Not really arguing with Roscoeivian, as far as absolute nature and survival skills go no one is really superior to the scout rogue. Why? Because WOtC gave them expertise in nature and survival at L3 on top of the 4 skills and expertises a rogue gets. Then at higher levels they get reliable talent. It’s essentially impossible to beat their rolls .the features of the scout rogue should really all be ranger features and the scout should have simply had nature and survival added to their skill list as posibilities they could choose and add their latter 2 expertises to if the wanted. I do get some of why WOtC doesn’t give rangers everything we ask for - if we had the scout rogue abilities + spells (mostly without concentration so the synergies that should exist actually did then there wouldn’t need to be a scout rogue, barbarians etc.
I don't really think we need scout rogues, tbh. They straight out steal the Ranger's mission. When you have a class that does something, creating a subclass that allows another class to do it better just feels wrong.
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Formidable is not better. Being able to function to do a set of expected ranger jobs is what makes a ranger.
That kind of begs some questions. The expected ranger job seems to be a jack-of-all-trades style survivalist. That style of class gives up something for the versatility. I'd ask what you think makes a ranger a ranger instead of leaving it to me to fill in the blanks on that statement based on what I think a ranger is or what I think WotC was going for in the class. I would keep in mind that what we might think a ranger is might not match the majority of other people either. It happens...............
There is a game I like to play called what "class is best at X". for example just taking hits or absorbing damage would be a barbarian. Sure other builds might be similar but the default will always be a barbarian. Some questions are a little more shared like what class is best at working a menagerie?. So many classes/subclasses may build for such and adventure but druid or ranger should have the easiest way of building to match.
now who should be the best at traveling? A ranger team should end travel faster and be better prepared for what comes next.
A rangers job is quite simple "boost the ranging experience" and make nature a beneficial part of the world . Now you want such to be expressed in mechanics that both support inside and outside combat. Another poster complained [2024 Rangers are now designed selfish]. That stuck with me because even the hardest unsocial rangers in fiction (or real life) made the group better. The key to turning "general survivalist" into a class feature is to simply represent it as a a part of gameplay. Give a defined feature that equates to survivalist. This could be represented with a universal Terrain feature or specialized equipment (especially since equipment features don't really exist anyplace else), Primal awareness could be reworked to allow you to Target a creature you couldn't see with hunters mark or some other active boost while "ON"
I think we had some of that with the original 2014 ranger and it became an issue among the player base. Are you saying give rangers natural explorer features and just apply it to terrains instead of selecting favored terrains? I'd definitely support that.
I like the idea of using primal awareness to remote cast hunter's mark. It makes the advantage on perception and survival checks more useful.
Bard and rouges both have unique enhancements to their "expert status" rouges particularly Have reliable talent, meanwhile bards share their skills via inspiration. Rangers Could actively share their "ranging expertise" features (at least partially) to make it feel up to standard with "Similar experts".
Note: defining skills expertise as a feature is really just vague and undefined because of the inconsistency of skill checks and their use.
Skill expertise really isn't all that. It's still a small bonus for considerable time and as far as class abilities it's still only one less than rogues and bards. Advantage from from free castings of hunter's mark can make up for it. The problem is that advantage from hunter's mark is very situational.
Bardic inspiration is useful but still a limited resource. I think reliable talent is very good but we're back to "the best at" and rogues are the best at skills in general. Rangers are the ones who are similar but because they are better fighters and have spell support they don't need to be better at those skills than rogues. Rogues aren't encroaching on ranger abilities in this example. Rangers are encroaching on rogues as the best at skills in that argument.
Not really arguing with Roscoeivian, as far as absolute nature and survival skills go no one is really superior to the scout rogue. Why? Because WOtC gave them expertise in nature and survival at L3 on top of the 4 skills and expertises a rogue gets. Then at higher levels they get reliable talent. It’s essentially impossible to beat their rolls .the features of the scout rogue should really all be ranger features and the scout should have simply had nature and survival added to their skill list as posibilities they could choose and add their latter 2 expertises to if the wanted. I do get some of why WOtC doesn’t give rangers everything we ask for - if we had the scout rogue abilities + spells (mostly without concentration so the synergies that should exist actually did then there wouldn’t need to be a scout rogue, barbarians etc.
That's still comparing a subclass to a base class, which isn't a valid comparison. It also ignores spell support. It seems silly to talk about spellcasters general superiority over skill in general on various forums EXCEPT for when it comes to rangers vs scout rogues. ;-)
The base ranger class has an option to select guidance a level before the subclass scout rogue becomes available and can apply that to more than the scout rogue with expertise and stacks with the ranger's expertise. The average guidance roll is +2.5 and the expertise bonus is +2 and +3 until 9th level. By then the ranger has a lot more spell support. Here's a list rangers have that can help:
1st level: alarm, animal friendship, detect poison and disease, goodberry, jump, longstrider, speak with animals
2nd level: animal messenger, beast sense, darkvision, enhance ability, locate animals or plants, pass without trace, protection from poison, summon beast
3rd level: conjure animals, meld into stone, nondetection, plant growth, speak with plants, summon fey, water breathing, water walk
Higher level spells include things like commune with nature. What is your argument for the superiority of a couple more expertise skills as superior to the ranger spell options? The rogue is generally better with skills when reliable talent comes online to be better than guidance but there are still spell options to consider this against.
I don't really think we need scout rogues, tbh. They straight out steal the Ranger's mission. When you have a class that does something, creating a subclass that allows another class to do it better just feels wrong.
Agreed, the best thing WOtC could do to make a better ranger is eliminate the scout rogue.
WotC didn't include the scout in the 2024 PHB. We're inserting it in from past materials that not everyone is going to own or use. If your table chooses to use the subclass that's their choice. If I thought the scout was a better ranger (I don't but if I did) I would just make a scout and say "ranger" instead of "rogue" during roleplay and table discussion.
cure wounds, hunter's mark, alarm, speak with animals
2nd level doesn't need to take druid cantrips because of the species and origin feat so the fighting style can be archery. Deft explorer grants expertise in survival and can add animal friendship.
3rd level is the important one in the comparison because that's when the rogue is adding the scout subclass. We need to pick a ranger subclass so that we're not comparing a subclass to a class. Fey wanderer adds a skill proficiency (I'll go with persuasion) and lets the ranger add their wisdom modifier to charisma checks. Species adds longstrider, fey wanderer adds charm person, and the ranger progression can add detect magic.
This is what our spell list looks like now: druidcraft, elementalism, guidance; cure wounds, hunter's mark, alarm, speak with animals, animal friendship, longstrider, charm person, detect magic.
This is the rangers skills: athletics (+4); acrobatics (+3), sleight-of-hand (+3), stealth (+6); arcana, history, investigation, nature (+3), religion; animal handling (+6), insight (+3), medicine (+3), perception (+6), survival (+9); deception (+2), intimidation (+2), performance (+2), persuasion (+5)
We can make similar choices for the rogue but go human for skills for better effect later on reliable talent. Something like:
race: Human (resourceful, skillful, versatile) -- skilled origin feat
ability scores: STR 12, DEX 16, CON 13, INT 10, WIS 16, CHA 8 (based on standard array)
skill proficiencies: insight, stealth, perception, athletics, investigation, persuasion, deception, history, animal handling, sleight of hand
Survivalist gives survival and nature free with expertise. This is the rogue's skills: athletics (+4); acrobatics (+3), sleight-of-hand (+6), stealth (+9); arcana, history (+3), investigation (+3), nature (+6), religion; animal handling (+3), insight (+6), medicine (+3), perception (+9), survival (+9); deception (+2), intimidation (-1), performance (-1), persuasion (+5)
The rogue at that level is better at skills in general because that's what they do. The rogue doesn't have the spell options the ranger has. A person could add a couple with origin feats but that doesn't compare and gives up something else.
4th level adds another spell prepared for the ranger. We could add jump at this point.
5th level can add pass without trace, misty step, and enhance ability. 7th level can add lesser restoration just in case. 9th level gives us summon fey, speak with plants, and water breathing. Expertise in stealth and perception seems appropriate but a person might add expertise in perception and nature instead.
Rangers aren't struggling to be good at these skills just because another class has better skill options. It seems like you're focusing too much on the skill and ignoring other aspects that make a ranger a ranger. ;-)
Ashrym, I think you missed my point. A ranger is 3 things- 1) am wilderness skills expert, 2) a martial character, 3) a spell caster. when comparing the ranger to a scout rogue the spell casting does indeed make the Ranger superior to the scout rogue - no question there so let's look at the other 2. As a martial the scout rogue with sneak attack and the ranger with TWF and extra attacks are roughly similar (at least in the same ballpark). so that is a wash. It is particularly as a wilderness expert that the ranger suddenly comes up a distant second. the 2014 ranger gets effective expertise in a maximum of 3 terrain types and 4 enemy types - if they pick nature and survival as 2 of their 3 skills. the scout rogue gets 4 skills at level 1 with 2 expertise's, then at L3 the get expertise (proficiency with double proficiency bonus = expertise) in nature and survival as well as Skirmisher (1/2 move as reaction with no opportunity attacks). that is 6 skills with 6 expertise's effectively including expertise in all terrains and all foes technically. My argument is that the wilde3rness expertise's along with the spell casting are what set the ranger apart from the other classes. What should have been done was to give the ranger outright expertise in nature and survival and 2 other skills then reduce the scout rouge to gaining the nature and survival skills without expertise the rogue can use their 2 later expertise's to bring nature and survival up to match the ranger if they wish but they are still limited to 6 skills and 4 expertise's along with (latter) reliable talent. This makes the ranger what it should be - the preeminent wilderness expert, a solid fighter and a limited (especially the 2014 versions with known spells and no way to change them) spell caster.
I would also argue that the later scout rogue subclass abilities (Superior Mobility and Ambush master) make at least as much sense as ranger abilities as they do as scout rogue abilities.
yes, expertise in stealth and p-perception are highly useful to rangers, but they don't hit directly at the core ideas of a ranger the way nature and survival do. were rangers to be given proficiency and expertise in nature and survival at level 1 along with 2 other ski9lls and then gain 1 other expertise at a later level that would allow them the skills they would have without competing with the rogue (or bard) for outright leadership as a skill monkey. Similarly, the scout rogue with 6 proficiencies (and 4 expertise's) would not be superior to the ranger in its area of superiority. The ranger is technically inferior to the fighter as a martial, to all full casters as well as the other half casters (fewer spells and known - no way to change) as a caster. it should have its area of superiority, but the current scout rogue is superior to the 2014 ranger and 2024 is barely equal. WotC missed the boat (IMHO) on this one and will need to (should) work on this as we go forward.
I'm happy with the changes generally (for 2024) but think they didn't go far enough. making the spellcasting start at L1 and providing a way to change out spells on a long rest goes a long way to improving their spell casting (some more directed energy spells would be nice additions) . I would like to see a revised (nerfed) scout rogue in the next addition however.
The problem with a wilderness expert character is, many tables don't care about wilderness exploration. I certainly know that my DM does not punish us for nobody wanting to play a ranger. If features aren't widely necessary, it's hard to fault WotC for emphasizing that at the cost of things that will find a use in most games. A character that loses combat capability for wilderness exploration will be disliked even more than one that neglects it.
the fact is, mechanically, there's nothing wrong with the 2024 ranger. Am I fond of the hunter's mark focus? No, I think it's lazy design. That said, lazy or not, the ranger is certainly mechanically viable, and people are crucifying the designers for not providing the cup of tea that they personally wanted.
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Note scout isn't even needed for comparison because a base rogue can still get reliable talent in the nature and survival with reliable talent before ranger gets 2 and the wilderness encounter spells are either crap or encourage skip engagement.
This is why defined unique mechanics is a nessecity for the ranger to feel like it has a place.
People liked the idea of all the 2014 elements but often disliked the mechanics. The mechanics need to be both combat and outside ready. I don't care if it's fixing the old or good new ones. Wotc never tried to fix the old IMO it was a mistake. The went a different route and clearly didn't succeed. Either try again or fix the old. But I will not buy another wotc product until ranger plays like a ranger. Especially since the 2014 is compatibility a dishonest promise. I will not be able to even build 2014 ranger at a table that uses dnd beyond.
I'm all for building characters players want some people want a non-magical ranger and if scout provides that fine But "ranger" should at least be on par with it by "feeling like an expert" even if mechanically different.
The problem with a wilderness expert character is, many tables don't care about wilderness exploration.
I have played 2014 at non exploration tables and had a good time. Now anecdotes show possibility but not causality or probability.
So how did I make 2014 work. If there was a scene change I just asked if I got my free activities. Harvesting, crafting etc. Ment eventually I got scrolls or potions or poisons to directly interact with the only gamplay that mattered .....combat.
Sometimes just saying the party arrived faster gave extra combat boons too. "Combat Clocks" might have more time or enemies were less ready. Working with your dm is a feature not a bug. Often simple quick boons are options. Fighting at the table is a bug.
I also have the opposite of decision paralisys. Meaning tactfully exposure to extra choices is amost a nessecity. I liked mechanically justification for my knowledge of beast/monster stats. (And it helped the times I would design oneshots). Several options for such exposure are gone to rangers but given to others. (Familars taking small player flight builds is just a f-n slap to the face. .) Now should everyone be forced to accommodate my playstyle. of course not but at least with tasha's + 2014 mix and Match had almost all rangers players satisfied.
The 2024 Ranger really just needed a few more exploration ribbons and I would've been a lot happier with it.
Favored Enemy could've improved the tracking part of Hunter's Mark. Let us cast it on found tracks with an infinite range so we can use it to hunt enemies back to their lair. Then when we find them we already have Hunter's Mark on someone so we can use it for an ambush without giving away our position. This not only makes Ranger better at tracking but gives a combat incentive to pay attention to tracking as a mechanic.
Roving could let rangers ignore non-magical Difficult Terrain in addition to the Climb and Swim speeds, making the ranger the best class for fighting in jungles and swamps.
Tireless could allow rangers to stay alert while taking a short or long rest in addition to its current effects.
All of these abilities are pretty niche and don't increase the actual power of the class by much, but they would all massively improve the flavor of the class and make Ranger feel like the wilderness survivalist they were meant to be.
Yes, a nature/ travel ribbons ( or even flavor text) would have helped the 2024 ranger’s feel. Mechanically the ranger works well. If it had access to more offensive spells and /or cantrips it would be pretty close to the ultimate Gish base. As is I often MC it with sorceror for this.
this was my idea to fix underpowered subclasses lot were rangers please help petition wizard of the coast to add these
Ranger Improved Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the direst threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
At 3 level you can chose from one of these three features and opportunity attacks against you are made at disadvantage.
Tiger-Palm= you make one unarmed strike against a foe with a plus one to the attack and on a successful hit the target must make a dexterity saving throw against your strength score plus your wisdom plus proficiency bonus on a failed save they distance movement become halved. This attack still deal 1d4 slashing regardless of succeeding or falling on the saving throw.
Snake-Strike you make an unarmed strike against foe, on a hit they take 2d4 poison damage, and must make a wisdom saving against your spell save dc on a failed save they are considered frightened until the start of your next turn.
OX-Muscleyour strength is increased by 5 and you gain advantage on grappling your opponents. Plus, you can add your strength modifier to the damage on your unarmed strikes.
At 5 level you gain proficiency with all mele and ranged weapons and can you your add proficiency bonus and Dex modifier to the attack rolls and you can make two melee weapon attacks and one ranged attack weapon as part of one attack action. You can also choose to have either one of following features.
Evasion.When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Uncanny Dodge.When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 7 level you can attune one item per day without needing a long rest the item must be considered a magical weapon. Your martial art improves from your study of animals you gain one of three stances which grant you different features depending on your choices.
Guardian-Stance= you and one ally in 10 feet of both gain a +3 to your armour class and 4 temp hit points for 2 mins
Armor of the Porcupine=you can use your reaction to increase your ac by your proficiency bonus and the next melee attack against you that succeeds on a hit the enemy takes 1d4 piercing damage this increase to 2d4 at 11 level and 3d4 15th level
Primal- Stance= your gain the ability to increase you and one ally strength by your proficiency score and your unarmed strike damage for both you and your ally is doubled for one turn each this feature is allowed to be used twice per day.
The 1 and 2 can be used three time a day.
At level eleven you gain both Volleyand Whirlwind features however they can only be a number time equal to your proficiency bonus you regainall use after a long rest
Master of Traps
You can also set traps for your enemies you need rope, leaves, spikes shovels and or nets, hostile creature need a perform perception check to notice against your wisdom score for the dc on a failure they are considered restrained but no damage unless it spike pit which they take 2d8 piercing damage. Your experience in setting traps give you advantage on perception check to find traps
Extreme Hunter’s Defence
At level 15 you gain resistance to magical effects and weapons and twice per day you can double the distance you shot a ranged weapon without disadvantage you regain uses after a long rest. Finally your master over martial arts allows you to prepare a fighting style that give you basic stats of a cr2 creature or lower this feature can only be use once a day you simply gain their stats and substitute those for yours when you take hit you take of whatever one your using but if your stats form martial feature drop zero, your reduce your regular hit points by half until you finish a long rest, and you gain advantage on constitution and death saving throws.
Fey wander improved.
A fey mystique surrounds you, thanks to the boon of an arch fey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Source: Tasha's Cauldron of Everything
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger’s spells you already know.
Fey Wanderer spells
Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.by rolling one D6.
Feywild Gifts
Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change colour to match the season at each dawn.
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
you gain two-way undetected telepathy, (telepathic link) for a range of 30 feet at fifth at level.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
you gain two-way undetected telepathy, (telepathic link) for a range of 30 feet at fifth at level.
Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save, also telepathic link range increases to 60 feet, and you can now link to two sentient creatures.
Fey Reinforcements& improved telepathic link
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell summon fey, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. Your telepathic link range increases to 100 feet, possessed .succeed at persuasion or charisma check against a link target your soul inhabits their body and you can use your skills and abilities as well as theirs you can only use inhabit mind when you are linked with one creature, every hour the creature can try to make constitution saving through against your charisma modifier plus ranger level for spell save dc, you real body is considered incapacitated unlit you return if you don’t return to your original form in 2 hours you and the current soul fight for possession of this body if you win you remain in this body permanently and lose your inhabit soul features but your stats become of that creature body you took over and you gain their racial abilities plus your class and spells and level you have remain over the creature must have an intelligence rating of 3 or higher to be possessed, but if you lose the fight your body dies and your soul cant be resurrected into a new vessel except by the wish spell
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space
Ranger improved Beast Maste Conclave.
At 3 level you can spend an hour casting a unique ritual you become bonded to animal of challenge rating 1 or lower this bonded companion shares its initiative with you loses it multitrack feature if it had one but takes its turn immediately after your you issue it commands no action required by you.
Shared Experience
At level five your companion starts to level up with you and gains a +2 each of its stats, you can also see through your animal companion senses for 10 minutes you can use this feature a number equal to your wisdom modifier., you regain all use uses after a long rest.
At level 7 you gain tamers mark you can mark your trusted animal companion with your nature magic you both gain resistance bludgeoning, piercing and slashing damage even if its magical, if you defeat another animal combat but don’t kill and it challenge rating 1 of lower you can tame it you can have two bonded creatures at one time for , your new companion gains a +plus its stat once your ranger level advances by five,
9 level you can apply tamers mark to all your tamed or bonded creatures you can also creating temporary taming contract they take 30 minutes to cast as ritual but the tamed creatures formed by the temporary contract don’t gain your tamers mark abilities but they have their own initiative and gain advantage if an ally is in five of them when making an attack roll and the beast can also you its multiattack feature if it has one it obeys your or an designated ally commands as a bonus action you can only have one temporary contract at time and you can only u use three tamer’s contract per day you regain use after a long rest the creature is contracted for one hour
At level 11 you can now have two temporary taming contracts active at the same time but if you do it count as two temporary contracts for the dy.
At 15 level you can use of one your bonded animal companions ability as your own you but you must have a limb that could believably perform the same function if you don’t have wings you can’t fly if you attempted to use a bird flying ability but you don’t have wing your attempt fails and you take 14 psychic damage, can now have 3 animal companions permanently bonded to you/ (your permanent companion cannot die while you’re alive this features is active at level 3 but if you fall unconscious so do they) your magic bonds you to your permanent companion that a spell which buffs you also buffs your permanent bonded companions you can also talk to an ally through one of your companions you can this feature a number of times equal to half your ranger level dived by your proficiency bonus.
Ranger Improved Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Source: Xanathar's Guide to Everything
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Instant movement your connection and dedication to protecting the world, the gods trusted you with the power of instant and augmented movement you can cast the spell misty step spell twice per day as a reaction or you can also by expanding 2 level 2 spell slots to cause this spell to transport one creature other than yourself 30 feet away you regain one use after a short rest, the creature must be willing or the movement fails and counts as one of your uses
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Innate magic
The spells protection from energy, protection from poison and alter self-become cantrips for you, you can choose this for your second part of the 15 level instead of
mastery of space magic feature you can also chose 2 2 level or lower spell from abjuration school of magic, and these become ranger spells for you but don’t count against the number of ranger spells and wisdom is your spellcasting ability
Spectral Defence & Mastery of Space Magic
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on for 1 combat round and your improved skills of magic lets you take one willing creature with you when you use your enthral step feature and at cost of using a third level spell slot you extend the duration until the end of the current round.Your master of movement and planar magic give you access to one a time a casting Etherealness, and you can take willing creatures equal to your wisdom modifier with you to that plane but using the spell this way requires 5 minutes of casting timing and you can only stay for 10 minutes or 3 turns in combat as stress weakens your connection to this harmless demi-plane. After you take more than one willing creature with you can’t do the spell in this again way except by a wish spell. Also, you can cast dimension door once a day without a spell slot and you ca take three willing creatures with you can’t cast the spell in this way again until after a long rest.
Improved Fighter Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Source: Xanathar's Guide to Everything
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip and your loading time for stringing new arrows are cut in half and you gain proficiency with all ranged weapons and can add your proficiency bonus to attack rolls.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a short bow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a short bow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.,
Elemental arrow At 7 level you can also shot an arrow and
attune to do either lighting fire or cold damage and you can shoot these elemental arrows per day equal to your intelligence modifier plus your fighter level rounded down, each shot does 1d4 damage and doubled to 2d8 at 9 level and 3d8 at 15th level, you can change the element your attuned to one of the other two after a long rest. You can also use your Arcane Shot feature 3 times per day, but you regain only one use after a short rest.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
10 improved magical arrows
You gain the spell conjure volley which you can use twice per day. And either flame or lightning arrow which you use 3 times per day, and you use arcane shot feature four times per day and you now regain 2 uses after a short rest
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. You can now also use your arcane shot feature up to five times per day, and as a trick you can make 10 non magical arrow appear in your quiver, You also get Hawkeye Ability you can shoot a ranged weapon at close distance with no disadvantage or even if you move outside the distance of maximum range of the weapon you don’t have disadvantage but the damage is reduced by your intelligence modifier instead,
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Arrow.You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow.You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow.You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow.When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow.You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow.Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow.You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Double Arrow
You shoot one arrow, but it split into two arrows and you make two weapons rolls this counts as one attack action and you shoot at two targets with 15 feet of each and on a hit does 1d4 piercing damage increase to 2d4 at 7 and 2d6 at 15 level
Improved Fighter Knight
The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armoured bulwark that strives to keep the rest of the party safe.
Source: Unearthed Arcana 23 - Fighter
Born to the Saddle
Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.
Master of Armour
You can attack with your shield add half of your ac minus your proficiency bonus to attack roll, and your speed is not reduced by heavy armour.
Expertise Mountyour speed on horse is doubled and by sacrificing five your hit points you can remove one level of exhaustion from your mount. You can use this feature twice per day you must be the one riding.
Implacable Mark
At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.
The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.
If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.
You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.
Noble Cavalry
At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. Plus, as reaction if an ally 10 feet of you takes a hit you can intercept and block the attack and reduced the damage, they take by 1d4 plus your fighter’s level you can use tis reaction twice day,
Hold the Line
At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
Bosted Armour,
You and three allies of your choice gain a +4 ac and five temporary hit points for one minute.
Art of Chivalry
When you’re in 10 feet of a female ally they have advantage on dexterity and constitution saving throws, and no non magical mele weapon attack can be made against such ally
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Defender's Blade
At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armour, in combat you attract the attention from your foes on the first round of combat any enemy that attacks anyone but you they have disadvantage on the attack rolls.
Ranger: Monster Slayer Conclave improved
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. This increases to 2 d6 at level elven and 4D6 when you reach level 15
Supernatural’s Defence
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.in addition you only have minor resistance to magical spell attacks they only do 3 quarters damage. Also, the horrors you dealt with have scared your mind you gain immunity to the frightened condition and after all the attempts to be lured away you gain on advantage on saving throws against any affects that would leave you charmed.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. You can you use this feature twice a day, you regain one use after a short rest and all uses after a long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Natural Balance
In addition, you your natural energy creates 40 foot wide 70 feet long and 80 feet deep barrier that weakens magic, magic attack only do half damage on a fifth level spell or lower spell, 6 to 8th level only do 3 quarters damage and cantrips cannot be casted in your natural balance area it affects your foes as well as your teammates you use this feature once a day, it takes one round for you ti activate it then it last for ten minutes, you regain it use after 3 days of no spellcasting
Improved Wizard Transmuter
you are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Sources: Player's Handbook
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spell book is halved.
Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material you can make change permanent by sacrificing a 2-level spell slot you can only use this feature twice per day.
At 6 level you Transmuter enchantmentyou gain the spell alter self and by sacrificing 300 gold you can have this spell affect willing creatures equal to your intelligence modifier, but you all gain the same feature from this spell your choice and only use this spell in such way once per day, this spell is added to your list of cantrips. Transmuter’s Touch, you must be in contact with such item and if you are touching a non-living creature you can turn into sand, wood, or steel but the object remains the same weight. You can create one transmuter stone at sixth level
10 level
Transmute Weapon or Object
You can change one non magical weapon or object into another non magical object of the same sise and value, you also add the disguise self-spell to your cantrip list, and you can have affect one other ally by expanding a 3 level spell slot and if you alter the spell this way the illusion is solid for 5 minutes meaning it can’t be found out it’s a disguise through touch.
Master Transmuter, you not only to store your transmuter magic in transmuter stones you create but your spells and you or ally can break the stone to release the spell as s they are a of a class that can cast spells ad spell has to be of 3 level or lower and all your cantrips count as transmuter spells for you.
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. You can have a maximum of three transmuter stones at any one time.
Major Transformation. You can change a non-magical weapon into a magical weapon and give it plus 2 to attack rolls.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all of its hit points.
Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spell book.
Revert form. By touching creature with a transmuters’ stone you restore the creature to its original form if alive and on a player character they revert back to level 1 or you ca reduce another creature to a lower level that is minimum of 2 levels or lower, the player character has to be willing a foe must succeed on a charisma saving throw against your spell save dc
Potion master does not require a transmuter stone you can create standard potions if you have the right component and by sacrificing a 2 3 level spell slot you can change a standard potion to another potion of the same quality, like for example you could transmute a potion of standard acid resistance into a standard potion of healing or greater potion of healing to a different potion as long as the potion is the same rarity.
Improved Enchantment Wizard Sublcass
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Sources: Player's Handbook
Enchantment Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spell book is halved.
Hypnotic Gaze
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthral another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. Your instinctive charm and expertise in using it grants you immunity from being charmed or frightened
Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Grant Charm
Your enchantment magic allows you to create a number of charms equal to your intelligence modifier, the charms you make can be use by any willing creatures. A creature can hold only one charm at the time, and you chose what the charm looks like
A charm takes one hour to make, and each charm can only store one charm effect from the charms table you require 4 days of rest s before you can make any new charms after you made your maximum amount.
Alter Memories
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Charm Efeect Table
Charm of Sturdiness
Grants holder advantage on constitution saving throws
Charm of Agility
Doubles the bearer movement speed
Charm of Invisibility
Grants the bearer to be invisible for ten minutes for one use recharges after a short rest
Charm of Multiattack
Allows the holder to multiattack in combat a number of times equal to half their proficiency bonus rounded down
Charm of Fire Protection
Grants the holder resistance to fire for 1 hour
Charm of Prophet
This charm grants the holder the ability once to ask the dm a question and they must tell the truth but the dm can be vague or the question can be a yes or no question, this charm expires after use and a creature can only this charm once and its done
I have been playing rangers since 1979. I have never found a ranger I didn’t enjoy playing. That doesn’t mean I don’t think each version I’ve played couldn’t have been improved. The 2024 ranger is one of the best versions I’ve played. Could it be improved? Sure, will it? Possibly, Will I get the things I think would improve it? Probably not - at least not most of them as that would mean rewriting more than just the ranger. Because the wilderness/exploration leg of the game is fading away I think there is a distinct possibility that the next full edition change will move the ranger back to being a subclass of the fighter with some of the subclasses going to other classes possibly.
Just got my physical PHB. I rolled up a Ranger. Played one session. I like it so far. I haven't got my Beast yet but that is my plan.
I don't mind the concentration for hunters mark now that at lvl 13 damage doesn't end concentration. If that wasn't there, I would hate it. for me it is a nice end cap ability.
Some of the Beast mechanics are hard to follow the wording on. I asked in another forum for some help there. If I can I am going for a Drizzt build. Two scimitars and a land beast that looks like a black panther. ;-D
I will probably boost the class a bit if one of my player wants to play a ranger
Level 1 : Change dex saving throws to con saving throws: It fits the theme better (hicking for hours, survival) and would help a lot with maintaining concentration. Level 6 : Advantage on concentration saves for Hunter's mark (HM). Level 9 : Relentless hunter, previously level 13, bump HM dmg to 1d8 Level 13 : You do not need to concentrate on HM while concentrating on the following spells : Ensnaring strike, Locate Object, Pass without a trace, Spike Growth, Elemental Weapon, Protection from Energy. Level 17 : You do not need to concentrate on HM while concentrating on the following spells : Conjure Animals, Conjure minor elementals (added to the list). Level 20 : Bump HM to 2d8, remove concentration on HM, and allow to cast any first level and second level spells with Favored Ennemy for a proper capstone ability.
Spells :
Remove concentration on Beast sense Remove concentration on Swift quiver. Add Conjure minor elementals to the list.
While each of the changes you suggest sound nice and would indeed create a more powerful ranger they also create a heavily unbalanced ranger when compared to other classes. 1) Giving rangers to con saves from Dex saves has two problems: A) Dex saves are the most common so taking that away weakens the ranger in order to somewhat strengthen its spellcasting which can be done other ways at higher levels already. B) I don’t believe any other casters have a con save so this puts rangers in a class of their own caster wise. 2) the focus on making sure HM doesn’t fail because of lost concentration is actually unneeded as you get 2+ free castings before you need a spell slot for it - this was done to allow you to lose concentration and recast when that happens. The need for concentration is part of the balancing of the ranger; this applies to most of the other buffs folks want to give.
The real problem ( to me) with most of these ideas is that the ranger is still perceived to be weaker than it really is. It’s not a nova blaster, but it’s a solid dpr hitter ( not #1 but probably #2 or 3) an area control/ minion slayer specialist, a nonmagical resource extender, as good or better in the wilderness as anyone else ( something we all really need to do more of in our games). Of the 2024 classes the ranger is the clear winner in the. GISH contest. where improvements might be need are not really in the casting or combat areas but with skills and tools. The ranger should probably have gotten 2 expertises at L2 not one with the third at higher level. They should also get something like the bard’s jack of all trades or the rogue’s reliable talent abilities or at least the skilled feat at the same time for tools I would recommend the herbalist kit and one of: woodworker’s kit, leatherworker’s kit and cartographer’s tools.
I’m sure I’ll hear some calls soon about overlooking the “urban” ranger, so let me suggest that it should be seperate subclass that switches out some of the base class skills, abilities, knowledges for versions perhaps more appropriate for urban settings - or that what ever book has it explains a little about how to handle things like nature and survival in the urban setting if they are going to leave them unchanged.
As Crzyhawk pointed out many tables don’t do the wilderness/travel thing much or at all making the thing that makes rangers different and unique almost pointless. That leaves the ranger as chassis for building a GISH warrior which isn’t to bad an alternate but …. This is why I was annoying Ashrym with my comparison of the ranger class to the scout rogue subclass - while you can build a ranger analog on the rogue chassis by giving it expertise in nature and survival along with stealth and thieves tools, and even give it spells by going arcane trickster the scout rogue is that and more so since it gets 6 expertise so it doesn’t have to sacrifice anything to outdo the 2014 ranger’s wilderness skills. There is no need for the scout rogue and I feel it should be deleted from the game. As it is with the disappearance of the wilderness/travel aspect of the game I can see the ranger eventually going back to being one or more subclasses of the fighter in 6e (not 5.24e)
I think there's nothing mathematically wrong with the ranger that requires it being buffed. I've been playing rangers since the mid 80s, it's traditionally been one of my favorite classes. the new ranger does everything that those old 2e rangers did, and they do it all better and sooner. The one exception I'd say is that I could dual-wield a d8 mainhand and a d6 offhand before, and that's now mostly off the table. that said, this ranger can swing those D6s more often, AND more effectively, so who even cares?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I would agree with that, except it could use some help with skills in some way to compete with the bard’s jack of all trades and the rogue’s reliable talent.
I will be playing a ranger in my next game, so I'll see if maintaining concentration is a real problem, but I am already planning to take warcaster at level 4, and I feel like it's a feat tax, almost mandatory (that or resilent), and that will put me behing the curve for my main stat. When you feel the need to take a feat to make your class features work, that is not a good sign. Let's compare :
Almost all gish classes get a way or a ressource for helping with concentration checks:
Paladins get Aura of protection at level 6, not only giving them their charisma modifier to con saves to maintain concentration, but to all saves to all people in their aura. Eldritch Knights get con saves from the start, and can throw up shield when needed to possibly not have to make the check. They also get indomitable at level 9. Arcane tricksers get uncanny dodge at level 5, effectively reducing the concentration save DC for at least one attack targeting them each turn. Pact of the blade Warlocks can hide behind temporary HP, again reducing the need to make concentration checks or reducing the DC if the dmg goes through. Valor bards can use an inspiration dice to boost their AC to often avoid making the concentration check and get mirror images to avoid taking dmg altogether.
The ranger has to wait till level 13 to not to worry about concentration, and only for one spell. Yes, you can cast it a couple of time per day without a spell slot, but you use your bonus action to do that. This is an hindrance mainly for the beastmaster, as you will not get your beast to attack this turn, but also if you want to cast jump, make an off hand attack with this cool second magical non nick weapon you found, etc. Their spell list is also heavy on concentration spells, so it's not only about HM.
The way I see it, rangers are really MAD.
You need dex as your primary stat. You need wis for spells, and, if you are a beastmaster, your beast attacks and dmg scale with your wis score. You need con to maintain concentration on your bread and butter spell, on most of your spell list, and for survivability. You almost are obligated to take a feat here. You need str, because you still need to be somewhat decent at athletics if you want to climb/swim/jump. You get a climb speed, but you still need to make some checks if the surface is slippery, say. Else, yes, you will climb and swim faster, but you will also fall faster or sink faster. You should be good at this stuff!
While building my character, I felt that the class features are all over the place. The class has a lot of cool tools, but they all are tied to a different ability scores, so you will not to be able to use those tools in a reliable way. That was the problem they pinpointed and fixed with the monk grapples, or for jumping with the thief rogue.
I love my charater concept and I am sure I will have a lot of fun at the table. I do not care to min/max a character in order to find the best broken combo to pull off, but I felt, while building it, that the game required me to invest in so many ability scores to be somewhat effective at using my class features that it seems, for now, quite problematic.
But I'll play my halfling ranger (at least I will get to reroll my 1 on con check) and see how it goes in real play. I am well aware that theory crafting can only take you so far.
Valor bards can use an inspiration dice to boost their AC to often avoid making the concentration check and get mirror images to avoid taking dmg altogether.
Might be a minor nitpick, but Bards can't inspire themselves. Also, Valor Bards are not Blade Bards, they have no rule about using their own dice to aid themselves.
Bards in the 2024 rules are built solely to be a support class. Even the new dancing bard is still only able to inspire others, they just get extra attacks from it.
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Not really arguing with Roscoeivian, as far as absolute nature and survival skills go no one is really superior to the scout rogue. Why? Because WOtC gave them expertise in nature and survival at L3 on top of the 4 skills and expertises a rogue gets. Then at higher levels they get reliable talent. It’s essentially impossible to beat their rolls .the features of the scout rogue should really all be ranger features and the scout should have simply had nature and survival added to their skill list as posibilities they could choose and add their latter 2 expertises to if the wanted. I do get some of why WOtC doesn’t give rangers everything we ask for - if we had the scout rogue abilities + spells (mostly without concentration so the synergies that should exist actually did then there wouldn’t need to be a scout rogue, barbarians etc.
Wisea$$ DM and Player since 1979.
I don't really think we need scout rogues, tbh. They straight out steal the Ranger's mission. When you have a class that does something, creating a subclass that allows another class to do it better just feels wrong.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Agreed, the best thing WOtC could do to make a better ranger is eliminate the scout rogue.
Wisea$$ DM and Player since 1979.
I think we had some of that with the original 2014 ranger and it became an issue among the player base. Are you saying give rangers natural explorer features and just apply it to terrains instead of selecting favored terrains? I'd definitely support that.
I like the idea of using primal awareness to remote cast hunter's mark. It makes the advantage on perception and survival checks more useful.
Skill expertise really isn't all that. It's still a small bonus for considerable time and as far as class abilities it's still only one less than rogues and bards. Advantage from from free castings of hunter's mark can make up for it. The problem is that advantage from hunter's mark is very situational.
Bardic inspiration is useful but still a limited resource. I think reliable talent is very good but we're back to "the best at" and rogues are the best at skills in general. Rangers are the ones who are similar but because they are better fighters and have spell support they don't need to be better at those skills than rogues. Rogues aren't encroaching on ranger abilities in this example. Rangers are encroaching on rogues as the best at skills in that argument.
That's still comparing a subclass to a base class, which isn't a valid comparison. It also ignores spell support. It seems silly to talk about spellcasters general superiority over skill in general on various forums EXCEPT for when it comes to rangers vs scout rogues. ;-)
The base ranger class has an option to select guidance a level before the subclass scout rogue becomes available and can apply that to more than the scout rogue with expertise and stacks with the ranger's expertise. The average guidance roll is +2.5 and the expertise bonus is +2 and +3 until 9th level. By then the ranger has a lot more spell support. Here's a list rangers have that can help:
Higher level spells include things like commune with nature. What is your argument for the superiority of a couple more expertise skills as superior to the ranger spell options? The rogue is generally better with skills when reliable talent comes online to be better than guidance but there are still spell options to consider this against.
WotC didn't include the scout in the 2024 PHB. We're inserting it in from past materials that not everyone is going to own or use. If your table chooses to use the subclass that's their choice. If I thought the scout was a better ranger (I don't but if I did) I would just make a scout and say "ranger" instead of "rogue" during roleplay and table discussion.
A sample ranger might look like:
Spells
2nd level doesn't need to take druid cantrips because of the species and origin feat so the fighting style can be archery. Deft explorer grants expertise in survival and can add animal friendship.
3rd level is the important one in the comparison because that's when the rogue is adding the scout subclass. We need to pick a ranger subclass so that we're not comparing a subclass to a class. Fey wanderer adds a skill proficiency (I'll go with persuasion) and lets the ranger add their wisdom modifier to charisma checks. Species adds longstrider, fey wanderer adds charm person, and the ranger progression can add detect magic.
This is what our spell list looks like now: druidcraft, elementalism, guidance; cure wounds, hunter's mark, alarm, speak with animals, animal friendship, longstrider, charm person, detect magic.
This is the rangers skills: athletics (+4); acrobatics (+3), sleight-of-hand (+3), stealth (+6); arcana, history, investigation, nature (+3), religion; animal handling (+6), insight (+3), medicine (+3), perception (+6), survival (+9); deception (+2), intimidation (+2), performance (+2), persuasion (+5)
We can make similar choices for the rogue but go human for skills for better effect later on reliable talent. Something like:
Survivalist gives survival and nature free with expertise. This is the rogue's skills: athletics (+4); acrobatics (+3), sleight-of-hand (+6), stealth (+9); arcana, history (+3), investigation (+3), nature (+6), religion; animal handling (+3), insight (+6), medicine (+3), perception (+9), survival (+9); deception (+2), intimidation (-1), performance (-1), persuasion (+5)
The rogue at that level is better at skills in general because that's what they do. The rogue doesn't have the spell options the ranger has. A person could add a couple with origin feats but that doesn't compare and gives up something else.
4th level adds another spell prepared for the ranger. We could add jump at this point.
5th level can add pass without trace, misty step, and enhance ability. 7th level can add lesser restoration just in case. 9th level gives us summon fey, speak with plants, and water breathing. Expertise in stealth and perception seems appropriate but a person might add expertise in perception and nature instead.
Rangers aren't struggling to be good at these skills just because another class has better skill options. It seems like you're focusing too much on the skill and ignoring other aspects that make a ranger a ranger. ;-)
Ashrym, I think you missed my point. A ranger is 3 things- 1) am wilderness skills expert, 2) a martial character, 3) a spell caster. when comparing the ranger to a scout rogue the spell casting does indeed make the Ranger superior to the scout rogue - no question there so let's look at the other 2. As a martial the scout rogue with sneak attack and the ranger with TWF and extra attacks are roughly similar (at least in the same ballpark). so that is a wash. It is particularly as a wilderness expert that the ranger suddenly comes up a distant second. the 2014 ranger gets effective expertise in a maximum of 3 terrain types and 4 enemy types - if they pick nature and survival as 2 of their 3 skills. the scout rogue gets 4 skills at level 1 with 2 expertise's, then at L3 the get expertise (proficiency with double proficiency bonus = expertise) in nature and survival as well as Skirmisher (1/2 move as reaction with no opportunity attacks). that is 6 skills with 6 expertise's effectively including expertise in all terrains and all foes technically. My argument is that the wilde3rness expertise's along with the spell casting are what set the ranger apart from the other classes. What should have been done was to give the ranger outright expertise in nature and survival and 2 other skills then reduce the scout rouge to gaining the nature and survival skills without expertise the rogue can use their 2 later expertise's to bring nature and survival up to match the ranger if they wish but they are still limited to 6 skills and 4 expertise's along with (latter) reliable talent. This makes the ranger what it should be - the preeminent wilderness expert, a solid fighter and a limited (especially the 2014 versions with known spells and no way to change them) spell caster.
I would also argue that the later scout rogue subclass abilities (Superior Mobility and Ambush master) make at least as much sense as ranger abilities as they do as scout rogue abilities.
yes, expertise in stealth and p-perception are highly useful to rangers, but they don't hit directly at the core ideas of a ranger the way nature and survival do. were rangers to be given proficiency and expertise in nature and survival at level 1 along with 2 other ski9lls and then gain 1 other expertise at a later level that would allow them the skills they would have without competing with the rogue (or bard) for outright leadership as a skill monkey. Similarly, the scout rogue with 6 proficiencies (and 4 expertise's) would not be superior to the ranger in its area of superiority. The ranger is technically inferior to the fighter as a martial, to all full casters as well as the other half casters (fewer spells and known - no way to change) as a caster. it should have its area of superiority, but the current scout rogue is superior to the 2014 ranger and 2024 is barely equal. WotC missed the boat (IMHO) on this one and will need to (should) work on this as we go forward.
I'm happy with the changes generally (for 2024) but think they didn't go far enough. making the spellcasting start at L1 and providing a way to change out spells on a long rest goes a long way to improving their spell casting (some more directed energy spells would be nice additions) . I would like to see a revised (nerfed) scout rogue in the next addition however.
Wisea$$ DM and Player since 1979.
The problem with a wilderness expert character is, many tables don't care about wilderness exploration. I certainly know that my DM does not punish us for nobody wanting to play a ranger. If features aren't widely necessary, it's hard to fault WotC for emphasizing that at the cost of things that will find a use in most games. A character that loses combat capability for wilderness exploration will be disliked even more than one that neglects it.
the fact is, mechanically, there's nothing wrong with the 2024 ranger. Am I fond of the hunter's mark focus? No, I think it's lazy design. That said, lazy or not, the ranger is certainly mechanically viable, and people are crucifying the designers for not providing the cup of tea that they personally wanted.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Note scout isn't even needed for comparison because a base rogue can still get reliable talent in the nature and survival with reliable talent before ranger gets 2 and the wilderness encounter spells are either crap or encourage skip engagement.
This is why defined unique mechanics is a nessecity for the ranger to feel like it has a place.
People liked the idea of all the 2014 elements but often disliked the mechanics. The mechanics need to be both combat and outside ready. I don't care if it's fixing the old or good new ones. Wotc never tried to fix the old IMO it was a mistake. The went a different route and clearly didn't succeed. Either try again or fix the old. But I will not buy another wotc product until ranger plays like a ranger. Especially since the 2014 is compatibility a dishonest promise. I will not be able to even build 2014 ranger at a table that uses dnd beyond.
I'm all for building characters players want some people want a non-magical ranger and if scout provides that fine But "ranger" should at least be on par with it by "feeling like an expert" even if mechanically different.
I have played 2014 at non exploration tables and had a good time. Now anecdotes show possibility but not causality or probability.
So how did I make 2014 work. If there was a scene change I just asked if I got my free activities. Harvesting, crafting etc. Ment eventually I got scrolls or potions or poisons to directly interact with the only gamplay that mattered .....combat.
Sometimes just saying the party arrived faster gave extra combat boons too. "Combat Clocks" might have more time or enemies were less ready. Working with your dm is a feature not a bug. Often simple quick boons are options. Fighting at the table is a bug.
I also have the opposite of decision paralisys. Meaning tactfully exposure to extra choices is amost a nessecity. I liked mechanically justification for my knowledge of beast/monster stats. (And it helped the times I would design oneshots). Several options for such exposure are gone to rangers but given to others. (Familars taking small player flight builds is just a f-n slap to the face. .) Now should everyone be forced to accommodate my playstyle. of course not but at least with tasha's + 2014 mix and Match had almost all rangers players satisfied.
The 2024 Ranger really just needed a few more exploration ribbons and I would've been a lot happier with it.
Favored Enemy could've improved the tracking part of Hunter's Mark. Let us cast it on found tracks with an infinite range so we can use it to hunt enemies back to their lair. Then when we find them we already have Hunter's Mark on someone so we can use it for an ambush without giving away our position. This not only makes Ranger better at tracking but gives a combat incentive to pay attention to tracking as a mechanic.
Roving could let rangers ignore non-magical Difficult Terrain in addition to the Climb and Swim speeds, making the ranger the best class for fighting in jungles and swamps.
Tireless could allow rangers to stay alert while taking a short or long rest in addition to its current effects.
All of these abilities are pretty niche and don't increase the actual power of the class by much, but they would all massively improve the flavor of the class and make Ranger feel like the wilderness survivalist they were meant to be.
Yes, a nature/ travel ribbons ( or even flavor text) would have helped the 2024 ranger’s feel. Mechanically the ranger works well. If it had access to more offensive spells and /or cantrips it would be pretty close to the ultimate Gish base. As is I often MC it with sorceror for this.
Wisea$$ DM and Player since 1979.
this was my idea to fix underpowered subclasses lot were rangers please help petition wizard of the coast to add these
Ranger Improved Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the direst threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
At 3 level you can chose from one of these three features and opportunity attacks against you are made at disadvantage.
At 5 level you gain proficiency with all mele and ranged weapons and can you your add proficiency bonus and Dex modifier to the attack rolls and you can make two melee weapon attacks and one ranged attack weapon as part of one attack action. You can also choose to have either one of following features.
Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 7 level you can attune one item per day without needing a long rest the item must be considered a magical weapon. Your martial art improves from your study of animals you gain one of three stances which grant you different features depending on your choices.
The 1 and 2 can be used three time a day.
At level eleven you gain both Volley and Whirlwind features however they can only be a number time equal to your proficiency bonus you regain all use after a long rest
Master of Traps
You can also set traps for your enemies you need rope, leaves, spikes shovels and or nets, hostile creature need a perform perception check to notice against your wisdom score for the dc on a failure they are considered restrained but no damage unless it spike pit which they take 2d8 piercing damage. Your experience in setting traps give you advantage on perception check to find traps
Extreme Hunter’s Defence
At level 15 you gain resistance to magical effects and weapons and twice per day you can double the distance you shot a ranged weapon without disadvantage you regain uses after a long rest. Finally your master over martial arts allows you to prepare a fighting style that give you basic stats of a cr2 creature or lower this feature can only be use once a day you simply gain their stats and substitute those for yours when you take hit you take of whatever one your using but if your stats form martial feature drop zero, your reduce your regular hit points by half until you finish a long rest, and you gain advantage on constitution and death saving throws.
Fey wander improved.
A fey mystique surrounds you, thanks to the boon of an arch fey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Source: Tasha's Cauldron of Everything
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger’s spells you already know.
Fey Wanderer spells
Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.by rolling one D6.
Feywild Gifts
Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change colour to match the season at each dawn.
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
you gain two-way undetected telepathy, (telepathic link) for a range of 30 feet at fifth at level.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
you gain two-way undetected telepathy, (telepathic link) for a range of 30 feet at fifth at level.
Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save, also telepathic link range increases to 60 feet, and you can now link to two sentient creatures.
Fey Reinforcements& improved telepathic link
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell summon fey, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. Your telepathic link range increases to 100 feet, possessed .succeed at persuasion or charisma check against a link target your soul inhabits their body and you can use your skills and abilities as well as theirs you can only use inhabit mind when you are linked with one creature, every hour the creature can try to make constitution saving through against your charisma modifier plus ranger level for spell save dc, you real body is considered incapacitated unlit you return if you don’t return to your original form in 2 hours you and the current soul fight for possession of this body if you win you remain in this body permanently and lose your inhabit soul features but your stats become of that creature body you took over and you gain their racial abilities plus your class and spells and level you have remain over the creature must have an intelligence rating of 3 or higher to be possessed, but if you lose the fight your body dies and your soul cant be resurrected into a new vessel except by the wish spell
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space
Ranger improved Beast Maste Conclave.
At 3 level you can spend an hour casting a unique ritual you become bonded to animal of challenge rating 1 or lower this bonded companion shares its initiative with you loses it multitrack feature if it had one but takes its turn immediately after your you issue it commands no action required by you.
Shared Experience
At level five your companion starts to level up with you and gains a +2 each of its stats, you can also see through your animal companion senses for 10 minutes you can use this feature a number equal to your wisdom modifier., you regain all use uses after a long rest.
At level 7 you gain tamers mark you can mark your trusted animal companion with your nature magic you both gain resistance bludgeoning, piercing and slashing damage even if its magical, if you defeat another animal combat but don’t kill and it challenge rating 1 of lower you can tame it you can have two bonded creatures at one time for , your new companion gains a +plus its stat once your ranger level advances by five,
9 level you can apply tamers mark to all your tamed or bonded creatures you can also creating temporary taming contract they take 30 minutes to cast as ritual but the tamed creatures formed by the temporary contract don’t gain your tamers mark abilities but they have their own initiative and gain advantage if an ally is in five of them when making an attack roll and the beast can also you its multiattack feature if it has one it obeys your or an designated ally commands as a bonus action you can only have one temporary contract at time and you can only u use three tamer’s contract per day you regain use after a long rest the creature is contracted for one hour
At level 11 you can now have two temporary taming contracts active at the same time but if you do it count as two temporary contracts for the dy.
At 15 level you can use of one your bonded animal companions ability as your own you but you must have a limb that could believably perform the same function if you don’t have wings you can’t fly if you attempted to use a bird flying ability but you don’t have wing your attempt fails and you take 14 psychic damage, can now have 3 animal companions permanently bonded to you/ (your permanent companion cannot die while you’re alive this features is active at level 3 but if you fall unconscious so do they) your magic bonds you to your permanent companion that a spell which buffs you also buffs your permanent bonded companions you can also talk to an ally through one of your companions you can this feature a number of times equal to half your ranger level dived by your proficiency bonus.
Ranger Improved Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Source: Xanathar's Guide to Everything
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Horizon Walker Spells
Ranger Level
Spells
3rd
Protection from Evil and Good
5th
Misty Step
9th
Haste
13th
Banishment
17th
Teleportation Circle
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Instant movement your connection and dedication to protecting the world, the gods trusted you with the power of instant and augmented movement you can cast the spell misty step spell twice per day as a reaction or you can also by expanding 2 level 2 spell slots to cause this spell to transport one creature other than yourself 30 feet away you regain one use after a short rest, the creature must be willing or the movement fails and counts as one of your uses
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Innate magic
The spells protection from energy, protection from poison and alter self-become cantrips for you, you can choose this for your second part of the 15 level instead of
mastery of space magic feature you can also chose 2 2 level or lower spell from abjuration school of magic, and these become ranger spells for you but don’t count against the number of ranger spells and wisdom is your spellcasting ability
Spectral Defence & Mastery of Space Magic
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on for 1 combat round and your improved skills of magic lets you take one willing creature with you when you use your enthral step feature and at cost of using a third level spell slot you extend the duration until the end of the current round.Your master of movement and planar magic give you access to one a time a casting Etherealness, and you can take willing creatures equal to your wisdom modifier with you to that plane but using the spell this way requires 5 minutes of casting timing and you can only stay for 10 minutes or 3 turns in combat as stress weakens your connection to this harmless demi-plane. After you take more than one willing creature with you can’t do the spell in this again way except by a wish spell. Also, you can cast dimension door once a day without a spell slot and you ca take three willing creatures with you can’t cast the spell in this way again until after a long rest.
Improved Fighter Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Source: Xanathar's Guide to Everything
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip and your loading time for stringing new arrows are cut in half and you gain proficiency with all ranged weapons and can add your proficiency bonus to attack rolls.
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a short bow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a short bow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.,
Elemental arrow At 7 level you can also shot an arrow and
attune to do either lighting fire or cold damage and you can shoot these elemental arrows per day equal to your intelligence modifier plus your fighter level rounded down, each shot does 1d4 damage and doubled to 2d8 at 9 level and 3d8 at 15th level, you can change the element your attuned to one of the other two after a long rest. You can also use your Arcane Shot feature 3 times per day, but you regain only one use after a short rest.
Curving Shot
At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
10 improved magical arrows
You gain the spell conjure volley which you can use twice per day. And either flame or lightning arrow which you use 3 times per day, and you use arcane shot feature four times per day and you now regain 2 uses after a short rest
Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it. You can now also use your arcane shot feature up to five times per day, and as a trick you can make 10 non magical arrow appear in your quiver, You also get Hawkeye Ability you can shoot a ranged weapon at close distance with no disadvantage or even if you move outside the distance of maximum range of the weapon you don’t have disadvantage but the damage is reduced by your intelligence modifier instead,
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Double Arrow
You shoot one arrow, but it split into two arrows and you make two weapons rolls this counts as one attack action and you shoot at two targets with 15 feet of each and on a hit does 1d4 piercing damage increase to 2d4 at 7 and 2d6 at 15 level
Improved Fighter Knight
The Knight is a colossus on the battlefield who can shrug off attacks and protect allies from harm. Knights fight from the saddle when they can, and in combat they are expected to seek out and lock down the mightiest of the enemy’s forces. On adventures, they are the armoured bulwark that strives to keep the rest of the party safe.
Source: Unearthed Arcana 23 - Fighter
Born to the Saddle
Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.
Master of Armour
You can attack with your shield add half of your ac minus your proficiency bonus to attack roll, and your speed is not reduced by heavy armour.
Expertise Mount your speed on horse is doubled and by sacrificing five your hit points you can remove one level of exhaustion from your mount. You can use this feature twice per day you must be the one riding.
Implacable Mark
At 3rd level, you excel at foiling attacks and protecting your allies by menacing your foes. When you hit a creature with a melee weapon attack, the target is marked by you until the end of your next turn. A creature ignores this effect if the creature can’t be frightened.
The marked target has disadvantage on any attack roll against a creature other than you or someone else who marked it.
If a target marked by you is within 5 feet of you on its turn and it moves at least 1 foot or makes an attack that suffers disadvantage from this feature, you can make one melee weapon attack against it using your reaction. This attack roll has advantage, and if it hits, the attack’s weapon deals extra damage to the target equal to your fighter level.
You can make this special attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. You can make this attack three times, and you regain all expended uses of it when you finish a short or long rest.
Noble Cavalry
At 7th level, you gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. Plus, as reaction if an ally 10 feet of you takes a hit you can intercept and block the attack and reduced the damage, they take by 1d4 plus your fighter’s level you can use tis reaction twice day,
Hold the Line
At 10th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s weapon deals extra damage to the target equal to half your fighter level, and the target’s speed is reduced to 0 until the end of this turn.
Bosted Armour,
You and three allies of your choice gain a +4 ac and five temporary hit points for one minute.
Art of Chivalry
When you’re in 10 feet of a female ally they have advantage on dexterity and constitution saving throws, and no non magical mele weapon attack can be made against such ally
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Defender's Blade
At 18th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn. In addition, you gain a +1 bonus to AC while wearing heavy armour, in combat you attract the attention from your foes on the first round of combat any enemy that attacks anyone but you they have disadvantage on the attack rolls.
Ranger: Monster Slayer Conclave improved
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Monster Slayer Spells
Ranger Level
Spells
3rd
Protection from Evil and Good. Ceremony
5th
Zone of Truth. Calm Emotions Melf's Acid Arrow
9th
Magic Circle. Borrowed Knowledge See Invisibility
13th
Banishment. Pulse Wave, Mordenkainen's Private Sanctum
17th
Hold Monster. Planar Binding, Passwall
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. This increases to 2 d6 at level elven and 4D6 when you reach level 15
Supernatural’s Defence
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.in addition you only have minor resistance to magical spell attacks they only do 3 quarters damage. Also, the horrors you dealt with have scared your mind you gain immunity to the frightened condition and after all the attempts to be lured away you gain on advantage on saving throws against any affects that would leave you charmed.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. You can you use this feature twice a day, you regain one use after a short rest and all uses after a long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Natural Balance
In addition, you your natural energy creates 40 foot wide 70 feet long and 80 feet deep barrier that weakens magic, magic attack only do half damage on a fifth level spell or lower spell, 6 to 8th level only do 3 quarters damage and cantrips cannot be casted in your natural balance area it affects your foes as well as your teammates you use this feature once a day, it takes one round for you ti activate it then it last for ten minutes, you regain it use after 3 days of no spellcasting
Improved Wizard Transmuter
you are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Sources: Player's Handbook
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spell book is halved.
Minor Alchemy
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material you can make change permanent by sacrificing a 2-level spell slot you can only use this feature twice per day.
At 6 level you Transmuter enchantment you gain the spell alter self and by sacrificing 300 gold you can have this spell affect willing creatures equal to your intelligence modifier, but you all gain the same feature from this spell your choice and only use this spell in such way once per day, this spell is added to your list of cantrips. Transmuter’s Touch, you must be in contact with such item and if you are touching a non-living creature you can turn into sand, wood, or steel but the object remains the same weight. You can create one transmuter stone at sixth level
10 level
Transmute Weapon or Object
You can change one non magical weapon or object into another non magical object of the same sise and value, you also add the disguise self-spell to your cantrip list, and you can have affect one other ally by expanding a 3 level spell slot and if you alter the spell this way the illusion is solid for 5 minutes meaning it can’t be found out it’s a disguise through touch.
Master Transmuter, you not only to store your transmuter magic in transmuter stones you create but your spells and you or ally can break the stone to release the spell as s they are a of a class that can cast spells ad spell has to be of 3 level or lower and all your cantrips count as transmuter spells for you.
Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. You can have a maximum of three transmuter stones at any one time.
Major Transformation. You can change a non-magical weapon into a magical weapon and give it plus 2 to attack rolls.
Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all of its hit points.
Restore Life. You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spell book.
Revert form. By touching creature with a transmuters’ stone you restore the creature to its original form if alive and on a player character they revert back to level 1 or you ca reduce another creature to a lower level that is minimum of 2 levels or lower, the player character has to be willing a foe must succeed on a charisma saving throw against your spell save dc
Potion master does not require a transmuter stone you can create standard potions if you have the right component and by sacrificing a 2 3 level spell slot you can change a standard potion to another potion of the same quality, like for example you could transmute a potion of standard acid resistance into a standard potion of healing or greater potion of healing to a different potion as long as the potion is the same rarity.
Improved Enchantment Wizard Sublcass
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
Sources: Player's Handbook
Enchantment Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spell book is halved.
Hypnotic Gaze
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthral another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Instinctive Charm
Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect. Your instinctive charm and expertise in using it grants you immunity from being charmed or frightened
Split Enchantment
Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
Grant Charm
Your enchantment magic allows you to create a number of charms equal to your intelligence modifier, the charms you make can be use by any willing creatures. A creature can hold only one charm at the time, and you chose what the charm looks like
A charm takes one hour to make, and each charm can only store one charm effect from the charms table you require 4 days of rest s before you can make any new charms after you made your maximum amount.
Alter Memories
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
Charm Efeect Table
Charm of Sturdiness
Grants holder advantage on constitution saving throws
Charm of Agility
Doubles the bearer movement speed
Charm of Invisibility
Grants the bearer to be invisible for ten minutes for one use recharges after a short rest
Charm of Multiattack
Allows the holder to multiattack in combat a number of times equal to half their proficiency bonus rounded down
Charm of Fire Protection
Grants the holder resistance to fire for 1 hour
Charm of Prophet
This charm grants the holder the ability once to ask the dm a question and they must tell the truth but the dm can be vague or the question can be a yes or no question, this charm expires after use and a creature can only this charm once and its done
these were my fixes io ranget https://docs.google.com/document/d/10nRUHHza-3NLRtzqrRzcb64KYiBR83Ae/edit?usp=sharing&ouid=111034494215354932218&rtpof=true&sd=true
I have been playing rangers since 1979. I have never found a ranger I didn’t enjoy playing. That doesn’t mean I don’t think each version I’ve played couldn’t have been improved. The 2024 ranger is one of the best versions I’ve played. Could it be improved? Sure, will it? Possibly, Will I get the things I think would improve it? Probably not - at least not most of them as that would mean rewriting more than just the ranger. Because the wilderness/exploration leg of the game is fading away I think there is a distinct possibility that the next full edition change will move the ranger back to being a subclass of the fighter with some of the subclasses going to other classes possibly.
Wisea$$ DM and Player since 1979.
Just got my physical PHB. I rolled up a Ranger. Played one session. I like it so far. I haven't got my Beast yet but that is my plan.
I don't mind the concentration for hunters mark now that at lvl 13 damage doesn't end concentration. If that wasn't there, I would hate it. for me it is a nice end cap ability.
Some of the Beast mechanics are hard to follow the wording on. I asked in another forum for some help there. If I can I am going for a Drizzt build. Two scimitars and a land beast that looks like a black panther. ;-D
I will probably boost the class a bit if one of my player wants to play a ranger
Level 1 : Change dex saving throws to con saving throws: It fits the theme better (hicking for hours, survival) and would help a lot with maintaining concentration.
Level 6 : Advantage on concentration saves for Hunter's mark (HM).
Level 9 : Relentless hunter, previously level 13, bump HM dmg to 1d8
Level 13 : You do not need to concentrate on HM while concentrating on the following spells : Ensnaring strike, Locate Object, Pass without a trace, Spike Growth, Elemental Weapon, Protection from Energy.
Level 17 : You do not need to concentrate on HM while concentrating on the following spells : Conjure Animals, Conjure minor elementals (added to the list).
Level 20 : Bump HM to 2d8, remove concentration on HM, and allow to cast any first level and second level spells with Favored Ennemy for a proper capstone ability.
Spells :
Remove concentration on Beast sense
Remove concentration on Swift quiver.
Add Conjure minor elementals to the list.
What do you think?
While each of the changes you suggest sound nice and would indeed create a more powerful ranger they also create a heavily unbalanced ranger when compared to other classes.
1) Giving rangers to con saves from Dex saves has two problems: A) Dex saves are the most common so taking that away weakens the ranger in order to somewhat strengthen its spellcasting which can be done other ways at higher levels already. B) I don’t believe any other casters have a con save so this puts rangers in a class of their own caster wise.
2) the focus on making sure HM doesn’t fail because of lost concentration is actually unneeded as you get 2+ free castings before you need a spell slot for it - this was done to allow you to lose concentration and recast when that happens. The need for concentration is part of the balancing of the ranger; this applies to most of the other buffs folks want to give.
The real problem ( to me) with most of these ideas is that the ranger is still perceived to be weaker than it really is. It’s not a nova blaster, but it’s a solid dpr hitter ( not #1 but probably #2 or 3) an area control/ minion slayer specialist, a nonmagical resource extender, as good or better in the wilderness as anyone else ( something we all really need to do more of in our games). Of the 2024 classes the ranger is the clear winner in the. GISH contest.
where improvements might be need are not really in the casting or combat areas but with skills and tools. The ranger should probably have gotten 2 expertises at L2 not one with the third at higher level. They should also get something like the bard’s jack of all trades or the rogue’s reliable talent abilities or at least the skilled feat at the same time for tools I would recommend the herbalist kit and one of: woodworker’s kit, leatherworker’s kit and cartographer’s tools.
I’m sure I’ll hear some calls soon about overlooking the “urban” ranger, so let me suggest that it should be seperate subclass that switches out some of the base class skills, abilities, knowledges for versions perhaps more appropriate for urban settings - or that what ever book has it explains a little about how to handle things like nature and survival in the urban setting if they are going to leave them unchanged.
As Crzyhawk pointed out many tables don’t do the wilderness/travel thing much or at all making the thing that makes rangers different and unique almost pointless. That leaves the ranger as chassis for building a GISH warrior which isn’t to bad an alternate but …. This is why I was annoying Ashrym with my comparison of the ranger class to the scout rogue subclass - while you can build a ranger analog on the rogue chassis by giving it expertise in nature and survival along with stealth and thieves tools, and even give it spells by going arcane trickster the scout rogue is that and more so since it gets 6 expertise so it doesn’t have to sacrifice anything to outdo the 2014 ranger’s wilderness skills. There is no need for the scout rogue and I feel it should be deleted from the game. As it is with the disappearance of the wilderness/travel aspect of the game I can see the ranger eventually going back to being one or more subclasses of the fighter in 6e (not 5.24e)
Wisea$$ DM and Player since 1979.
I think there's nothing mathematically wrong with the ranger that requires it being buffed. I've been playing rangers since the mid 80s, it's traditionally been one of my favorite classes. the new ranger does everything that those old 2e rangers did, and they do it all better and sooner. The one exception I'd say is that I could dual-wield a d8 mainhand and a d6 offhand before, and that's now mostly off the table. that said, this ranger can swing those D6s more often, AND more effectively, so who even cares?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I would agree with that, except it could use some help with skills in some way to compete with the bard’s jack of all trades and the rogue’s reliable talent.
Wisea$$ DM and Player since 1979.
Interresting take, W1dBi11,
I will be playing a ranger in my next game, so I'll see if maintaining concentration is a real problem, but I am already planning to take warcaster at level 4, and I feel like it's a feat tax, almost mandatory (that or resilent), and that will put me behing the curve for my main stat. When you feel the need to take a feat to make your class features work, that is not a good sign. Let's compare :
Almost all gish classes get a way or a ressource for helping with concentration checks:
Paladins get Aura of protection at level 6, not only giving them their charisma modifier to con saves to maintain concentration, but to all saves to all people in their aura.
Eldritch Knights get con saves from the start, and can throw up shield when needed to possibly not have to make the check. They also get indomitable at level 9.
Arcane tricksers get uncanny dodge at level 5, effectively reducing the concentration save DC for at least one attack targeting them each turn.
Pact of the blade Warlocks can hide behind temporary HP, again reducing the need to make concentration checks or reducing the DC if the dmg goes through.
Valor bards can use an inspiration dice to boost their AC to often avoid making the concentration check and get mirror images to avoid taking dmg altogether.
The ranger has to wait till level 13 to not to worry about concentration, and only for one spell. Yes, you can cast it a couple of time per day without a spell slot, but you use your bonus action to do that. This is an hindrance mainly for the beastmaster, as you will not get your beast to attack this turn, but also if you want to cast jump, make an off hand attack with this cool second magical non nick weapon you found, etc. Their spell list is also heavy on concentration spells, so it's not only about HM.
The way I see it, rangers are really MAD.
You need dex as your primary stat.
You need wis for spells, and, if you are a beastmaster, your beast attacks and dmg scale with your wis score.
You need con to maintain concentration on your bread and butter spell, on most of your spell list, and for survivability. You almost are obligated to take a feat here.
You need str, because you still need to be somewhat decent at athletics if you want to climb/swim/jump. You get a climb speed, but you still need to make some checks if the surface is slippery, say. Else, yes, you will climb and swim faster, but you will also fall faster or sink faster. You should be good at this stuff!
While building my character, I felt that the class features are all over the place. The class has a lot of cool tools, but they all are tied to a different ability scores, so you will not to be able to use those tools in a reliable way. That was the problem they pinpointed and fixed with the monk grapples, or for jumping with the thief rogue.
I love my charater concept and I am sure I will have a lot of fun at the table. I do not care to min/max a character in order to find the best broken combo to pull off, but I felt, while building it, that the game required me to invest in so many ability scores to be somewhat effective at using my class features that it seems, for now, quite problematic.
But I'll play my halfling ranger (at least I will get to reroll my 1 on con check) and see how it goes in real play. I am well aware that theory crafting can only take you so far.
Might be a minor nitpick, but Bards can't inspire themselves. Also, Valor Bards are not Blade Bards, they have no rule about using their own dice to aid themselves.
Bards in the 2024 rules are built solely to be a support class. Even the new dancing bard is still only able to inspire others, they just get extra attacks from it.