Fair enough, but I will say that, unlike Paladins, Rangers don't have to focus on melee to do good work.
And even if they do, they're likely a lot more effective making use of hit-and-run tactics, as opposed to tanks that plant themselves in the frontlines and take hits. I think the Mobile feat is very valuable for melee Rangers. With that said, a simple War Caster or Resilient (Con) instead can let them do their job in the frontlines without having to dip out. Tasha's Deft Explorer giving them more movement and a climb/swim speed, along with Land's Stride letting them ignore difficult terrain, makes them a very mobile class. Pair with a reach weapon and you can get in and out without worrying about opportunity attacks.
Moving away from the Fey Wanderer specifically and onto more general Rangers, spells like Zephyr Strike and the Flame Stride UA, as well as the Hunter's Escape the Horde feature, seem to encourage this kind of tactic on melee Rangers.
But in this particular build the Fey build would be less likely to use the tactic since they do not have those features to use to avoid the AoO as those options are either concentration themselves or not part of their build. So they are a bit vulnerable while holding it up. Not insurmountable but still at a DIS to some extent.
Do not get me wrong I love Fey ranger and all the newer rangers. Gloomstalker with Tasha's is like in my top 5 favorite overall.
As I said before, the Mobile feat takes care of this issue. You can also choose a reach weapon, like a Halberd, and attack from a safe distance before fleeing. Also worth noting is that Fey Wanderers get Misty Step, and their capstone lets them use it Wis times per long rest without expending a spell slot...and also they can take a friend with them. And that's not getting into Dimension Door. This isn't a major problem for Fey Wanderers. They rival Horizon Walkers as some of the most mobile Rangers in the game.
I did also mention that I was moving away from the Fey Wanderer and into a more general Ranger conversation when discussing those spells.
As I said before, the Mobile feat takes care of this issue. You can also choose a reach weapon, like a Halberd, and attack from a safe distance before fleeing. It's not exactly a major problem.
I did also mention that I was moving away from the Fey Wanderer and into a more general Ranger conversation when discussing those spells.
Oh yeah I was just commenting on the issue for fey as the summon takes concentration.
Mobile is such a good feat in general I try to take it in all my martial builds if I can.
Halbred is interesting but I honestly have not been able to make a STR ranger work....the AC issue!
I edited my post, so I don't think you caught this, but Fey Wanderers also get access to Misty Step which, at 15th-level, they can cast up to five times a day without expending a spell slot (and can even bring a friend along,) so mobility is not a huge issue for them.
I edited my post, so I don't think you caught this, but Fey Wanderers also get access to Misty Step which, at 15th-level, they can cast up to five times a day without expending a spell slot (and can even bring a friend along,) so mobility is not a huge issue for them.
Ah good point. Resource intensive way to keep CON up but it works!
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left over slots ) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left ovr) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
In my experience it has been a problem just keeping hunters mark up but to each their own!
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left ovr) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
In my experience it has been a problem just keeping hunters mark up but to each their own!
sounds like a tactics problem not a class design problem. please elaborate on what tactics you use to play.
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left ovr) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
In my experience it has been a problem just keeping hunters mark up but to each their own!
sounds like a tactics problem not a class design problem. please elaborate on what tactics you use to play.
I get hit and lose concentration... Not sure what else to say.
I use cover when I can and keep distance as I'm a ranged player.
But things can move faster than me or have things like fireball or other AoE things. Or just simply can't find cover.
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left ovr) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
In my experience it has been a problem just keeping hunters mark up but to each their own!
sounds like a tactics problem not a class design problem. please elaborate on what tactics you use to play.
I get hit and lose concentration... Not sure what else to say.
I use cover when I can and keep distance as I'm a ranged player.
But things can move faster than me or have things like fireball or other AoE things. Or just simply can't find cover.
Stuff happens I guess!
I see those tactics sound more suited to rogue than ranger. that explains a lot.
teaching tactics is not something many people are good at. Whether it comes down to chess tactics or dnd tactics, its hard to find good instruction. Too many people don't see the value or best timing of dodge.(except maybe some monk players). too many people don't understand how to trick or manipulate enemies agro. too many people don't see HP as a class resource. There is also the problem of the dunning-kruger effect making teaching hard.
feed back information and positioning critical to ranger. PHB rangers in particular are designed to have a constant flow of information to take advantage of and swappable strategies are often needed. planning ahead is often a key element. that's why they need to have access to bonuses for things like animal handling, nature, survival, Archana, tools, equipment, all at the same time. no rogue can cover them all. spells need to be chosen to reflect gaps that couldn't be covered. if unplanned you will feel stretched thin but if you plan well you are often party MVP but also a good team player allowing every one in the party to shine.
There are many ways Rangers could be improved, and one way it's impossible to cover briefly would be improving their shoddy spell list. Tasha's already put some effort into that. It's tempting to give them a non-spell way to consume their slots, like how Paladins can smite, but I'm not convinced that's better than just giving them better spells. For example, if Hail of Thorns worked like Divine Smite - i.e. not concentration, and you can pop it after hitting - it would be much better at earning its keep, as it would consume spell slots much more efficiently, and not collide with genuine concentration spells. The Ranger spell list really doesn't feel like it was designed around how Rangers work, knowing very few spells, powering them with very few spell slots, and usually being unable to combine spellcasting with Extra Attack, meaning they have to choose between two attacks or a spell most of the time.
What your missing when you says this is that Hail of Thorns does work exactly like Smites. Just not the one your thinking of. It works just like almost all of those smite spells that the Paladin has that most people forget about that do fun things like drop a little damage to add other riders onto the smite for other effects such as potentially binding them in place so that they can't run away.
There is also the added bonus that On many Rangers the Concentration is less likely to be broken because Rangers are much more capable not only at range, but at significantly long ranges.
Hail of Thorns only big weakness really is the small range of it's AoE effect that takes place. Even with it's relatively low damage it would be a lot better if it hit a larger area.
I touched on this in a previous post, but there's a reason Rangers have so many mobility tools. From Zephyr Strike to the Hunter's Escape the Horde to the Horizon Walker's Distant Strikes to the Fey Wanderer's Misty Escape to the Swarmkeeper's Gathered Swarm to the Gloomstalker's Umbral Sight to the UA Flame Stride to Tasha's Deft Explorer: Roving to Land's Stride and beyond.
Rangers --both melee and ranged-- are highly encouraged to think about their positioning and are given plenty of tools to get into an advantageous location during a given turn. An archer Ranger hanging back doesn't mean much if they're still hanging within range of a party-nailing Fireball, or in a line directly behind the Barbarian and perfectly positioned for a Lightning Bolt.
Rangers getting up to medium armor (as opposed to, say, Paladins) encourages a much more tactical play-style where you get in, make precise directed strikes, and get to safety. You're not going to be the party tank, but you have plenty of tools at your disposal to get in, do your job, and then get to a position where the actual party tank becomes the more attractive target.
The Ranger's I've played have almost never had to make concentration saves because they simply don't get attacked enough for them. The only exceptions are when the environment is against the Ranger (which, given their bevy of options to interact with the environment, is actually very rare) or when there is no party tank and I'm forced to fill out that role.
At least, that's what it's been like in my experience. I can think of exactly three times in my last four campaigns using Rangers where the odds where against me. And one of those was actually a bad tactical call on my end. Typically, if an enemy can easily reach the party Barbarian, but would have to go through him, scale the side of a building, swim across a rooftop pool, and parkour over to the next building to get to me, most enemies are going to go for the Barbarian.
Yes! Hail and lighting ranger spells work just like the smite spells! But I’m assuming they meant the divine smite class feature.
Hail of thorns is a small AoE on purpose. That allows more use compared to something like fireball. It simply has more opportunities to be used in a heavy mix of melee combat. Also! It’s range of area effect is from the creature being hit (5’) with the initial arrow. So if that initial creature is large, huge, or gargantuan it potentially effects many more baddies. So aim for the boss, and kill some minions while your at it. The bigger the enemy army, the more damage it does.
I touched on this in a previous post, but there's a reason Rangers have so many mobility tools. From Zephyr Strike to the Hunter's Escape the Horde to the Horizon Walker's Distant Strikes to the Fey Wanderer's Misty Escape to the Swarmkeeper's Gathered Swarm to the Gloomstalker's Umbral Sight to the UA Flame Stride to Tasha's Deft Explorer: Roving to Land's Stride and beyond.
Rangers --both melee and ranged-- are highly encouraged to think about their positioning and are given plenty of tools to get into an advantageous location during a given turn. An archer Ranger hanging back doesn't mean much if they're still hanging within range of a party-nailing Fireball, or in a line directly behind the Barbarian and perfectly positioned for a Lightning Bolt.
Rangers getting up to medium armor (as opposed to, say, Paladins) encourages a much more tactical play-style where you get in, make precise directed strikes, and get to safety. You're not going to be the party tank, but you have plenty of tools at your disposal to get in, do your job, and then get to a position where the actual party tank becomes the more attractive target.
The Ranger's I've played have almost never had to make concentration saves because they simply don't get attacked enough for them. The only exceptions are when the environment is against the Ranger (which, given their bevy of options to interact with the environment, is actually very rare) or when there is no party tank and I'm forced to fill out that role.
At least, that's what it's been like in my experience. I can think of exactly three times in my last four campaigns using Rangers where the odds where against me. And one of those was actually a bad tactical call on my end. Typically, if an enemy can easily reach the party Barbarian, but would have to go through him, scale the side of a building, swim across a rooftop pool, and parkour over to the next building to get to me, most enemies are going to go for the Barbarian.
i want to add to this a bit.
Rangers also have an added advantage to hanging back that is often over looked. With something like a long bow they have by far the longest range in the game that they are basically fully effective at. While it is true that not all battlefields are accommodating of that. It gives the ranger that is doing a ranged build far more incentive to be separate from the group. The Rogue that is trying to snipe with his short bow. he's having to get advantage out of it to be doing the same damage as the ranger and he can't do it at the same distance. he's basically the copy cat when it comes to these tactics. Not the other way around. Rogues got the idea to do this from watching Rangers do it for basically every previous edition of D&D. Rangers however have an advantage, They have Cure Wounds. So they aren't as bound to others for healing like the Rogue is on top of having shorter range. So don't be afraid to move away from the party a bit and take advantage of your strengths and healing yourself if necessary. Specially if your getting hurt anything close to regularly but almost always have spell slots left.
To spring board off of this further, Rangers will almost always have spell slots left. Rangers are a class that excels at conserving resources. Especially compared to, say, Paladins and Fighters. Rangers --especially after Tasha's-- have multiple abilities keying off of multiple resources. Furthermore, those selfsame resources usually have a long enough duration that they can last entire encounters or beyond. One use of Favored Foe lasts you until the target is dead and it doesn't cost a spell slot. One use of Hunter's Mark lasts minimum one hour, that's potentially multiple encounters. Ditto just one use of Conjure Animals. Guardian of Nature? Swift Quiver? They last the whole encounter. Deft Explorer: Tireless' temporary hit points last until you take damage and can be re-upped four to six times per long rest. They don't cost a spell slot or step on the toes of Favored Foe or Nature's Veil either. Natural Explorer? Passive, always-on benefits provided you're in your Favored Terrains (skill expertises and additional benefits for success.) Land's Stride? Passive, always-on benefit. Tracking from Favored Enemy? Passive, always-on benefit provided you're tracking one of your chosen creature types, and it again doesn't conflict with Hunter's Mark. Also, understated but important: intel-gathering from Favored Enemy can give Rangers --and their whole party, really-- the upper hand in combat before combat has even started. And it again doesn't cost any real resources. The new Primal Awareness gives them five free exploration spells that they can cast once per long rest literally without expending resources.
Contrast, say, a Paladin that is blowing through all their spell slots (and they have to make the tactical decision to either actually use their spellcasting or to Smite) or even a Fighter that gets just one Action Surge per short rest (with no guarantee when that short rest will be in any given day,) and the Ranger can actually keep going for longer than Paladin and Fighter. The encounter+ duration of a majority of their spells --thanks to the much-maligned "too much concentration"-- also means that they conserve spell slots. One spell slot gives you Hunter's Mark for one encounter, maybe more. So at the end of the day, you still have three more 1st-level spell slots you can use on Cure Wounds or Goodberry or Absorb Elements or any number of things. All this to say that a Ranger has the freedom to blow spell slots on Cure Wounds where the Paladin has to think long and hard about that decision (yes, I know they can Lay on Hands, but that's not really the point of this. And also, that's another finite resource anyway.)
Paladins and Fighters outperform the Ranger in terms of burst damage (unless you count Conjure Animals/Woodland Beings,) but Rangers --with their 3rd-level damage dice and Tier 3 additional attacks-- actually edge them out for consistent, non-burst damage and they can outlast them.
I would like to add there was a recent leak about a dragon "Treasure" book. It could be more focused on crafting and magic items than some people think. there is a small chance it could discuss environments a bit more. hard to say as I am not familiar with dragonlance as a setting and i think its tied to that.
But in this particular build the Fey build would be less likely to use the tactic since they do not have those features to use to avoid the AoO as those options are either concentration themselves or not part of their build. So they are a bit vulnerable while holding it up. Not insurmountable but still at a DIS to some extent.
Do not get me wrong I love Fey ranger and all the newer rangers. Gloomstalker with Tasha's is like in my top 5 favorite overall.
As I said before, the Mobile feat takes care of this issue. You can also choose a reach weapon, like a Halberd, and attack from a safe distance before fleeing. Also worth noting is that Fey Wanderers get Misty Step, and their capstone lets them use it Wis times per long rest without expending a spell slot...and also they can take a friend with them. And that's not getting into Dimension Door. This isn't a major problem for Fey Wanderers. They rival Horizon Walkers as some of the most mobile Rangers in the game.
I did also mention that I was moving away from the Fey Wanderer and into a more general Ranger conversation when discussing those spells.
Oh yeah I was just commenting on the issue for fey as the summon takes concentration.
Mobile is such a good feat in general I try to take it in all my martial builds if I can.
Halbred is interesting but I honestly have not been able to make a STR ranger work....the AC issue!
I have to drop my WIS too low for comfort.
I edited my post, so I don't think you caught this, but Fey Wanderers also get access to Misty Step which, at 15th-level, they can cast up to five times a day without expending a spell slot (and can even bring a friend along,) so mobility is not a huge issue for them.
Ah good point. Resource intensive way to keep CON up but it works!
By the time you're approaching or at level 15 a feat for constitution is more than on the table as a good idea.
And would not a dexterity modifier of just +2 get the same AC as a maxed dexterity and light armor?
Yeah but then you need a 14 at least in STR, DEX, CON, and WIS which is tough.
and I fully agree with the CON feat...resilient tends to be my go to.
I don't know if "need" is the correct term. It would be nice, and could be done.
Well giving any one of those up is a fairly significant cost associated with it. Where as the Dex based ranger will not have the same restrictions
for both con saves and summon fey a real point needs to be made.
as a ranger, I have never ended an adventuring day without left over spell slots. rangers have some of the best carry over options in the game. goodberry, cordon of arrows, poison harvesting(damage carry over damage). how about information gathering at the end of the night via primeval awareness? now you know what types you will be fighting the next day.
If a 10th level ranger wanted on a travel day with no combat they could cast goodberry (+ have left over slots ) 6-8 times and start the next day full power and 60-80HP to give out within the next 16 hours.
a ranger can afford to recast concentration spells or cast summon fey over and over. many ranger concentration spells are only needed till the next hit meaning the enemies will never get a turn to force concentration saves.
and even when spent they are still a decent fighting class.
In my experience it has been a problem just keeping hunters mark up but to each their own!
sounds like a tactics problem not a class design problem. please elaborate on what tactics you use to play.
I get hit and lose concentration... Not sure what else to say.
I use cover when I can and keep distance as I'm a ranged player.
But things can move faster than me or have things like fireball or other AoE things. Or just simply can't find cover.
Stuff happens I guess!
I see those tactics sound more suited to rogue than ranger. that explains a lot.
teaching tactics is not something many people are good at. Whether it comes down to chess tactics or dnd tactics, its hard to find good instruction. Too many people don't see the value or best timing of dodge.(except maybe some monk players). too many people don't understand how to trick or manipulate enemies agro. too many people don't see HP as a class resource. There is also the problem of the dunning-kruger effect making teaching hard.
feed back information and positioning critical to ranger. PHB rangers in particular are designed to have a constant flow of information to take advantage of and swappable strategies are often needed. planning ahead is often a key element. that's why they need to have access to bonuses for things like animal handling, nature, survival, Archana, tools, equipment, all at the same time. no rogue can cover them all. spells need to be chosen to reflect gaps that couldn't be covered. if unplanned you will feel stretched thin but if you plan well you are often party MVP but also a good team player allowing every one in the party to shine.
What your missing when you says this is that Hail of Thorns does work exactly like Smites. Just not the one your thinking of. It works just like almost all of those smite spells that the Paladin has that most people forget about that do fun things like drop a little damage to add other riders onto the smite for other effects such as potentially binding them in place so that they can't run away.
There is also the added bonus that On many Rangers the Concentration is less likely to be broken because Rangers are much more capable not only at range, but at significantly long ranges.
Hail of Thorns only big weakness really is the small range of it's AoE effect that takes place. Even with it's relatively low damage it would be a lot better if it hit a larger area.
I'll echo that positioning is key on Rangers.
I touched on this in a previous post, but there's a reason Rangers have so many mobility tools. From Zephyr Strike to the Hunter's Escape the Horde to the Horizon Walker's Distant Strikes to the Fey Wanderer's Misty Escape to the Swarmkeeper's Gathered Swarm to the Gloomstalker's Umbral Sight to the UA Flame Stride to Tasha's Deft Explorer: Roving to Land's Stride and beyond.
Rangers --both melee and ranged-- are highly encouraged to think about their positioning and are given plenty of tools to get into an advantageous location during a given turn. An archer Ranger hanging back doesn't mean much if they're still hanging within range of a party-nailing Fireball, or in a line directly behind the Barbarian and perfectly positioned for a Lightning Bolt.
Rangers getting up to medium armor (as opposed to, say, Paladins) encourages a much more tactical play-style where you get in, make precise directed strikes, and get to safety. You're not going to be the party tank, but you have plenty of tools at your disposal to get in, do your job, and then get to a position where the actual party tank becomes the more attractive target.
The Ranger's I've played have almost never had to make concentration saves because they simply don't get attacked enough for them. The only exceptions are when the environment is against the Ranger (which, given their bevy of options to interact with the environment, is actually very rare) or when there is no party tank and I'm forced to fill out that role.
At least, that's what it's been like in my experience. I can think of exactly three times in my last four campaigns using Rangers where the odds where against me. And one of those was actually a bad tactical call on my end. Typically, if an enemy can easily reach the party Barbarian, but would have to go through him, scale the side of a building, swim across a rooftop pool, and parkour over to the next building to get to me, most enemies are going to go for the Barbarian.
Yes! Hail and lighting ranger spells work just like the smite spells! But I’m assuming they meant the divine smite class feature.
Hail of thorns is a small AoE on purpose. That allows more use compared to something like fireball. It simply has more opportunities to be used in a heavy mix of melee combat. Also! It’s range of area effect is from the creature being hit (5’) with the initial arrow. So if that initial creature is large, huge, or gargantuan it potentially effects many more baddies. So aim for the boss, and kill some minions while your at it. The bigger the enemy army, the more damage it does.
i want to add to this a bit.
Rangers also have an added advantage to hanging back that is often over looked. With something like a long bow they have by far the longest range in the game that they are basically fully effective at. While it is true that not all battlefields are accommodating of that. It gives the ranger that is doing a ranged build far more incentive to be separate from the group. The Rogue that is trying to snipe with his short bow. he's having to get advantage out of it to be doing the same damage as the ranger and he can't do it at the same distance. he's basically the copy cat when it comes to these tactics. Not the other way around. Rogues got the idea to do this from watching Rangers do it for basically every previous edition of D&D. Rangers however have an advantage, They have Cure Wounds. So they aren't as bound to others for healing like the Rogue is on top of having shorter range. So don't be afraid to move away from the party a bit and take advantage of your strengths and healing yourself if necessary. Specially if your getting hurt anything close to regularly but almost always have spell slots left.
To spring board off of this further, Rangers will almost always have spell slots left. Rangers are a class that excels at conserving resources. Especially compared to, say, Paladins and Fighters. Rangers --especially after Tasha's-- have multiple abilities keying off of multiple resources. Furthermore, those selfsame resources usually have a long enough duration that they can last entire encounters or beyond. One use of Favored Foe lasts you until the target is dead and it doesn't cost a spell slot. One use of Hunter's Mark lasts minimum one hour, that's potentially multiple encounters. Ditto just one use of Conjure Animals. Guardian of Nature? Swift Quiver? They last the whole encounter. Deft Explorer: Tireless' temporary hit points last until you take damage and can be re-upped four to six times per long rest. They don't cost a spell slot or step on the toes of Favored Foe or Nature's Veil either. Natural Explorer? Passive, always-on benefits provided you're in your Favored Terrains (skill expertises and additional benefits for success.) Land's Stride? Passive, always-on benefit. Tracking from Favored Enemy? Passive, always-on benefit provided you're tracking one of your chosen creature types, and it again doesn't conflict with Hunter's Mark. Also, understated but important: intel-gathering from Favored Enemy can give Rangers --and their whole party, really-- the upper hand in combat before combat has even started. And it again doesn't cost any real resources. The new Primal Awareness gives them five free exploration spells that they can cast once per long rest literally without expending resources.
Contrast, say, a Paladin that is blowing through all their spell slots (and they have to make the tactical decision to either actually use their spellcasting or to Smite) or even a Fighter that gets just one Action Surge per short rest (with no guarantee when that short rest will be in any given day,) and the Ranger can actually keep going for longer than Paladin and Fighter. The encounter+ duration of a majority of their spells --thanks to the much-maligned "too much concentration"-- also means that they conserve spell slots. One spell slot gives you Hunter's Mark for one encounter, maybe more. So at the end of the day, you still have three more 1st-level spell slots you can use on Cure Wounds or Goodberry or Absorb Elements or any number of things. All this to say that a Ranger has the freedom to blow spell slots on Cure Wounds where the Paladin has to think long and hard about that decision (yes, I know they can Lay on Hands, but that's not really the point of this. And also, that's another finite resource anyway.)
Paladins and Fighters outperform the Ranger in terms of burst damage (unless you count Conjure Animals/Woodland Beings,) but Rangers --with their 3rd-level damage dice and Tier 3 additional attacks-- actually edge them out for consistent, non-burst damage and they can outlast them.
I would like to add there was a recent leak about a dragon "Treasure" book. It could be more focused on crafting and magic items than some people think. there is a small chance it could discuss environments a bit more. hard to say as I am not familiar with dragonlance as a setting and i think its tied to that.