Class Adjustments and Variants
Some classes may be slightly different or have variants in Mournra. Those differences and options will be listed here.
Rangers with No Spell Casting Variant
The Spellcasting class feature has a big impact on the ranger class, so this is an important distinction. In general, rangers have a more limited spell list (and know only a relatively small number of spells), and operate on the same half-speed progression for spellcasting as the paladin does. Looking over the ranger’s spells, Spellcasting contributes the following to the class:
- Rangers have a lot of exploration utility in their spells, with access to magic such as detect poison and disease, beast sense, and conjure animals.
- Rangers gain a lot of their combat potency from spells, especially hunter’s mark.
- Rangers get some healing and restoration ability from spells such as cure wounds, lesser restoration, and protection from poison, which stave off the harm an adventurer might suffer while exploring in the wilderness.
- Rangers get some combat control effects from their spells such as ensnaring strike, spike growth, and conjure barrage, all of which give the ranger a magical edge in combat.
- At some levels at which the ranger gains access to new spell levels, this is the only class feature the character receives. As a result, the ranger will need additional class features at those levels to prevent them from providing nothing to the ranger aside from increased hit points.
- Given the usefulness of the cure wounds spell, and the greater need for healing at lower levels, let’s create a healing class feature that allows the ranger to create and apply herbal poultices—an improvement that is on par with drinking a potion at first, but one that will scale up as the ranger gains levels.
Since the ranger is likely to need some extra combat utility that spells would normally provide, they gain the Combat Superiority class feature drawn from the Battle Master fighter.
Here are the full descriptions of the new class features for our spell-less ranger:
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). These bandages require consistent attention to maintain their potency. You can tend and maintain a number of poultices at any one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be properly administered by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
CALL NATURAL ALLIES
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
As a replacement for Share Spells, we could also consider the following feature:
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.