I feel like this thread is sorely missing. Post away.
I'll get the ball rolling with a discussion topic.
Ranger spell list. Is it good? Bad? In between? I see a lot of people claim it's the worst spell list in the game. I see a lot of people claiming it's too concentration-bloated.
What? That’s not true, is it? I think it’s one of the better, if not best, non full spellcaster spell list, and rivals some of those too. Many of the spells are very powerful with their ability to shape the game, and the number of concentration spells is a boon, as far as I’m concerned. Concentration spells give you much more “bang for your buck“ then those that aren’t. Although fun and flashy, non-concentration spells are literally over in an instant, can affect the game in your favor over multiple encounters or a long period of time.
Does their spell list have some traps? (See what I did there?!) Sure. Every spell as does. But it has several spells at each level that are continuously ranked in the top tier of individual spells for their level. Also, the Ranger class, both narratively and mechanically, interacts with a spell list as good as the best of the best.
I think the idea is based on the truism that Rangers are always using their concentration for Hunter's Mark and cannot ever possibly do anything else, which artificially reduces the spell list down to one.
There are...a lot of problems with this belief, yet it seems so prevalent in the community.
With that being said, one thing I will agree with is that the Ranger spell list does have a few too many concentration spells. I don't agree that Hunter's Mark is the be-all; end-all of the Ranger spell list, but that's a different topic.
Sure. I guess I still see that as a strength. Concentrate on hunter's mark for the smaller battles or hunting outings, concentrate on spike growth or fog cloud for a clutch tactical advantage, concentrate on conjure animals for big battles, problem solving situations, travel, and when things get desperate.
Loathe as I am to play devil's advocate --because to be clear, I actually agree with you-- here's my best guess:
It's less that it's bad and more that it 'feels bad.' While you're busy concentrating on, say, Hunter's Mark for the whole battle, the Wizard is dropping Fireballs, Counterspelling, Dispelling Magic, and Polymorphng. The cleric is shooting Guiding Bolts, healing a downed ally, using Spiritual Weapon, and locking things down with Spirit Guardian, etc. This isn't a commentary on what's more or less effective or what-have-you. Rather, it's about what feels more exciting.
Now, personally, I'm of the opinion that a Ranger focusing on a single concentration spell per encounter is good, actually. It means the Ranger can get more out of one resource (a single spell slot) than, say, a Paladin who just blew their own slot on Divine Smite. It also means the Ranger can go for longer since they conserve resources much more efficiently. Once a Paladin blows their load on Smites, they immediately plummet to one of the worst martials offensively. But by the time that happens, a Ranger has expended maybe three spell slots total and is still up for more adventuring. That being said, the Ranger doesn't feel as exciting to play. Which may be where the critique actually stems from. Idk.
I'll also add that most people see Ranger spell list as consisting of one thing: Hunter's Mark. And the spell slots are just there to re-up the Mark once it's gone. This is both boring and inefficient, and it essentially robs Rangers of a ton of utility. Then again, most people don't really base their opinions on actual play experience, but rather on white room calculations on a sheet of paper that --definitionally-- have to be so stripped of variables as to become super specialized to the point of uselessness, but it is what it is.
I personally use Hunter's Mark more as a tracking tool than a damage tool. Outside of combat, Pass Without Trace has saved my party countless times. I use Silence for both sneaking and shutting down enemy casters. Spike Growth is excellent battlefield control and more than makes up for the lack of 2d6 from Hunter's Mark. Absorb Elements has kept me in the fight longer than I had any right to. Zephyr Strike has gotten me out of sticky situations many a time. Lightning Arrow is great for big bursts. Revivify is good because somebody's got to save the Cleric. Nondetection is an extremely useful spell that is often overlooked. Plant Growth is Spike Growth's big brother and combos well with Land's Stride. Conjure Animals speaks for itself. Guardian of Nature is an excellent way of self-generating advantage. Swift Quiver is for when you want the Fighter capstone three levels early. It keeps going. Locate Object/Creature is a phenomenal exploration tool. As is Speak with Animals and Beast Sense.
I personally feel like the spell list is more just overlooked than straight up bad. However, the question really is: even if it's good, is it still the worst spell list in the game? How does it compare to the Paladin or Artificer spell lists? What about the full casters? Rangers can both have a good spell list and still be the worst in the game. Both truths can coexist. I'm not saying they do, but I am acknowledging that they can.
Playing devil's advocate is a good thing, done the way have anyway.
"It feels bad." should be battle cry of online ranger haters everywhere. LOL!
I think you are correct. Hunter's Mark or go home. The same way folks get all bothered about fighter archers and rogue sneak attack multiclassing and class comparisons, and how the gloom stalker gets so much attention. If you ONLY are interested in single target damage with a bow and arrow, then you're (as a player) not going to be as excited (mostly at levels 11+) as a player playing a ranger. The ranger's spell list is what separates them form archer fighters and rogue archers. Hunter's Mark is great, but likely not your "best choice" for spell slot/concentration most of the time at levels 9+.
Even at low levels, once you see the wonders that Entangle or Hail of Thorns can do against swarms and minions, or Ensnaring Strike can do to disable single enemies, you’ll notice that Hunters Mark is cool but not always the best option.
Not mentioning Absorb Elements, Goodberry, Zephyr Strike, Aid, Pass Without a Trace and Spike Growth.
Ranger spell list is top tier, too bad is not daily prepared like the other divine casters.
For one thing, Tasha's improved the Ranger spell list, and many of the complains you'll find online pre-date that. Entangle is one of the best level 1 spells in the game, and it took Tasha's for Rangers to get it.
For another, some of the spells commonly considered the best for Rangers are genuinely bad for their level. Swift Quiver is offensively bad compared to Holy Weapon, for example - and it's hands-down the best L5 Ranger spell. The fact that you're usually better off casting Guardian of Nature and, if you have a DM who lets you pick your own summons - always a bad idea, and contradictory to the RAW - you're always better off casting Conjure Woodland Beings, both L4, speaks volumes.
For a third, some Ranger spells just don't... acknowledge that Rangers are half-casters. Dominate Beast shows up at Ranger level 13. It's thematic and highly appropriate for the Ranger, and I for sure approve of letting Rangers have access to it - but a level 13 PC is almost certainly never going to face a Beast in battle ever again. Since Rangers are know-casters, any Ranger taking Dominate Beast is almost certainly wasting a precious spell known. That's another thing - there's no evidence the Ranger spell list acknowledges that Rangers are know-casters, and instead, many of them are seemingly designed for a prep-caster, with situational use-cases a Ranger can't usually afford to cover, since know-casters have to commit weeks or months ahead of time to what spells they'll have in a situation. And there's likewise no evidence the spell list is designed acknowledging that Rangers aren't ritual casters. Alarm is one of the best spells in the game - and a Ranger who spends a spell known on it has probably made a mistake, because a Ranger can't afford to hold onto a spell slot for it.
Other than for unprepared players or slower players I’ve never had or been a dungeon master that didn’t let the player choose what appeared with the conjure spells unless they were attempting pixie hijinks.
plant growth is a great spell, both tactically and for role-play and world building purposes by itself. However, combine with the circle of the land druid or any handbook ranger it’s extra great! At levels 5/9 these subclass/class can basically shut down a large group of enemies that is primarily on foot.
speak with animals and animal friendship are great for a Ranger not 100% focused on the combat pillar.
other things to mention about the Ranger spell list is that almost all of the better options are verbal and somatic components only, meaning the ranger could be completely naked and alone and still do the majority of their best options. The few spells that do require material components require something that they be using anyways like an arrow or throne weapon, or something like a stick.
And finally, a minimal amount of the Ranger spells, and very few of the better options, rely on a saving throw of any kind. This means that a ranger that does not prioritize wisdom still has access to the majority of the stronger options.
I used magic Initiate and feytouched to expand my list a bit and give me an extra casting of Hunters Mark (which I picked as my extra feytouched spell) - a good secondary bonus to picking hunters mark as my second feytouched spell is that it opens up an extra spell known to add a quirkier spell to my ranger's repertoire. Also, now that I have Misty Step, Zephyr's Strike isn't as mandatory to get out of a tight situation for my gloomstalker Archer.
I have tended to add support spells and I've used them often - cure wounds and lesser restoration have come in handy numerous times - I did the magic initiate/familiar route so my owl swoops in to heal or help comrades in trouble. Rope trick and pass without Trace have been life savers as well. Not flashy like a wizard or cleric but my ranger is always, always useful and quietly saving the party's bacon with some choice spellcasting.
I also like the optional added spells for rangers that Tasha's offered, like speak with animals, etc. My only complaint with the added optional spells for a ranger is beast sense at second. The fact that it's concentration makes it pretty useless unless you're a beastmaster ranger. Most of the other beast spells a ranger has access to are concentration as well, so other ranger archetypes have very little ability to make use of it. But a minor complaint.
I used magic Initiate and feytouched to expand my list a bit and give me an extra casting of Hunters Mark (which I picked as my extra feytouched spell) - a good secondary bonus to picking hunters mark as my second feytouched spell is that it opens up an extra spell known to add a quirkier spell to my ranger's repertoire. Also, now that I have Misty Step, Zephyr's Strike isn't as mandatory to get out of a tight situation for my gloomstalker Archer.
I have tended to add support spells and I've used them often - cure wounds and lesser restoration have come in handy numerous times - I did the magic initiate/familiar route so my owl swoops in to heal or help comrades in trouble. Rope trick and pass without Trace have been life savers as well. Not flashy like a wizard or cleric but my ranger is always, always useful and quietly saving the party's bacon with some choice spellcasting.
I also like the optional added spells for rangers that Tasha's offered, like speak with animals, etc. My only complaint with the added optional spells for a ranger is beast sense at second. The fact that it's concentration makes it pretty useless unless you're a beastmaster ranger. Most of the other beast spells a ranger has access to are concentration as well, so other ranger archetypes have very little ability to make use of it. But a minor complaint.
I find beast sense to be more of a scouting/exploration spell, not so much a combat spell. Or do you mean beast bond?
Beast sense. I agree - not for combat. But you either need animal friendship or be a beastmaster to get much use out of it. All other beast related spells on the ranger list are also concentration. Unless you have a lenient DM that makes a animal you speak with (via speak with animals) become a willing recipient of the spell. Or some corner cases such as casting it on your mount to spy in a stable or at a camp etc.
Ironsoul makes a great point. The Ranger's spell selection is absolutely top tier, but it suffers from not being a prepared caster. Especially considering a large part of the Ranger's spellcasting repetoire is based around utility, not being able to switch between various useful, but situation spells is a hinderance. Easily my biggest qualm with the class. I'd love it if the conjure barrage/volley spells were a bit better since I find them so evocative.
I would say it is definitely a bit concentration heavy, but not to the point of being a hinderance. The quality of spells available helps quite a bit, as does the fact that Rangers simply aren't built with the number of spell slots to spam spells. One well placed concentration spell is all a Ranger should need before they start unleashing hell with their attacks.
One well placed concentration spell is all a Ranger should need before they start unleashing hell with their attacks.
Yes, agreed. If more of their combat spells worked like Hunter's Mark - a bonus action concentration spell that buffs you as long as it stays up - it would be significantly saner that they're expected to combine Extra Attack with combat magic. One of the reasons Paladins do combat magic better is that they have access to Divine Smite, so any spell that can't compete with Divine Smite, like the hot (see what I did there?) garbage that is Searing Smite, can simply be ignored as if it didn't exist. Rangers also get Searing Smite, but since they don't generally have non-spell ways to consume their spell slots, it stays on the table as a combat spell option.
Personally, my usual go-to's are Longstrider, Pass without Trace, Silence, and Hunter's Mark (but mostly as a tracking tool.)
Nice.
Well, Conjure Animals. Sorry, everyone. LOL! Plant growth. Hail of Thorns, but only around levels 9+. I find it a little underwhelming before that. I like it upcast for groups of enemies of 3+. Fog Cloud. Goodberry.
One well placed concentration spell is all a Ranger should need before they start unleashing hell with their attacks.
Yes, agreed. If more of their combat spells worked like Hunter's Mark - a bonus action concentration spell that buffs you as long as it stays up - it would be significantly saner that they're expected to combine Extra Attack with combat magic. One of the reasons Paladins do combat magic better is that they have access to Divine Smite, so any spell that can't compete with Divine Smite, like the hot (see what I did there?) garbage that is Searing Smite, can simply be ignored as if it didn't exist. Rangers also get Searing Smite, but since they don't generally have non-spell ways to consume their spell slots, it stays on the table as a combat spell option.
Eh, I'm not bothered that Rangers don't have some resource to offload spell slots in combat. I generally find I don't have as many as I would want to begin with. I disagree that Paladins do combat magic better. They just do it different. Paladins don't get access to the plethora of insane battlefield control spells that Rangers do (spike growth, conjure animals and now entangle for tier 1) and have a much harder time being effective from range. Slapping down an incredible control spell turn 1 and then proceeding to fire away on subsequent turns is generally a very effective way to approach combat and can warp encounters in ways Paladins can only dream of.
As for favorite Ranger spells I have to give it to Spike Growth (and entangle now). Spike Growth is one of my favorite spells and I think Rangers take advantage of it better than anyone thanks to how good archery + crowd control is. I absolutely love that entangle was added to make this style of play possible even earlier. Fog Cloud gets an honorable mention as another of my favorite environmental control effects.
Personally, my usual go-to's are Longstrider, Pass without Trace, Silence, and Hunter's Mark (but mostly as a tracking tool.)
Sorting by level:
Level 1 Spells:
Combat
Absorb Elements
Ensnaring Strike
Entangle
Hunter's Mark (this is also utility)
Special Mention: Beast Bond for PHB Beast Masters
Utility
Goodberry
Longstrider
Level 2 Spells:
Combat
Aid
Magic Weapon (replace with Elemental Weapon as soon as possible - sextupling the duration is well worth the higher level slot)
Protection from Poison
Silence
Spike Growth
Special Mention: Summon Beast has weird scaling on a Ranger.
Utility
Darkvision
Enhance Ability (this is also Combat)
Healing Spirit
Pass Without Trace
Level 3 Spells:
Combat
Elemental Weapon
Nondetection (this is a big ask for a know-caster, but if you need this benefit, you need this benefit, and 8 hours without concentration is just what a Ranger wants)
Plant Growth (this is also utility)
Protection from Energy (this is also utility)
Revivify
Special Mention: Conjure Animals has weird scaling.
Level 4 spells:
Combat
Conjure Woodland Beings (if your DM has a lick of sense and bans pixies, add in my usual special mention tag for weird scaling when a Ranger casts it)
Guardian of Nature
Stoneskin
Level 5 spells:
Combat
Swift Quiver
I have to get going, so I didn't have time to include my favorite cantrips. Rangers have other spells worth discussing, like Cure Wounds and especially subclass spells (Haste is crazy-good on a Horizon Walker), but these are my favorites from the general list for non-cantrips.
One well placed concentration spell is all a Ranger should need before they start unleashing hell with their attacks.
Yes, agreed. If more of their combat spells worked like Hunter's Mark - a bonus action concentration spell that buffs you as long as it stays up - it would be significantly saner that they're expected to combine Extra Attack with combat magic. One of the reasons Paladins do combat magic better is that they have access to Divine Smite, so any spell that can't compete with Divine Smite, like the hot (see what I did there?) garbage that is Searing Smite, can simply be ignored as if it didn't exist. Rangers also get Searing Smite, but since they don't generally have non-spell ways to consume their spell slots, it stays on the table as a combat spell option.
To be honest, I feel like paladin combat is a slight bit overrated.
The decision between Smiting and casting is really difficult, especially on a class with Half-Caster progression. I get that this was done as a balancing mechanic on purpose, but it still sucks knowing that you have the perfect spell for a given situation...but you can't use it because you'll need that slot to smite somewhere down the line. Or vice versa, you want to Smite this enemy to finally bring them down, but you're out of spell slots because you had to use Protection from Evil & Good earlier.
This is exacerbated by Paladin spells being by and large defensive, healing, and utility spells. Idk. I'm not gonna sit here and claim Paladin's are bad at combat (lol. That would be ridiculous to say,) but I just think they're a slight bit overrated is all.
Nondetection is an incredibly understated spell for a Ranger. Being immune to magical tracking is so useful. Combine it with Pass without Trace (and later Vanish) and there's no way in hell anyone can follow your moves if you don't want them too.
Provided the BBEG considers your party any sort of a threat, they should be trying to keep tabs on you. But Rangers are good at stealth and with these tools, they can make sure nobody sees them coming. If you're a party of four but the BBEG only prepares for a party of three, that's already a point in your favor. If you're a group of four but the BBEG doesn't expect you, you can sneak around them and surprise them with an attack while the rest of the party draws their attention. Hell, if the BBEG doesn't know to expect you, you can listen in on their plans or pretend you're on their side or whatever.
There are many understated advantages to Nondetection. I've gotten a ton of mileage out of that spell.
And yes, we should also talk about the subclasses' expanded spell lists. Haste on a Ranger is bonkers. Protection from Evil & Good, Greater Invisibility, Rope Trick, Dispel Magic, Dimension Door, Misty Step. So many great choices.
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I feel like this thread is sorely missing. Post away.
I'll get the ball rolling with a discussion topic.
Ranger spell list. Is it good? Bad? In between? I see a lot of people claim it's the worst spell list in the game. I see a lot of people claiming it's too concentration-bloated.
What do we think?
What? That’s not true, is it? I think it’s one of the better, if not best, non full spellcaster spell list, and rivals some of those too. Many of the spells are very powerful with their ability to shape the game, and the number of concentration spells is a boon, as far as I’m concerned. Concentration spells give you much more “bang for your buck“ then those that aren’t. Although fun and flashy, non-concentration spells are literally over in an instant, can affect the game in your favor over multiple encounters or a long period of time.
Does their spell list have some traps? (See what I did there?!) Sure. Every spell as does. But it has several spells at each level that are continuously ranked in the top tier of individual spells for their level. Also, the Ranger class, both narratively and mechanically, interacts with a spell list as good as the best of the best.
I think the idea is based on the truism that Rangers are always using their concentration for Hunter's Mark and cannot ever possibly do anything else, which artificially reduces the spell list down to one.
There are...a lot of problems with this belief, yet it seems so prevalent in the community.
With that being said, one thing I will agree with is that the Ranger spell list does have a few too many concentration spells. I don't agree that Hunter's Mark is the be-all; end-all of the Ranger spell list, but that's a different topic.
Sure. I guess I still see that as a strength. Concentrate on hunter's mark for the smaller battles or hunting outings, concentrate on spike growth or fog cloud for a clutch tactical advantage, concentrate on conjure animals for big battles, problem solving situations, travel, and when things get desperate.
Loathe as I am to play devil's advocate --because to be clear, I actually agree with you-- here's my best guess:
It's less that it's bad and more that it 'feels bad.' While you're busy concentrating on, say, Hunter's Mark for the whole battle, the Wizard is dropping Fireballs, Counterspelling, Dispelling Magic, and Polymorphng. The cleric is shooting Guiding Bolts, healing a downed ally, using Spiritual Weapon, and locking things down with Spirit Guardian, etc. This isn't a commentary on what's more or less effective or what-have-you. Rather, it's about what feels more exciting.
Now, personally, I'm of the opinion that a Ranger focusing on a single concentration spell per encounter is good, actually. It means the Ranger can get more out of one resource (a single spell slot) than, say, a Paladin who just blew their own slot on Divine Smite. It also means the Ranger can go for longer since they conserve resources much more efficiently. Once a Paladin blows their load on Smites, they immediately plummet to one of the worst martials offensively. But by the time that happens, a Ranger has expended maybe three spell slots total and is still up for more adventuring. That being said, the Ranger doesn't feel as exciting to play. Which may be where the critique actually stems from. Idk.
I'll also add that most people see Ranger spell list as consisting of one thing: Hunter's Mark. And the spell slots are just there to re-up the Mark once it's gone. This is both boring and inefficient, and it essentially robs Rangers of a ton of utility. Then again, most people don't really base their opinions on actual play experience, but rather on white room calculations on a sheet of paper that --definitionally-- have to be so stripped of variables as to become super specialized to the point of uselessness, but it is what it is.
I personally use Hunter's Mark more as a tracking tool than a damage tool. Outside of combat, Pass Without Trace has saved my party countless times. I use Silence for both sneaking and shutting down enemy casters. Spike Growth is excellent battlefield control and more than makes up for the lack of 2d6 from Hunter's Mark. Absorb Elements has kept me in the fight longer than I had any right to. Zephyr Strike has gotten me out of sticky situations many a time. Lightning Arrow is great for big bursts. Revivify is good because somebody's got to save the Cleric. Nondetection is an extremely useful spell that is often overlooked. Plant Growth is Spike Growth's big brother and combos well with Land's Stride. Conjure Animals speaks for itself. Guardian of Nature is an excellent way of self-generating advantage. Swift Quiver is for when you want the Fighter capstone three levels early. It keeps going. Locate Object/Creature is a phenomenal exploration tool. As is Speak with Animals and Beast Sense.
I personally feel like the spell list is more just overlooked than straight up bad. However, the question really is: even if it's good, is it still the worst spell list in the game? How does it compare to the Paladin or Artificer spell lists? What about the full casters? Rangers can both have a good spell list and still be the worst in the game. Both truths can coexist. I'm not saying they do, but I am acknowledging that they can.
Playing devil's advocate is a good thing, done the way have anyway.
"It feels bad." should be battle cry of online ranger haters everywhere. LOL!
I think you are correct. Hunter's Mark or go home. The same way folks get all bothered about fighter archers and rogue sneak attack multiclassing and class comparisons, and how the gloom stalker gets so much attention. If you ONLY are interested in single target damage with a bow and arrow, then you're (as a player) not going to be as excited (mostly at levels 11+) as a player playing a ranger. The ranger's spell list is what separates them form archer fighters and rogue archers. Hunter's Mark is great, but likely not your "best choice" for spell slot/concentration most of the time at levels 9+.
Even at low levels, once you see the wonders that Entangle or Hail of Thorns can do against swarms and minions, or Ensnaring Strike can do to disable single enemies, you’ll notice that Hunters Mark is cool but not always the best option.
Not mentioning Absorb Elements, Goodberry, Zephyr Strike, Aid, Pass Without a Trace and Spike Growth.
Ranger spell list is top tier, too bad is not daily prepared like the other divine casters.
For one thing, Tasha's improved the Ranger spell list, and many of the complains you'll find online pre-date that. Entangle is one of the best level 1 spells in the game, and it took Tasha's for Rangers to get it.
For another, some of the spells commonly considered the best for Rangers are genuinely bad for their level. Swift Quiver is offensively bad compared to Holy Weapon, for example - and it's hands-down the best L5 Ranger spell. The fact that you're usually better off casting Guardian of Nature and, if you have a DM who lets you pick your own summons - always a bad idea, and contradictory to the RAW - you're always better off casting Conjure Woodland Beings, both L4, speaks volumes.
For a third, some Ranger spells just don't... acknowledge that Rangers are half-casters. Dominate Beast shows up at Ranger level 13. It's thematic and highly appropriate for the Ranger, and I for sure approve of letting Rangers have access to it - but a level 13 PC is almost certainly never going to face a Beast in battle ever again. Since Rangers are know-casters, any Ranger taking Dominate Beast is almost certainly wasting a precious spell known. That's another thing - there's no evidence the Ranger spell list acknowledges that Rangers are know-casters, and instead, many of them are seemingly designed for a prep-caster, with situational use-cases a Ranger can't usually afford to cover, since know-casters have to commit weeks or months ahead of time to what spells they'll have in a situation. And there's likewise no evidence the spell list is designed acknowledging that Rangers aren't ritual casters. Alarm is one of the best spells in the game - and a Ranger who spends a spell known on it has probably made a mistake, because a Ranger can't afford to hold onto a spell slot for it.
Other than for unprepared players or slower players I’ve never had or been a dungeon master that didn’t let the player choose what appeared with the conjure spells unless they were attempting pixie hijinks.
plant growth is a great spell, both tactically and for role-play and world building purposes by itself. However, combine with the circle of the land druid or any handbook ranger it’s extra great! At levels 5/9 these subclass/class can basically shut down a large group of enemies that is primarily on foot.
speak with animals and animal friendship are great for a Ranger not 100% focused on the combat pillar.
other things to mention about the Ranger spell list is that almost all of the better options are verbal and somatic components only, meaning the ranger could be completely naked and alone and still do the majority of their best options. The few spells that do require material components require something that they be using anyways like an arrow or throne weapon, or something like a stick.
And finally, a minimal amount of the Ranger spells, and very few of the better options, rely on a saving throw of any kind. This means that a ranger that does not prioritize wisdom still has access to the majority of the stronger options.
I used magic Initiate and feytouched to expand my list a bit and give me an extra casting of Hunters Mark (which I picked as my extra feytouched spell) - a good secondary bonus to picking hunters mark as my second feytouched spell is that it opens up an extra spell known to add a quirkier spell to my ranger's repertoire. Also, now that I have Misty Step, Zephyr's Strike isn't as mandatory to get out of a tight situation for my gloomstalker Archer.
I have tended to add support spells and I've used them often - cure wounds and lesser restoration have come in handy numerous times - I did the magic initiate/familiar route so my owl swoops in to heal or help comrades in trouble. Rope trick and pass without Trace have been life savers as well. Not flashy like a wizard or cleric but my ranger is always, always useful and quietly saving the party's bacon with some choice spellcasting.
I also like the optional added spells for rangers that Tasha's offered, like speak with animals, etc. My only complaint with the added optional spells for a ranger is beast sense at second. The fact that it's concentration makes it pretty useless unless you're a beastmaster ranger. Most of the other beast spells a ranger has access to are concentration as well, so other ranger archetypes have very little ability to make use of it. But a minor complaint.
I find beast sense to be more of a scouting/exploration spell, not so much a combat spell. Or do you mean beast bond?
Beast sense. I agree - not for combat. But you either need animal friendship or be a beastmaster to get much use out of it. All other beast related spells on the ranger list are also concentration. Unless you have a lenient DM that makes a animal you speak with (via speak with animals) become a willing recipient of the spell. Or some corner cases such as casting it on your mount to spy in a stable or at a camp etc.
Ironsoul makes a great point. The Ranger's spell selection is absolutely top tier, but it suffers from not being a prepared caster. Especially considering a large part of the Ranger's spellcasting repetoire is based around utility, not being able to switch between various useful, but situation spells is a hinderance. Easily my biggest qualm with the class. I'd love it if the conjure barrage/volley spells were a bit better since I find them so evocative.
I would say it is definitely a bit concentration heavy, but not to the point of being a hinderance. The quality of spells available helps quite a bit, as does the fact that Rangers simply aren't built with the number of spell slots to spam spells. One well placed concentration spell is all a Ranger should need before they start unleashing hell with their attacks.
What are everyone's favorite Ranger spells?
Personally, my usual go-to's are Longstrider, Pass without Trace, Silence, and Hunter's Mark (but mostly as a tracking tool.)
Yes, agreed. If more of their combat spells worked like Hunter's Mark - a bonus action concentration spell that buffs you as long as it stays up - it would be significantly saner that they're expected to combine Extra Attack with combat magic. One of the reasons Paladins do combat magic better is that they have access to Divine Smite, so any spell that can't compete with Divine Smite, like the hot (see what I did there?) garbage that is Searing Smite, can simply be ignored as if it didn't exist. Rangers also get Searing Smite, but since they don't generally have non-spell ways to consume their spell slots, it stays on the table as a combat spell option.
Nice.
Well, Conjure Animals. Sorry, everyone. LOL!
Plant growth.
Hail of Thorns, but only around levels 9+. I find it a little underwhelming before that. I like it upcast for groups of enemies of 3+.
Fog Cloud.
Goodberry.
Eh, I'm not bothered that Rangers don't have some resource to offload spell slots in combat. I generally find I don't have as many as I would want to begin with. I disagree that Paladins do combat magic better. They just do it different. Paladins don't get access to the plethora of insane battlefield control spells that Rangers do (spike growth, conjure animals and now entangle for tier 1) and have a much harder time being effective from range. Slapping down an incredible control spell turn 1 and then proceeding to fire away on subsequent turns is generally a very effective way to approach combat and can warp encounters in ways Paladins can only dream of.
As for favorite Ranger spells I have to give it to Spike Growth (and entangle now). Spike Growth is one of my favorite spells and I think Rangers take advantage of it better than anyone thanks to how good archery + crowd control is. I absolutely love that entangle was added to make this style of play possible even earlier. Fog Cloud gets an honorable mention as another of my favorite environmental control effects.
Sorting by level:
I have to get going, so I didn't have time to include my favorite cantrips. Rangers have other spells worth discussing, like Cure Wounds and especially subclass spells (Haste is crazy-good on a Horizon Walker), but these are my favorites from the general list for non-cantrips.
To be honest, I feel like paladin combat is a slight bit overrated.
The decision between Smiting and casting is really difficult, especially on a class with Half-Caster progression. I get that this was done as a balancing mechanic on purpose, but it still sucks knowing that you have the perfect spell for a given situation...but you can't use it because you'll need that slot to smite somewhere down the line. Or vice versa, you want to Smite this enemy to finally bring them down, but you're out of spell slots because you had to use Protection from Evil & Good earlier.
This is exacerbated by Paladin spells being by and large defensive, healing, and utility spells. Idk. I'm not gonna sit here and claim Paladin's are bad at combat (lol. That would be ridiculous to say,) but I just think they're a slight bit overrated is all.
Nondetection is an incredibly understated spell for a Ranger. Being immune to magical tracking is so useful. Combine it with Pass without Trace (and later Vanish) and there's no way in hell anyone can follow your moves if you don't want them too.
Provided the BBEG considers your party any sort of a threat, they should be trying to keep tabs on you. But Rangers are good at stealth and with these tools, they can make sure nobody sees them coming. If you're a party of four but the BBEG only prepares for a party of three, that's already a point in your favor. If you're a group of four but the BBEG doesn't expect you, you can sneak around them and surprise them with an attack while the rest of the party draws their attention. Hell, if the BBEG doesn't know to expect you, you can listen in on their plans or pretend you're on their side or whatever.
There are many understated advantages to Nondetection. I've gotten a ton of mileage out of that spell.
And yes, we should also talk about the subclasses' expanded spell lists. Haste on a Ranger is bonkers. Protection from Evil & Good, Greater Invisibility, Rope Trick, Dispel Magic, Dimension Door, Misty Step. So many great choices.