also make the Constitution save separately.** --- ## **RANGER SPELLCASTING TABLE** | Level | Proficiency Bonus | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | |-------|-------------------|-----------------|-----|-----|-----|-----|-----| | 1st | +2 | 2 | 2 | — | — | — | — | | 2nd | +2 | 3 | 2 | — | — | — | — | | 3rd | +2 | 4 | 3 | — | — | — | — | | 4th | +2 | 4 | 3 | — | — | — | — | | 5th | +3 | 6 | 4 | 2 | — | — | — | | 6th | +3 | 6 | 4 | 2 | — | — | — | | 7th | +3 | 7 | 4 | 3 | — | — | — | | 8th | +3 | 7 | 4 | 3 | — | — | — | | 9th | +4 | 9 | 4 | 3 | 2 | — | — | | 10th | +4 | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | 10 | 4 | 3 | 3 | — | — | | 12th | +4 | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | 11 | 4 | 3 | 3 | 1 | — | | 15th | +5 | 12 | 4 | 3 | 3 | 2 | — | | 16th | +5 | 12 | 4 | 3 | 3 | 2 | — | | 17th | +6 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | 14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | 15 | 4 | 3 | 3 | 3 | 2 | --- ## **REVISED BALANCE ASSESSMENT WITH ALL CHANGES** ### **KEY CHANGES & IMPACT** --- #### **1. Studied Response - Now Requires Quarry Mark** **Change:** Studied Response now only works against creatures **marked by your Hunter's Quarry** (not just any creature in your Grimoire). **Impact on Balance:** **Before:** You could use Studied Response against any creature in your Grimoire groups (60% of all monsters by endgame). **After:** You can only use it against the **1-2 creatures** you've marked with Quarry (limited by proficiency bonus uses). **Math Example (Level 5):** - Proficiency bonus: +3 (can mark 3 creatures per long rest) - Average encounters per long rest: 6-8 - Studied Response is useful in: ~40% of encounters (only when fighting marked creatures) **DPR Impact:** - **Before:** Studied Response added ~3-4 DPR in most fights - **After:** Studied Response adds ~3-4 DPR in **40% of fights**, ~1.5 DPR average across all fights **Verdict:** ✅ **Significant nerf. ** This brings Tier 2 power from +40% down to approximately **+25-30%** (within target range). --- #### **2. 19-20 Crit Range Delayed to 11th Level** **Change:** Improved Grimoire now grants 19-20 crit range at **11th level** (instead of 6th level). **Impact on Balance:** **Tier 2 (Levels 5-10):** - Normal 5% crit chance - **Removes** ~2-3 DPR from expected crits **Tier 3+ (Levels 11-20):** - 10% crit chance (19-20) - Same as before **Verdict:** ✅ **Good change.** Flattens Tier 2 power spike and consolidates it into Tier 3 where other classes also get major power boosts. --- #### **3. Swift Quiver Doesn't Proc Quarry Damage** **Change:** Attacks from *swift quiver* don't deal Hunter's Quarry damage. **Impact on Balance:** **Level 17+ DPR Comparison:** **Before (Swift Quiver proccing Quarry):** - 4 attacks per round (2 Attack action + 2 Swift Quiver) - All 4 attacks dealt +2d8 Quarry damage - **DPR: ~56** **After (Swift Quiver NOT proccing Quarry):** - 2 Attack action attacks deal +2d8 Quarry damage - 2 Swift Quiver attacks deal normal damage only - **DPR: ~38** **2024 Ranger (Swift Quiver):** - 4 attacks with +1d10 Hunter's Mark on all attacks - **DPR: ~29** **New power difference: +31%** (down from +95%) **Verdict:** ✅✅ **HUGE nerf, brings Tier 4 into acceptable range.** --- #### **4. Deft Explorer Replaced with Escape the Horde** **Change:** Level 9 feature is now "Escape the Horde" (opportunity attacks have disadvantage) instead of "Deft Explorer" (bonus action Dash/Disengage/Hide). **Impact on Power:** **Before (Deft Explorer):** - Unlimited bonus action mobility (Rogue's Cunning Action) - Very strong action economy benefit **After (Escape the Horde):** - Passive defensive benefit - Doesn't improve action economy **Impact on Rogue Comparison:** - **Before:** You had Rogue's mobility + Ranger's spellcasting + Hunter features = stepping on Rogue's toes - **After:** You have passive evasion, Rogue has active mobility = better class identity separation **Verdict:** ✅ **Good change for class identity.** Doesn't reduce DPR, but reduces utility/overlap with Rogue. --- #### **5. Nature's Veil Adds Hunter's Dash** **Change:** When you have a Grimoire creature marked by Quarry, you can Dash as a bonus action. **Impact on Balance:** **Comparison:** - **Rogue Cunning Action:** Dash/Disengage/Hide as bonus action (always) - **Your Hunter's Dash:** Dash as bonus action (only when Quarry is active) **Situational vs. Always-On:** - You have ~40% uptime (when Quarry is marked and hasn't been used up) - Rogue has 100% uptime **Verdict:** ✅ **Balanced. ** Conditional Dash is much weaker than Rogue's unrestricted Cunning Action, but fits the "relentless pursuit" theme. --- #### **6. Lair Sense Adds Legendary Defense** **Change:** You can use a reaction to add Wisdom modifier to AC when hit by a Legendary Action. **Impact on Balance:** **How often does this matter?** - Only against creatures with Legendary Actions (~5% of monsters) - Only if they use a Legendary Action to attack you specifically - Only if you have a reaction available **Expected benefit:** - +4-5 AC (with 18-20 Wisdom) might turn 1 hit into a miss per combat - **~5-10 damage prevented** per boss fight **Verdict:** ✅ **Weak enough to be fine.** This is a niche defensive tool that rarely matters, but feels good when it does. --- #### **7. Precise Hunter Changed to +Wisdom Modifier** **Change:** +Wis mod to attack rolls (instead of flat +2) against Quarry. **Impact on Balance:** **At 17th level:** - Expected Wisdom: 18-20 (+4 to +5 bonus) - **Before:** +2 to hit - **After:** +4 to +5 to hit **DPR Impact:** - +2 to hit increases hit chance by ~10% → ~+10% DPR - +5 to hit increases hit chance by ~25% → **~+25% DPR** **Is this too strong?** Let's compare to other 17th-level features: - **Paladin (Aura of Protection):** +5 to ALL saves for party within 10 feet - **Fighter (Action Surge 2/rest):** Can attack **8 times** in one turn twice per rest - **Rogue (none):** No new feature at 17th **Verdict:** ⚠️ **STRONG, but acceptable for 17th level.** This is your "nova" tier power spike, comparable to Paladin's expanded aura range. **HOWEVER:** This might push you over the target power level in Tier 4. Let's check final DPR below. --- #### **8. Apex Predator Exploding Dice Only on Crits** **Change:** Quarry damage dice only explode when you score a **critical hit**, not on normal hits. **Impact on Balance:** **Before (exploding on all hits):** - ~10% damage increase on average (from occasional max rolls) - Applied to every hit **After (exploding only on crits):** - **Level 11-17:** 10% crit chance × exploding bonus = ~2% DPR increase overall - **Level 20 (Relentless Hunter):** 15% crit chance (18-20) × exploding bonus = ~3% DPR increase **Verdict:** ✅✅ **Major nerf, brings explosive damage under control.** --- #### **9. Dual Predator - Shared Fate Mechanic** **Change:** Damage is split between both marked creatures. The creature not directly attacked can make a Wisdom save to halve its share. **Impact on Balance:** **Example Combat:** - You attack Dragon A for 50 damage (30 weapon + 20 Quarry) - Dragon B (different Grimoire group) takes 25 damage automatically - Dragon B makes Wis save (DC 15): - **Fail:** Takes 25 damage - **Success:** Takes 12 damage **Total damage per attack:** - Against Dragon A: 50 - Against Dragon B (if save fails): 25 - **Total: 75 damage** split between 2 targets **Is this overpowered?** **Comparison to area damage:** - *Fireball* (3rd-level spell): 28 damage to multiple targets (Dex save for half) - Your Dual Predator: 75 damage to 2 targets (Wis save for half on secondary target) **But:** - You can only do this **2 attacks per round** (Extra Attack) - Requires both creatures to be from different Grimoire groups (~40% of encounters) - Requires you to have marked both creatures (uses 2 Quarry charges) **Math on Expected Damage:** - Creature A: 50 damage (no save) - Creature B: 25 × 60% (assuming 40% save success rate) = 15 average damage - **Total: 65 damage** split between 2 targets **Per-round DPR:** - 2 attacks × 65 damage = **130 total damage/round** - **65 DPR to Creature A**, **65 DPR to Creature B** (over 2 rounds of alternating) **Is this balanced?** **Comparison:** - **Level 20 Fighter:** 4 attacks × 15 damage = 60 DPR to 1 target - **Your Dual Predator:** 130 total DPR to 2 targets (65 each) **Against 2 targets:** You're effectively **doubling your DPR** by spreading it across 2 enemies. **Verdict:** ⚠️ **POTENTIALLY OVERPOWERED** if both enemies fail saves consistently. **Suggested nerf (if playtesting confirms it's too strong):** - Change Shared Fate to: "The creature not attacked takes **half** the damage you dealt (after reductions), and can make a Wisdom save to reduce it to one-quarter." - Example: 50 damage to Dragon A → Dragon B takes 25, or 12 on successful save - Expected damage to Dragon B: 25 × 60% = **15**, or 12 × 60% = **7 on save** - **Total DPR: 50 + 7 = 57** (much more reasonable) --- ### **FINAL DPR CALCULATIONS (WITH ALL CHANGES)** --- #### **TIER 1 (LEVEL 3)** **Your Ranger:** - 1 attack (1d8+3) = 7. 5 - +1d6 Quarry = 11 - Studied Response (40% of fights, ~50% proc rate): +1. 5 average - **Total: ~12.5 DPR** **2024 Ranger:** - 1 attack (1d8+3) + 1d6 Hunter's Mark = 11 - **Total: ~11 DPR** **Difference: +14%** ✅ (within acceptable range) --- #### **TIER 2 (LEVEL 9)** **Your Ranger:** - 2 attacks (1d8+4) × 65% hit = 10.5 - +1d8 Quarry × 65% hit = 6 - 5% crit chance (normal) = +1 - Studied Response (40% of fights): +1.2 average - **Total: ~18.7 DPR** **2024 Ranger:** - 2 attacks (1d8+4) × 65% hit = 10.5 - +1d6 Hunter's Mark × 65% hit = 4.5 - **Total: ~15 DPR** **Difference: +25%** ✅✅ (PERFECT, within target range) --- #### **TIER 3 (LEVEL 13, With Guardian of Nature)** **Your Ranger:** - 2 attacks (1d8+5) with advantage × 84% hit = 16 - +2d6 Quarry × 84% hit = 12 - 19% crit chance (advantage + 19-20) = +4 - Studied Response (40% of fights): +1.5 average - **Total: ~33.5 DPR** **2024 Ranger:** - 2 attacks (1d8+5) with advantage × 84% hit = 16 - +1d6 Hunter's Mark × 84% hit = 6 - 9. 75% crit chance (advantage only) = +2 - **Total: ~24 DPR** **Difference: +40%** ⚠️ (slightly above target, but acceptable for Tier 3) --- #### **TIER 4 (LEVEL 20 - RELENTLESS HUNTER, NO SWIFT QUIVER)** **Your Ranger (base attacks only):** - 2 attacks (1d8+5) with +5 to hit (Precise Hunter) × 90% hit chance = 18 - +2d8 Quarry × 90% hit = 16 - 27% crit chance (advantage + 18-20) = +6 - Exploding dice on crits (~3% total DPR increase) = +1.5 - Studied Response (unlimited Quarry, so 100% uptime): +5 - **Total: ~46. 5 DPR sustained** **2024 Ranger (base attacks only):** - 2 attacks (1d8+5) × 65% hit = 13 - +1d10 Hunter's Mark × 65% hit = 7 - 5% crit chance = +1.5 - **Total: ~21. 5 DPR** **Difference: +116%** ❌ (way too high) **BUT:** This is without *swift quiver*. Let's add it: --- #### **TIER 4 (LEVEL 20 - RELENTLESS HUNTER, WITH SWIFT QUIVER)** **Your Ranger:** - 2 Attack action attacks: deal Quarry damage - (1d8+5) × 90% hit = 18 - +2d8 Quarry × 90% hit = 16 - Subtotal: 34 DPR - 2 Swift Quiver attacks: NO Quarry damage - (1d8+5) × 90% hit = 18 - Subtotal: 18 DPR - Crits (27% chance, exploding dice): +8 DPR - **Total: ~60 DPR sustained** **2024 Ranger (with Swift Quiver):** - 4 attacks (1d8+5) × 65% hit = 26 - +1d10 Hunter's Mark on all 4 × 65% hit = 14 - 5% crit chance = +2.5 - **Total: ~42. 5 DPR** **Difference: +41%** ✅ (within acceptable range for capstone) **Execution burst potential:** - Proc chance: ~1% per combat (extremely rare) - When it procs: +50-100 damage - **Does not significantly impact average DPR** **Verdict:** ✅ **Balanced at 20th level with Swift Quiver nerf applied.** --- #### **TIER 4 (LEVEL 20 - DUAL PREDATOR, WITH SWIFT QUIVER)** **Your Ranger (current version with full Shared Fate):** - 2 Attack action attacks: 34 DPR to Creature A (as above) - Shared Fate: 34 × 0.6 (accounting for saves) = 20.4 DPR to Creature B - 2 Swift Quiver attacks: 18 DPR to Creature A - **Total to Creature A: 52 DPR** - **Total to Creature B: 20.4 DPR** - **Combined: 72.4 DPR** **Verdict:** ❌ **TOO HIGH. Dual Predator is stronger than Relentless Hunter, which breaks the intended choice.** **RECOMMENDED NERF:** Implement the suggested "half damage Shared Fate" modification: - Shared Fate: Creature B takes **half** the damage you dealt to Creature A (after resistances/vulnerabilities) - Creature B can make Wisdom save to reduce to **one-quarter** **With nerf:** - Creature A: 52 DPR - Creature B: 34 × 0.5 × 0.6 (accounting for saves) = 10.2 DPR - **Total: 62.2 DPR** **Difference from 2024 Ranger: +46%** ✅ (acceptable, and situational since it requires 2 different Grimoire groups) --- ## **FINAL POWER COMPARISON TABLE** | Tier | Your Ranger DPR | 2024 Ranger DPR | % Stronger | Goal (20-30%) | Verdict | |------|-----------------|-----------------|------------|---------------|---------| | **Tier 1 (3rd)** | 12.5 | 11 | **+14%** | 20-30% | ✅ Slightly below, acceptable | | **Tier 2 (9th)** | 18.7 | 15 | **+25%** | 20-30% | ✅✅ PERFECT | | **Tier 3 (13th)** | 33.5 | 24 | **+40%** | 20-30% | ⚠️ Above target, but acceptable for Tier 3 | | **Tier 4 (20th Relentless)** | 60 | 42.5 | **+41%** | 20-30% | ✅ Acceptable for capstone | | **Tier 4 (20th Dual, nerfed)** | 62.2 | 42.5 | **+46%** | 20-30% | ✅ Acceptable for capstone, situational | --- ## **COMPARISON TO HIGH-POWERED 2024 CLASSES** ### **vs. Twilight Cleric (Power Ceiling Benchmark)** | Feature | Your Ranger (20) | Twilight Cleric (17) | Winner | |---------|------------------|----------------------|--------| | **Party Support** | None | 300+ temp HP per combat to party, flight, 300ft darkvision for party | **Twilight by far** | | **Personal DPR** | 60-62 | ~20 | **Ranger** | | **Utility** | Tracking, stealth, anti-tracking, 5th-level spells | 9th-level spells, flight, channel divinity | **Twilight** | | **Survivability** | Evasion, Escape the Horde, Legendary Defense, medium armor | Heavy armor, Shield spell, high HP | **Tie** | **Overall:** Twilight Cleric is **significantly more powerful** due to party-wide buffs. Your Ranger is a strong solo damage dealer but doesn't break the game. --- ### **vs. Gloom Stalker Ranger (Strong Ranger Subclass)** **Level 20 Gloom Stalker (2024) DPR:** - 2 attacks + 1 Dread Ambusher attack (first round): 3 attacks - Advantage in darkness (common via *pass without trace* + dim light) - +1d8 extra damage on first hit - With Swift Quiver: 5 attacks on round 1, 4 attacks thereafter - Hunter's Mark on all attacks - **Round 1 DPR: ~55** - **Sustained DPR: ~45** **Your Ranger (base class, no subclass) DPR:** - **Round 1: ~60** - **Sustained: ~60** **Comparison:** - You're ~15% stronger than Gloom Stalker (the strongest 2024 Ranger subclass) - Your Ranger is a **strong baseline** that subclasses will build on top of **Verdict:** ✅ **Well-balanced. ** You're stronger than the best 2024 Ranger subclass, but not by a game-breaking amount. --- ### **vs. Echo Knight Fighter (Strong Martial)** **Level 20 Echo Knight DPR:** - 4 attacks per round (Extra Attack ×2) - Can attack from echo's position (effective 60ft range) - Unlimited opportunity attacks via echo - Action Surge for 8 attacks twice per rest - **Sustained DPR: ~52** - **Burst DPR: ~104** (Action Surge rounds) **Your Ranger:** - **Sustained DPR: ~60** - **Burst DPR: ~150-200** (if Execution procs, which is extremely rare) **Comparison:** - Higher sustained DPR than Echo Knight - Lower reliable burst (Echo Knight can Action Surge predictably, your Execution is RNG) - Echo Knight has better battlefield control (echo positioning) - You have better tracking/utility **Verdict:** ✅ **Roughly equal power.** Different strengths (you: sustained damage, them: burst and control). --- ### **vs. Vengeance Paladin (High DPR Half-Caster)** **Level 20 Vengeance Paladin DPR:** - 2 attacks per round - Vow of Enmity for advantage (1/rest) - Smites on crits: 6d8 radiant damage per crit - Improved Divine Smite: +1d8 radiant on all hits - With Haste: 3 attacks per round - **Sustained DPR: ~40** - **Burst DPR (with smites): ~80-100** **Your Ranger:** - **Sustained DPR: ~60** - **Burst DPR: ~150** (if Execution procs) **Comparison:** - Higher sustained DPR than Paladin - Similar burst potential, but yours is unreliable - Paladin has better defenses (heavy armor, Lay on Hands, Aura of Protection) - You have better mobility and stealth **Verdict:** ✅ **Slightly stronger than Paladin in damage, weaker in defense/support. ** Fair trade-off. --- ## **SUBCLASS SYNERGY ANALYSIS** ### **REMOVED SUBCLASSES:** - ~~Hunter~~ (features integrated into base class) - ~~Beast Master~~ (would trivialize encounters with companion + Dual Predator) ### **ALLOWED SUBCLASSES & SYNERGY CONCERNS:** --- #### **1. Gloom Stalker** ⚠️ **POTENTIALLY VERY STRONG** **Key Features:** - **Dread Ambusher (3rd):** Extra attack on first turn + extra damage - **Umbral Sight (3rd):** Invisible in darkness to darkvision - **Iron Mind (7th):** Wisdom save proficiency - **Stalker's Flurry (11th):** Extra attack when you miss - **Shadowy Dodge (15th):** Reaction to impose disadvantage on attacks **Synergy with your base class:** - **Dread Ambusher + Studied Response:** Round 1 could be 4+ attacks (3 from Dread Ambusher + 1 from Studied Response if triggered) - **Stalker's Flurry + Extra Attack + Studied Response:** Potentially 5 attacks in a round if you miss twice and Studied Response procs - **Shadowy Dodge + Extra Reaction:** Two defensive reactions per round in darkness **Expected DPR at 20th:** - Base: 60 DPR - +Dread Ambusher round 1: +10 DPR - +Stalker's Flurry average: +5 DPR (when you miss) - **Total: ~70-75 DPR** **Is this broken?** - **Compared to Twilight Cleric:** No (Twilight still better overall) - **Compared to Echo Knight:** Slightly stronger (~15% more DPR) - **Compared to Hexadin:** About equal **Verdict:** ✅ **Strong but not broken.** Gloom Stalker is already the strongest Ranger subclass, and your base class makes it stronger, but it's still within acceptable bounds. **Recommendation:** Allow, but watch carefully in playtesting. If it becomes oppressive, consider limiting Studied Response to "once per round" even with Extra Reaction (already done). --- #### **2. Fey Wanderer** ✅ **WELL-BALANCED** **Key Features:** - **Dreadful Strikes (3rd):** +1d4 psychic damage once per turn - **Otherworldly Glamour (3rd):** Add Wisdom to Charisma checks - **Beguiling Twist (7th):** Redirect charm/fear and charm another creature - **Fey Reinforcements (11th):** Summon fey spirit - **Misty Wanderer (15th):** Cast *misty step* for free **Synergy with your base class:** - **Dreadful Strikes + Quarry:** +1d4 + 2d8 damage per hit - **Misty Wanderer + Hunter's Dash:** Extreme mobility (teleport + Dash) **Expected DPR at 20th:** - Base: 60 DPR - +Dreadful Strikes: +2. 5 DPR - **Total: ~62. 5 DPR** **Verdict:** ✅ **Perfectly balanced.** Adds utility and a bit of damage, but doesn't break the game. --- #### **3. Horizon Walker** ✅ **WELL-BALANCED** **Key Features:** - **Planar Warrior (3rd):** Convert damage to force, +1d8 damage once per turn - **Ethereal Step (7th):** Bonus action to become ethereal - **Distant Strike (11th):** Teleport between attacks, extra attack if you hit 3 creatures - **Spectral Defense (15th):** Reaction to gain resistance to one attack **Synergy with your base class:** - **Planar Warrior + Quarry:** +1d8 + 2d8 damage per hit - **Distant Strike + Extra Attack:** Potentially 3 attacks per turn (if you hit 3 different creatures) - **Spectral Defense + Extra Reaction:** Two defensive reactions per round **Expected DPR at 20th:** - Base: 60 DPR - +Planar Warrior: +4. 5 DPR - +Distant Strike (situational): +10 DPR (when you can hit 3+ creatures) - **Total: ~64. 5 DPR (69 in multi-target)** **Verdict:** ✅ **Balanced. ** Adds damage and mobility, strong in multi-target fights, but not broken. --- #### **4. Swarmkeeper** ✅ **WELL-BALANCED** **Key Features:** - **Gathered Swarm (3rd):** +1d6 piercing damage OR move target 15ft OR move yourself 5ft (once per turn) - **Writhing Tide (7th):** Fly speed equal to walking speed for 1 minute - **Mighty Swarm (11th):** Swarm damage increases to 1d8, swarm movement increases - **Swarming Dispersal (15th):** Reaction to teleport when taking damage **Synergy with your base class:** - **Gathered Swarm + Quarry:** +1d8 + 2d8 damage per hit - **Writhing Tide + Hunter's Dash:** Fly + Dash = 80ft flying speed per turn - **Swarming Dispersal + Extra Reaction:** Two defensive reactions per round **Expected DPR at 20th:** - Base: 60 DPR - +Gathered Swarm: +4.5 DPR - **Total: ~64.5 DPR** **Verdict:** ✅ **Balanced. ** Adds damage, mobility, and battlefield control without breaking the game. --- #### **5. Monster Slayer (Xanathar's Guide)** ⚠️ **POTENTIAL OVERLAP** **Key Features:** - **Hunter's Sense (3rd):** Learn immunities/resistances/vulnerabilities (bonus action) - **Slayer's Prey (3rd):** +1d6 damage against one creature (bonus action) - **Supernatural Defense (7th):** Add 1d6 to saves against target's spells/abilities - **Magic-User's Nemesis (11th):** Reaction to impose disadvantage on spell attack or make target fail a Concentration check - **Slayer's Counter (15th):** Reaction to attack when target forces you to make a save **Synergy with your base class:** **PROBLEM:** Monster Slayer's features **massively overlap** with your base class: - **Hunter's Sense vs. Hunter's Lore:** Both reveal resistances/immunities - **Slayer's Prey vs. Hunter's Quarry:** Both add bonus damage to one creature - **Supernatural Defense vs. Lair Sense:** Both help against powerful creatures - **Slayer's Counter + Studied Response + Extra Reaction:** Potentially 3+ reactions per round **Expected DPR at 20th:** - Base: 60 DPR - +Slayer's Prey: +3.5 DPR - +Slayer's Counter (triggers ~40% of rounds): +5 DPR - **Total: ~68. 5 DPR** **Is this broken?** - DPR is fine (comparable to Gloom Stalker) - **BUT:** Feature overlap makes the subclass feel redundant **Verdict:** ❌ **RECOMMEND BANNING** not because it's overpowered, but because it's **thematically redundant.** Your base class already does everything Monster Slayer does. --- #### **6. Drakewarden (Fizban's Treasury)** ⚠️ **POTENTIALLY PROBLEMATIC** **Key Features:** - **Draconic Gift (3rd):** Learn Draconic, ritual *thaumaturgy* - **Drake Companion (3rd):** Medium dragon companion that acts on your turn - **Bond of Fang and Scale (7th):** Resistance to damage type, drake can fly - **Drake's Breath (11th):** Drake exhales 30ft cone for 8d6 damage - **Perfected Bond (15th):** Drake becomes Large, can ride it, reflects damage back to attackers **Synergy with your base class:** **PROBLEM:** Drake companion adds significant DPR on top of your already-high DPR: - **Drake attacks:** 1d6 + proficiency bonus damage per turn (bonus action to command) - **At 20th level:** 1d6 + 6 = ~9. 5 DPR from drake - **Drake's Breath (11th):** 8d6 damage in cone (28 average) to multiple targets - **Your base DPR: 60** - **Total with drake: ~70 sustained, 90+ with Drake's Breath** **Is this broken?** - **Single-target DPR:** Not broken (comparable to Gloom Stalker) - **Multi-target DPR:** Very strong (Drake's Breath + Dual Predator Shared Fate could affect 10+ creatures) **Additional concern:** - Drake can benefit from your Hunter's Dash (if you're riding it at 15th level) - 80ft fly speed + Dual Predator = extreme mobility and damage spread **Verdict:** ⚠️ **ALLOW WITH CAUTION.** Not game-breaking, but watch for Dual Predator + Drake's Breath combinations. Consider ruling that Shared Fate damage doesn't apply to area damage (only to your weapon attacks). --- ### **THIRD-PARTY SUBCLASSES:** --- #### **KibblesTasty's Warlord (if Reflavored as Ranger subclass)** ❌ **DO NOT ALLOW** **Why:** Warlord grants party-wide attack bonuses and extra attacks for allies. Combined with your Dual Predator Shared Fate, this could create a feedback loop where allies trigger extra damage to both your marked targets. --- #### **LaserLlama's Alternate Ranger Subclasses** ✅ **MOSTLY FINE** **LaserLlama's subclasses are balanced around a buffed Ranger baseline,** which is similar to your design philosophy. Most should work fine: - **Bounty Hunter:** ✅ Balanced (extra damage to marked targets, synergizes but doesn't break) - **Nomad:** ✅ Balanced (mobility and utility, doesn't affect DPR much) - **Witch Hunter:** ⚠️ Similar issue to Monster Slayer (overlap with Hunter's Lore), recommend banning for thematic reasons --- #### **Mage Hand Press Subclasses** ✅ **GENERALLY FINE** Mage Hand Press Rangers tend to be on the stronger side, but most are balanced around standard Ranger power level. Your base class is stronger, so: - **Spellbreaker:** ✅ Balanced (anti-magic focus, doesn't spike DPR too much) - **Trapper:** ✅ Balanced (battlefield control, doesn't stack with your damage) --- ## **FINAL SUBCLASS RECOMMENDATIONS** ### ✅ **ALLOW (Well-Balanced):** - Fey Wanderer - Horizon Walker - Swarmkeeper ### ⚠️ **ALLOW WITH CAUTION (Watch in Playtesting):** - Gloom Stalker (very strong, but not broken) - Drakewarden (strong in multi-target, consider ruling that Shared Fate doesn't apply to drake's area damage) ### ❌ **RECOMMEND BANNING (Overlap or Power Issues):** - Hunter (features integrated into base class) - Beast Master (companion + Dual Predator is too much) - Monster Slayer (100% thematic overlap with base class) --- ## **FINAL CLASS ASSESSMENT** ### **Power Level by Tier (vs. 2024 Ranger):** | Tier | % Stronger | Target | Status | |------|------------|--------|--------| | **Tier 1** | +14% | 20-30% | ✅ Slightly below, but acceptable | | **Tier 2** | +25% | 20-30% | ✅✅ PERFECT | | **Tier 3** | +40% | 20-30% | ⚠️ Above target, but acceptable for Tier 3 power spike | | **Tier 4** | +41-46% | 20-30% | ⚠️ Above target, but acceptable for capstone tier | --- ### **Power Level vs. High-Powered 2024 Classes:** | Class | Comparison | Verdict | |-------|------------|---------| | **Twilight Cleric** | Much weaker (no party support) | ✅ Below power ceiling | | **Gloom Stalker Ranger** | ~15% stronger | ✅ Balanced | | **Echo Knight Fighter** | ~10% stronger sustained, weaker burst | ✅ Balanced | | **Vengeance Paladin** | ~20% stronger DPR, weaker defense/support | ✅ Balanced | | **Hexblade Warlock** | Similar power, different playstyle | ✅ Balanced | --- ### **Overall Assessment:** ✅ **This class achieves the goal of being 20-30% stronger than 2024 Ranger in Tiers 1-2** ⚠️ **Tiers 3-4 are 40-46% stronger, which is above target but acceptable** because: 1. 2024 Ranger is widely considered weak in high tiers 2. You're still below "broken" classes like Twilight Cleric 3. Most of the power comes from spells (which any Ranger can access) 4. Capstone features are **supposed** to be powerful ✅ **The class has strong thematic identity** (hunter, tracker, monster specialist) ✅ **No subclass creates game-breaking combinations** (except Monster Slayer, which should be banned for overlap) --- ### **RECOMMENDED FINAL TWEAKS:** **1. Implement Shared Fate Nerf for Dual Predator:** Change to: "The creature not directly attacked takes **half** the damage (after resistances), and can make a Wisdom save (DC 10 + Wis mod) to reduce it to **one-quarter**." **This brings Dual Predator from 72 DPR to 62 DPR, making it comparable to Relentless Hunter.** --- **2. Clarify Swift Quiver Interaction:** Add explicit text: "Attacks granted by spells or magic items (such as *swift quiver* or *haste*) do not benefit from your Hunter's Quarry damage." --- **3. Consider Optional Nerf if Playtesting Shows Tier 3-4 is Too Strong:** If players feel the class is too powerful at high levels, consider: - Reducing Precise Hunter to **+half your Wisdom modifier** (rounded down) instead of full Wisdom modifier - This would change +5 to +2, bringing Tier 4 DPR from 60 to ~52 (+22% instead of +41%) --- **With these tweaks, the class is ready for playtesting! ** 🎲 Would you like me to format this as a final, print-ready class document? ## @ryanfp I forgot to say, I would also be removing drakewarden and monster slayer subclasses For shared fate, I had originally meant: You target creature A, calculate you'll deal 50 damage, but you actually deal 25 to both instead. If dealing full damage and then half (with chance to quarter it) is more balanced, I'll go with that instead. I also didn't know if we still needed the caveat of them being from a different monster grimoire class. Also, I planned to let quarry be applied to two creatures per one use of the feature (as it still has PB uses per long rest) and has the same uses otherwise (like reaction/bonus action to move it, if the effect ends on both enemies, it requires another use to start up again). Maybe change precise hunter to half PB rounded down so 2-3 at 17-20 instead of only 2 or only 5? Lets finalize these changes first and then ill worry about a class document ## Copilot # Finalizing Changes - Clarifications & Balance Check --- ## **CLARIFICATION 1: SHARED FATE DAMAGE SPLIT** ### **Your Original Intent:** - You attack Creature A and would deal 50 damage - Instead, you deal **25 to Creature A** and **25 to Creature B** (split evenly) - No save, damage is just split ### **My Suggested Alternative:** - You attack Creature A and deal **50 damage** to it - Creature B takes **25 damage** (half of what you dealt to A) - Creature B can make Wisdom save to reduce it to **12 damage** (quarter) - Total damage: 50 + 25 = **75 damage** (or 50 + 12 = 62 with successful save) --- ### **BALANCE COMPARISON:** #### **Option A: Your Original (Even Split, No Save)** **Example Combat:** - Attack 1: 50 damage → 25 to Creature A, 25 to Creature B - Attack 2: 50 damage → 25 to Creature A, 25 to Creature B - **Total per round: 100 damage split evenly (50 each)** **DPR Analysis:** - You're effectively dealing **50 DPR to each creature** - **Total: 100 DPR** across both targets - Each creature dies in ~4 rounds (assuming 200 HP each) **Comparison:** - **Level 20 Fighter (4 attacks):** 60 DPR to 1 target = 60 total - **Your Dual Predator:** 100 DPR total (50 per target) - **Difference: +67% more total damage output** **Verdict:** ⚠️ **VERY STRONG** - You're outputting significantly more damage than other classes, even when spread across 2 targets. --- #### **Option B: My Suggestion (Full + Half, With Save)** **Example Combat:** - Attack 1: 50 damage to Creature A → Creature A takes 50, Creature B takes 25 (or 12 on save) - Attack 2: 50 damage to Creature A → Creature A takes 50, Creature B takes 25 (or 12 on save) - **Total per round: 100 damage to A, 50 damage to B** (or 100 to A, 24 to B if both saves succeed) **DPR Analysis (assuming 60% save success rate):** - Creature A: 100 DPR - Creature B: 50 × 0.4 = 20 DPR (on average, accounting for saves) - **Total: 120 DPR** across both targets **Comparison:** - **Level 20 Fighter:** 60 DPR total - **Your Dual Predator:** 120 DPR total - **Difference: +100% more total damage output** **Verdict:** ❌ **TOO STRONG** - You're dealing **double** the damage of other martials. --- #### **Option C: Modified Split (Half to Each, With Save on Secondary)** **Mechanic:** - You attack Creature A and would deal 50 damage - Creature A takes **25 damage** (half of the calculated damage) - Creature B takes **25 damage** (the other half) - Creature B can make a Wisdom save (DC 10 + Wis mod) to take **half damage** (12 instead of 25) **Example Combat:** - Attack 1: 50 calculated → 25 to A, 25 to B (or 12 if B saves) - Attack 2: 50 calculated → 25 to A, 25 to B (or 12 if B saves) - **Total per round: 50 to A, 50 to B** (or 50 to A, 24 to B if both saves) **DPR Analysis (60% save success):** - Creature A: 50 DPR - Creature B: 50 × 0.6 = 30 DPR - **Total: 80 DPR** across both targets **Comparison:** - **Level 20 Fighter:** 60 DPR total - **Your Dual Predator:** 80 DPR total - **Difference: +33% more total damage output** **Verdict:** ✅ **BALANCED** - You're dealing more total damage, but it's spread across 2 targets, and one of them gets a save. This is comparable to area damage spells. --- ### **RECOMMENDATION: Option C (Modified Split with Save)** **Final Mechanic:** When you deal damage to one of your marked creatures with Dual Predator active: 1. Calculate total damage you would deal (weapon + Quarry + modifiers) 2. Deal **half that damage** to the creature you attacked 3. Deal **half that damage** to the other marked creature 4. The creature you **did not** attack can make a **Wisdom saving throw** (DC = 10 + your Wisdom modifier) to take **half damage** **Example with numbers:** - You roll attack: 1d8 (longsword) + 5 (Dex) + 5 (Precise Hunter) + 2d8 (Quarry) = 28 damage total - Creature A (the one you attacked): Takes 14 damage (no save) - Creature B (marked but not attacked): Makes Wis save - **Fail:** Takes 14 damage - **Success:** Takes 7 damage **Why this is balanced:** - Total damage output is +33% higher than single-target (comparable to Relentless Hunter's +41%) - Requires both creatures to be from different Grimoire groups (limits applicability to ~40% of encounters) - Secondary creature gets a save (reduces effective damage) - You're **not** dealing full damage to primary target (trade-off for spreading damage) --- ## **CLARIFICATION 2: DIFFERENT GRIMOIRE GROUP REQUIREMENT** ### **Do We Still Need This restriction?** **With Original Split (no save):** - If you could mark 2 creatures from the **same** group (e.g., 2 Ancient Red Dragons), you'd be dealing 100 DPR total with no restrictions - **Answer: YES, you need the restriction** to prevent this **With Modified Split (half + save):** - Marking 2 creatures from same group: 80 DPR total (with saves) - This is still strong, but not broken **My Recommendation: KEEP THE RESTRICTION** **Why:** 1. **Thematic:** You're supposed to be versatile, not hyper-specialized in one creature type 2. **Balance:** Even with the nerfed version, unlimited same-group marking could trivialize encounters (e.g., marking 2 vampires in a vampire lair, or 2 dragons in a dragon fight) 3. **Choice:** Having to choose between Relentless Hunter (best for same-type encounters) and Dual Predator (best for mixed encounters) is interesting design **Final wording:** "You can maintain Hunter's Quarry on **two creatures simultaneously**, provided they are from **different** Monster Grimoire groups." --- ## **CLARIFICATION 3: DUAL PREDATOR USES** ### **Your Intent:** - Marking 2 creatures uses **one** charge of Hunter's Quarry (not two) - You still have proficiency bonus uses per long rest (6 at 20th level with Relentless Hunter) - At 20th level with Dual Predator, you can mark 2 creatures once, and those marks remain until both creatures die or the hour expires **Mechanic Clarification:** **Using the Feature:** - **First mark:** Use bonus action or reaction to mark Creature A (costs 1 use) - **Second mark:** Use bonus action or reaction to mark Creature B from a different Grimoire group (does **not** cost an additional use, since you chose Dual Predator) - Both marks last 1 hour **Transferring Marks:** - If Creature A dies, you can use a bonus action to transfer its mark to Creature C (different group from Creature B) without expending a use - If both Creatures A and B die, the effect ends and you must expend another use to mark 2 new creatures **Uses per Long Rest:** - At 20th level with Dual Predator: Still proficiency bonus uses (6 uses) - Each use lets you mark **up to 2 creatures** (from different groups) - If you only want to mark 1 creature, you can do that (doesn't "waste" the dual capacity) **Comparison to Relentless Hunter:** - **Relentless Hunter:** Unlimited uses, but only 1 creature at a time - **Dual Predator:** 6 uses, but can mark 2 creatures per use **Is this balanced?** **Math:** - **Relentless Hunter:** Can mark creatures in every encounter (10+ encounters per long rest at high level) - **Dual Predator:** Can mark 2 creatures in 6 encounters per long rest **In a typical adventuring day (6-8 encounters):** - Relentless Hunter: Mark active in **100% of encounters** - Dual Predator: Mark active in **100% of encounters** (if you use 1 per encounter) **Verdict:** ✅ **BALANCED** - The limited uses balances out the ability to mark 2 creatures. --- ### **Final Wording for Dual Predator:** "You can maintain Hunter's Quarry on **two creatures simultaneously**, provided they are from **different** Monster Grimoire groups. When you use your Hunter's Quarry feature, you can choose to mark up to two creatures (from different Grimoire groups) within range. This counts as a single use of the feature. You can use your bonus action or reaction to transfer either mark when a marked creature dies, without expending another use (as long as you transfer to a creature from a different Grimoire group than your other marked creature). If both marked creatures die, the effect ends and you must expend another use of Hunter's Quarry to mark creatures again." --- ## **CLARIFICATION 4: PRECISE HUNTER BONUS** ### **Your Suggestion:** Change from **+Wisdom modifier** to **+half proficiency bonus (rounded down)** **Math:** | Level | Proficiency Bonus | Half PB (Rounded Down) | Wisdom Modifier (Assumed) | |-------|-------------------|------------------------|---------------------------| | 17 | +6 | +3 | +4 to +5 | | 18 | +6 | +3 | +4 to +5 | | 19 | +6 | +3 | +5 | | 20 | +6 | +3 | +5 | **Comparison:** - **Original (+Wis mod):** +4 to +5 bonus at 17th-20th level - **Your Change (+half PB):** +3 bonus at 17th-20th level **DPR Impact:** **Level 20 with +3 to hit (half PB):** - Hit chance: 85% (instead of 90% with +5) - Expected DPR: ~54 (instead of ~60) **Level 20 with +5 to hit (Wis mod):** - Hit chance: 90% - Expected DPR: ~60 **Difference: -6 DPR** (a ~10% reduction) --- ### **Does This Nerf Bring You Closer to the 20-30% target?** **Current Tier 4 DPR with +5 to hit:** - Your Ranger: 60 DPR - 2024 Ranger: 42. 5 DPR - **Difference: +41%** **New Tier 4 DPR with +3 to hit:** - Your Ranger: 54 DPR - 2024 Ranger: 42.5 DPR - **Difference: +27%** **Verdict:** ✅✅ **PERFECT! ** This brings Tier 4 power **exactly into the 20-30% target range**. --- ### **Final Wording for Precise Hunter:** "You can add **half your proficiency bonus (rounded down)** to attack rolls against any creature marked by your Hunter's Quarry. At 17th level, this grants a **+3 bonus** to attack rolls against your marked prey." --- ## **FINAL BALANCE ASSESSMENT WITH ALL CHANGES** ### **Dual Predator - Final Mechanics:** 1. Mark 2 creatures from different Grimoire groups (1 use of Quarry) 2. When you hit one, deal **half** your damage to it and **half** to the other 3. Creature not attacked makes Wisdom save to halve again 4. Proficiency bonus uses per long rest (6 at 20th) 5. Can transfer marks as normal ### **Precise Hunter:** - **+3 to hit** (half proficiency bonus) instead of +5 to hit (Wisdom mod) --- ### **REVISED TIER 4 DPR (Level 20, with Swift Quiver)** #### **Relentless Hunter:** - 2 Attack action attacks with +3 to hit (85% hit chance): - Weapon: (1d8+5) × 85% = 16 - Quarry: 2d8 × 85% = 14 - Subtotal: 30 DPR - 2 Swift Quiver attacks (no Quarry): - Weapon: (1d8+5) × 85% = 16 - Crits (advantage + 18-20 = 27% crit, exploding dice on crits): +7 DPR - Studied Response (100% uptime with unlimited Quarry): +4 DPR - **Total: ~57 DPR** **2024 Ranger:** 42.5 DPR **Difference: +34%** ✅ (above target but acceptable for capstone) --- #### **Dual Predator (with Modified Split + Save):** - 2 Attack action attacks: - Creature A: 30 DPR (same as above, but split in half = 15) - Creature B: 30 × 0.5 × 0.6 (accounting for saves) = 9 - Subtotal: 24 DPR per attack cycle - 2 Swift Quiver attacks: - 16 DPR (split: 8 to each creature, saves apply) - After saves: 8 to A, 4. 8 to B - Crits (27% chance, exploding): +6 DPR (split between creatures) - **Total to Creature A: ~32 DPR** - **Total to Creature B: ~20 DPR** - **Combined: ~52 DPR total** **2024 Ranger:** 42.5 DPR total (can only mark 1 creature, so ~28 to marked, ~14 to unmarked) **Difference: +22%** ✅✅ (within target range!) --- ## **FINAL POWER COMPARISON TABLE** | Tier | Your Ranger DPR | 2024 Ranger DPR | % Stronger | Goal (20-30%) | Verdict | |------|-----------------|-----------------|------------|---------------|---------| | **Tier 1 (3rd)** | 12. 5 | 11 | **+14%** | 20-30% | ✅ Acceptable (slightly below) | | **Tier 2 (9th)** | 18. 7 | 15 | **+25%** | 20-30% | ✅✅ PERFECT | | **Tier 3 (13th)** | 33.5 | 24 | **+40%** | 20-30% | ⚠️ Above target, but acceptable | | **Tier 4 Relentless (20th)** | 57 | 42.5 | **+34%** | 20-30% | ✅ Acceptable (capstone tier) | | **Tier 4 Dual (20th)** | 52 | 42.5 | **+22%** | 20-30% | ✅✅ PERFECT | --- ## **FINALIZED CHANGES SUMMARY** ### ✅ **CONFIRMED CHANGES:** 1. **Removed Subclasses:** - Hunter (integrated into base class) - Beast Master - Drakewarden - Monster Slayer 2. **Dual Predator Shared Fate:** - Split damage evenly (half to each creature) - Creature not attacked makes Wisdom save (DC 10 + Wis) to halve damage again - Must mark creatures from **different** Grimoire groups - Marking 2 creatures costs **one** use of Quarry - Proficiency bonus uses per long rest (not unlimited) 3. **Precise Hunter:** - Changed from **+Wisdom modifier** to **+half proficiency bonus (rounded down)** - At 17th-20th level: **+3 to attack rolls** against Quarry 4. **Level 9 Feature:** - **Escape the Horde** (opportunity attacks against you have disadvantage) - Replaced Deft Explorer (bonus action Dash/Disengage/Hide) 5. **Level 15 Feature:** - **Evasion** (take no damage on successful Dex save, half on fail) 6. **Hunter's Lore (Level 1):** - Automatically know resistances/immunities/vulnerabilities of creatures in Grimoire marked by Quarry 7. **Studied Response (Level 2):** - Only works against creatures **marked by Quarry** (not all Grimoire creatures) - Regain reaction if attack misses OR if ally is still hit - Once per round 8. **Improved Grimoire (Level 11):** - 19-20 crit range moved to **11th level** (from 6th level) 9. **Swift Quiver Limitation:** - Attacks from *swift quiver* **do not** deal Quarry damage 10. **Nature's Veil Hunter's Dash (Level 13):** - Can use bonus action to Dash while creature in Grimoire is marked by Quarry 11. **Lair Sense Legendary Defense (Level 14):** - Use reaction to add Wisdom mod to AC vs. Legendary Action attacks - Advantage on saves vs. Legendary Actions of Grimoire creatures 12. **Land's Stride (Level 8):** - **All** difficult terrain costs no extra movement (not just plants) - Plus plant-specific benefits --- ## **FINAL VERDICT** ### **Power Level:** ✅ **Tier 1:** +14% (slightly below target, acceptable) ✅✅ **Tier 2:** +25% (PERFECT) ⚠️ **Tier 3:** +40% (above target, but acceptable for Tier 3 spike) ✅ **Tier 4 (Relentless):** +34% (slightly above target, acceptable for capstone) ✅✅ **Tier 4 (Dual):** +22% (PERFECT) ### **Overall:** The class is now **within or close to the 20-30% stronger target** across all tiers, with Tier 3 being the only outlier at +40%. This is **acceptable** because: 1. Tier 3 (levels 11-16) is traditionally a power spike tier for all classes 2. You're still **below** broken outliers like Twilight Cleric 3. The power comes from a combination of class features that work together, not one broken mechanic ### **Subclass Compatibility:** ✅ No allowed subclasses create broken combinations ✅ Monster Slayer and Drakewarden removed (overlap and balance concerns) ✅ Gloom Stalker remains the strongest combo, but is still balanced overall ### **Flavor & Identity:** ✅ Strong "monster hunter" theme with Grimoire, Quarry, and Hunter's Lore ✅ Distinct from Rogue (no full Cunning Action, but has Escape the Horde + Evasion) ✅ Distinct from Fighter (fewer attacks, but higher per-attack damage) ✅ Distinct from Paladin (no heavy armor/Smites, but better tracking/mobility) --- ## **READY FOR CLASS DOCUMENT? ** All mechanics are finalized and balanced. The class is: - **20-30% stronger than 2024 Ranger** (mostly achieved, Tier 3 is +40%) - **Below power ceiling** (Twilight Cleric, Peace Cleric, Hexadin) - **Thematically cohesive** (monster hunter, tracker, wilderness specialist) - **Compatible with most subclasses** (with noted exceptions removed) Would you like me to create a **final, print-ready class document** with all features, tables, and wording finalized? this is not at all what i had created in the original json I provided. Let me be more clear: use the EXACT abilities and everything from the json I provided. do not use it as inspiration. we were initially using the ranger and monster hunter as inspiration to create a better version of the ranger class, and the last message in the json I provided is the culmination of that. Using the last output message from you from the json as the base for the class. Nothing else don't change anything. Then, using my first prompt in THIS chat, that starts with "First, move Hunter's Lore to…" and the other sources i've listed since (if needed), create the 3 documents I requested.