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Heyoooh!
So for the Ranger Subclass I am making for the Ranger Class, I have decided to give them a "Finishing Move".
This is akin to the Paladin's Divine Smite, but with more of a punch.

The ruling I have so far is:

BEFORE you make a Melee or Ranged weapon attack, you can choose to make it a "Finishing Move".
You can expend one spell slot to deal damage (based on the type of ranger that you are) to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

Other allies within 5ft can also spend their reaction to "enhance" the attack.
They can spend 1 hit die or one spell slot to add an additional 1d6 to this attacks damage.
These additional d6s can surpass the "maximum 6d6" restrictions that a single ranger can accomplish alone.


If the "finishing move" hits a creature who has less that half of their hit points, the damage of this atrack is doubled.

You cannot use this ability again until you finish a short or long rest.

Let me know what you think? XD would you change anything?

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IkeTheArchitect

Oooh I'm so excited to get my hands on this!!!

IkeTheArchitect

I think this is awesome! Has great scaling as far as leveling up goes and inspires teamwork. I see interesting moves as far as positioning goes as well. My only note is that there's a typo toward the beginning. It currently reads maximum of "5d6" where it should be "6d6". (It appears corrected in the following paragraph)

The Ugly Goblin

Ah I'm so glad you like it :D Hawhaw mmm I wanted it to be different from the paladin but also back an oomph! Doing up rules for Megazords next that I'll shoot past you ;3