April 21, 2017

Veiled Conclave

Ranger Conclave
Notes from the Nails: Our gunslinger got me thinking. What if you want to be a sniper in a pre-gunpowder campaign? That's what the ranger is for, right?

Veiled Conclave

The Veiled Conclave began as a band of elite elven archers, well-versed in stealth, tracking and of course, marksmanship. The tactics and techniques they developed were revolutionary at the time, but efforts to keep them secret failed and the band eventually became a looser conclave that permitted anyone who could show the requisite abilities to join.
     The conclave takes its name from the distinctive silken veils that its members wear over their faces - a visual reminder that these rangers value silence above all.

One Shot, One Kill
When you choose this conclave at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. One per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 damage to the target if you haven't moved since the beginning of your last turn.

Overwatch
Beginning at 5th level, if you are holding a ranged weapon and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.

Concealed Position
At 7th level, given enough time, you can prepare hidden sniper nests. A nest takes 10 minutes to construct and occupies a 10-foot square of ground. While inside the nest, you have three-quarter cover and can see out unhindered. Neither you nor the nest can be seen by any creature or sensor more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of wood.
     Once you leave a nest, you can't benefit from it again.

Beso Tóxico
At 11th level, you have learned special techniques for poisoning your arrows. You gain proficiency in the poisoner's kit, if you didn't have it already, and you can now use a bonus action on your turn to coat a melee weapon or up to ten pieces of ammunition with poison. Additionally, whenever you deal damage with a poisoned weapon, you deal one additional die of poison damage, ignore resistance to poison damage, and treat immunity to poison damage as if it were only resistance.

Disappear
By 15th level, you are a true master of stealth, able to fade into thin air. When you take damage, you can use this ability to become invisible until the beginning of your next turn and move 5 feet without provoking opportunity attacks.
    You can use this ability a number of times equal to your Wisdom modifier (minimum 1), and regain all uses when you finish a long rest.



Changelog: 4/21/17: One-Shot/One-Kill: changed to add 1d8 to the damage roll if you have not moved.
Concealed Position: changed from full to 3/4 cover.
Beso Tóxico: changed from double poison damage to +1 die and ignore resistance.
Disappear: no longer requires reaction, and can be used Wis mod times.

28 comments:

  1. I'm not sure I like One Shot, One Kill being restricted to Max HP targets. It feels like past the first round, you might not see the ability used again unless you're 100% alone that combat. Maybe change it so that it's 1/turn so long as the character hasn't moved since the beginning of their last turn? It gives that feeling that the character has since taken their still moment to aim appropriately and take a lethal shot, rather than running around and taking less accurate shots at the enemy; or regaining their bearings after having been thrown back and knocked off their balance from a forceful push (i.e. Eldritch Blast).

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    1. I agree and that sounds like a good solution as well. Alternatively there could be some kind of accuracy buff you receive from not moving.

      But yeah, if you go later in initiative with the way it currently works it is likely that the damage buff would not be applied.

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    2. That... might actually be better. I'll probably downgrade it to 1d8, however.

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    3. I would probably have kept it the same, due to the Hunter's damage being the same, but theoretically having much less restriction to its use, plus its extra choices.

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  2. Comparing it to Hunter as a base, level 3 is pretty weak. To maximize your damage output, you have to attack a new target every round which means you're more likely to leave enemies walking about. Good at low levels against minions, but otherwise low. Level 5 is okay, but almost always worse than extra attack. A guaranteed 2 attacks vs 1 and an okay chance at another, meh. Flavorful, and works okay with One Shot, One Kill against people entering combat late but otherwise, I'd rather have extra attack. Level 7 is huge. Pretty much unattackable and attacking with advantage against everything that is more than thirty feet away. Which in a lot of situations is an I-Win button. Combine with Sharpshooter(feat) or Spell Sniper(Eldritch Blast) to kill anything in range. Most level 7 features are fully defensive. This is not. Level 11 is pretty good, especially with access to better poisons from the DMG. Maybe too good? 5e lacks a lot of good uses for gold so in a lot of cases its an extra 42(or 21) points of damage on any attack that matters with Purple Worm poison or 24(or 12) points of damage from Wyvern's Stinger. Situationally busted, otherwise still very strong. Level fifteen is another level for defensive abilities and this one is very meh. My biggest problem is that it takes away your second attack from Overwatch. Or if you already used overwatch you can't use it. otherwise it's probably on par with Hunter abilities. Except it's limited use so not really.

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    1. I think there are more game breaking things you can do at level 7 than setting up a sniper's nest. Look at Leomund's Tiny Hut.

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    2. Hmm. You're right that Disappear clashes with Overwatch. I honestly missed that one and we'll have to revise it.

      As to the damage features, if One Shot, One Kill is a little weak and Beso Tóxico is a little strong, doesn't that even out in the long term? :P

      Concealed Position is strong when you can use it, but how often do you have 10 minutes to prepare a defensive position? It'd be quite rare in the games I've run. Would you be happier if I reduced it to three-quarter cover? That'd make it easier to blast the nest with AoE once its location is known.

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    3. You should consider that one shot one kill is per turn, not round. Making overwatch less consistent but more damaging than extra attack.

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  3. I love how you took the 5th level feature and instead of just giving the ranger and extra attack like most other conclaves, you gave him something that was different that should still work. It is unfortunately slightly circumstantial in that it requires the opponent to move, but I really like level 5 features that do more than just do an extra attack.

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    1. Yeah, coming up with alternatives to Extra Attack is the heart of my design philosophy with the revised ranger. The concept of 'sniper + extra attack via reaction' was my starting point with this one - though the other features fell into place pretty quickly.

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    2. Suggestion: Maybe 5th lvl ability should be Multiattack, and Overwatch should be at a different level. The way Overwatch is written makes it like multi attack, but worse, because it relies on movement

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    3. The counter argument is that you can get One Shot, One Kill on both your regular and reaction attacks because it's once per *turn*, whereas you wouldn't get that with multi/extra attack. Also, if the *threat* of your overwatch is keeping enemies from moving when they want to, that's a benefit in its own right. It's like your opportunity attacks threaten a 150-foot radius!

      So for me, it's a balanced replacement for extra attack.

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  4. Something else, perhaps Beso Toxico should only increase the damage by a die, and then also allow you to overcome poison resist/immunity, given the large amount of poison resist/immunity amongst many creatures.

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    1. That's how I had it originally, but it felt fiddly and underwhelming. Having the commonness of poison immunity offset the potentially massive damage boost is not ideal, but I find it an acceptable compromise.

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    2. I agree with jester here, dealing a boatload of damage to some creatures and none to others seems less balanced than dealing a fair amount in each case. Also, most campaigns would have a general type of enemies, which would make this feature usually either incredibly strong or almost useless.

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    3. Yeah. This feels a lot better in terms of overall damage output, since it dill makes the basic poison potent enough to consider its use, but otherwise doesn't make the other poisons an essential requirement

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  5. That's a really cool ranger, I like the 5th level feature especially.

    One worry though: the nest gives full cover, making you essentially indestructible. Maybe offer some means of destroying it, or have it give 3/4 cover?

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    1. Yeah, I'm going to reduce it to 3/4 cover. It's mostly made of twigs and leaves, after all.

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  6. you took a little inspiration from final fantasy tactics advance I see, I like it!

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    1. Indeed, it's an old favourite of mine. I'm glad someone picked up on the references!

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  7. Was it made with a Revised Ranger in mind, or is it for standart 5e Ranger? What about Extra Attack, if one want to try it with Revised Ranger?

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    1. All my stuff is and will be for revised ranger. That's why I used the word 'conclave' and talked about "coming up with alternatives to Extra Attack" in the comments above.

      We also put a sidebar about it in the pdf; if you want to use this with the PHB ranger, just delete the Overwatch feature.

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  8. "One per turn" spelling error to "once per turn"?

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  9. Eleven Archer- One Shot, One kill? I'm picking up what you're putting down. Another good one is Argenport Instigator from Eternal, "A single shot is all it takes!"

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  11. For Beso Tóxico, do bolts/darts/bullets also count or is it just arrows and melee weapons?

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    1. Good catch -- I've gone ahead and edited it to be all ammunition types.

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