I've seen plenty of online discussion around the Ranger's identity, from past editions, to the 2014 PHB and now the new 2024 PHB. Every person has an idea for the Ranger and what it is, or isn't, and how the mechanics of the class really define these perspectives. It's the master explorer, its a fantastic powerhouse of damage, it's phenomenal in dealings with nature itself- it's (insert fictional character here), it's not (insert fictional character here). It's a good fighter but doesn't deal as much damage as a Fighter, it's a great nature-themed but not as nature-centric as a Druid, it's a masterclass of exploration just not as masterful as a Scout Rogue. These are all valid, which seems to be what everyone agrees on: the identity of the Ranger is so many things and that's a problem.
But I don't think it is a problem, in fact, I feel that should be its identity: multi-faceted, and customizable to how you want to play. I have developed a new series of features that you gain as you level up- I call them Ranger Talents. They are similar to the Warlock's Eldritch Invocations in that you get options to choose from as you level up that have level prerequisites. There is even a precedent kind of set for such a feature in the form of the Hunter subclass for the Ranger, which ironically, many people agree is just more Ranger for your Ranger.
These Talents are designed around the new 2024 PHB. Not all of the features are balanced against one another, but I wanted to get the idea across. I also understand that this creates an additional layer of complexity, but I feel the more options the better. The Extra Attack feature at 5th level is not replaced by this feature. The Ranger Talent feature is as follows:
Ranger’s Talent – Level 1
At 1st level, you adopt features that are befitting of your character. Choose one of the following Talents. You gain additional Talents at 5th, 9th, 13th, 17th, and 20th level. You can also switch out one of your choices for another when you finish a Long Rest. This change can represent your evolution as a character, your role within the party, or preparation for the future.
Creature Trainer
Prerequisite: Level 1+ Ranger You have Advantage on Wisdom (Animal Handling) checks.
Environmentally Adept
Prerequisite: Level 1+ Ranger You are particularly familiar with natural environments and are adept at traveling in such regions. You gain Proficiency in the Nature skill, and gain a bonus to it equal to your Wisdom modifier.
Favored Enemy
Prerequisite: Level 1+ Ranger You are adept at focusing your ire on a single foe. You can now cast Hunter’s Mark twice per Long Rest without expending a spell slot, and you always have it prepared. You get additional free castings as you level up in this class: increasing by 1 at 5th level, 9th level, 13th level, and 17th level.
Nature’s Emissary
Prerequisite: Level 1+ Ranger You can comfortably communicate with the forces of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Nature’s Emissary Spells table. These spells don’t count against the number of ranger spells you know, and you can cast each of the spells once per Long Rest without expending a spell slot. You can also cast these spells using spell slots you have.
Prerequisite: Level 1+ Ranger Choose a type of quarry: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two species of humanoid (such as gnolls and orcs) as favored foes. You have Advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.
Thither to Yonder
Prerequisite: Level 1+ Ranger You gain Proficiency in one skill or tool, and learn one language of your choice. Repeatable. You can gain this Talent more than once. Each time you do so, you must select a different eligible Talent.
Alter Self
Prerequisite: Level 5+ Ranger You can now cast Alter Self once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have. Additionally, when you cast this spell, it no longer requires Concentration for you.
Calm Emotions
Prerequisite: Level 5+ Ranger You can now cast Calm Emotions once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Darkvision
Prerequisite: Level 5+ Ranger You gain Darkvision out to 60 feet. If you already have Darkvision, it instead increases by 60 feet.
Fighting Style
Prerequisite: Level 5+ Ranger You gain the Fighting Style Feat.
Steady Surroundings
Prerequisite: Level 5+ Ranger Difficult Terrain costs you no extra movement.
Hunter’s Leap
Prerequisite: Level 5+ Ranger If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
Nature’s Resilience
Prerequisite: Level 5+ Ranger You have Resistance to poison damage, and have Advantage on saving throws you make to avoid or end the Poisoned condition.
Nature’s Touch
Prerequisite: Level 5+ Ranger You can now cast Lesser Restoration once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Skywrite
Prerequisite: Level 5+ Ranger You can now cast Skywrite once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Tracking Expert
Prerequisite: Level 5+ Ranger You cannot lose Concentration on Hunter’s Mark unless you have the Incapacitated condition. Additionally, you can cast a second Concentration spell while already concentrating on Hunter’s Mark, as long as the spell is a Ranger spell.
Warp Sense
Prerequisite: Level 5+ Ranger You can now cast Warp Sense once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Well-Traveled
Prerequisite: Level 5+ Ranger You can now cast Borrowed Knowledge once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Conjure Barrage
Prerequisite: Level 9+ Ranger You always have the Conjure Barrage spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Expertise
Prerequisite: Level 9+ Ranger You gain Expertise in two skills of your choice.
Quick
Prerequisite: Level 9+ Ranger While you aren’t wearing Heavy Armor, you can take the Dash Action as a Bonus Action.
Ranger’s Resilience
Prerequisite: Level 9+ Ranger You gain Proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice.
Relentless Hunter
Prerequisite: Level 9+ Ranger Hunter’s Mark now deals 1d8 Force damage on a hit instead of 1d6. Additionally, when you deal damage to a creature, you can cast Hunter’s Mark on it instead of casting it as a Bonus Action. If the creature you mark is reduced to 0 Hit Points, you can move the mark to another creature (no action required).
Rugged Endurance
Prerequisite: Level 9+ Ranger When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Skirmisher
Prerequisite: Level 9+ Ranger While you aren’t wearing Heavy Armor, you can take the Disengage Action as a Bonus Action.
Uncanny Dodge
Prerequisite: Level 9+ Ranger When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).
Wild Intuition
Prerequisite: Level 9+ Ranger You have Advantage on Initiative rolls.
Dominate Beast
Prerequisite: Level 13+ Ranger You always have the Dominate Beast spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Guardian of Nature
Prerequisite: Level 13+ Ranger You always have the Guardian of Nature spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Heightened Reflexes
Prerequisite: Level 13+ Ranger You can grant yourself an additional Reaction. This lasts for 1 minute, or until you use this Reaction. You can use this feature once per Long Rest.
Precise Hunter
Prerequisite: Level 13+ Ranger If a creature is marked by Hunter’s Mark, you have Advantage on attacks against them.
Awaken
Prerequisite: Level 17+ Ranger You always have the Awaken spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Conjure Volley
Prerequisite: Level 17+ Ranger You always have the Conjure Volley spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Greater Restoration
Prerequisite: Level 17+ Ranger You always have the Greater Restoration spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Always Moving
Prerequisite: Level 20 Ranger When a creature tries to attack you, or forces you to make a saving throw, you can use your Reaction to move half your movement speed. If the attack roll is no longer in range, it outright misses. If the attack roll is still in range, it is instead made with Disadvantage. If you are still within the area of effect, you make the saving throw at Advantage. You can use this feature a number of times equal to your Wisdom modifier per Long Rest.
Target Enemies
Prerequisite: Level 20 Ranger Whenever you cast a spell that can target one or more creatures, you can target a number of creatures equal to your Wisdom modifier.
An interesting concept but way too much complexity if tacked onto the 2024 ranger. I am fine with taking the hunter ranger and simply calling it the ranger then taking all the different subclass features and making them available as substitutes at specific levels to create individualized rangers. I grant this would call for some balancing of features and maybe calling some “half features” where you could take 2 not 1 at that level but I think it would an interesting way of doing things ( not likely to happen I know but …) Some other “ not likely to ever happens”: A) grant rangers expertise in nature and survival at L1 along with 2 other skills of their choice. B) L2 - give rangers jack of all trades and bards the skilled feat instead. C) L2 - drop deft explorer (not needed with the above changes) and give them the linguist feat instead D) L5 - give them the skirmishers ability from the scout rogue in addition to the second attack E) L9 - expertise grants 1 more expertise not 2 but adds 2 languages F) L13 - change relentless hunter so damage doesn’t break concentration on any spell G) L13 - grant rangers the scout rogue’s Ambush Master ability H) L20 - change Foe Slayer to WB to hit and +10 damage vs HM foe - applies to all attacks and the +10 damage doubles on a crit. I) grant ranger access to evocation spells as well as conjuring, summoning for offense.
i get why they don’t grant access to cantrips - especially vocation ranged cantrips - that would eliminate the need for bows and arrows. However L1-5 spells are limited by slots and so at least some ranged and melee evocation spells should be allowed. This might mean upgrading some cantrips ( like fire bolt) to L1 for rangers.
An interesting concept but way too much complexity if tacked onto the 2024 ranger. I am fine with taking the hunter ranger and simply calling it the ranger then taking all the different subclass features and making them available as substitutes at specific levels to create individualized rangers. I grant this would call for some balancing of features and maybe calling some “half features” where you could take 2 not 1 at that level but I think it would an interesting way of doing things ( not likely to happen I know but …) Some other “ not likely to ever happens”: A) grant rangers expertise in nature and survival at L1 along with 2 other skills of their choice. B) L2 - give rangers jack of all trades and bards the skilled feat instead. C) L2 - drop deft explorer (not needed with the above changes) and give them the linguist feat instead D) L5 - give them the skirmishers ability from the scout rogue in addition to the second attack E) L9 - expertise grants 1 more expertise not 2 but adds 2 languages F) L13 - change relentless hunter so damage doesn’t break concentration on any spell G) L13 - grant rangers the scout rogue’s Ambush Master ability H) L20 - change Foe Slayer to WB to hit and +10 damage vs HM foe - applies to all attacks and the +10 damage doubles on a crit. I) grant ranger access to evocation spells as well as conjuring, summoning for offense.
i get why they don’t grant access to cantrips - especially vocation ranged cantrips - that would eliminate the need for bows and arrows. However L1-5 spells are limited by slots and so at least some ranged and melee evocation spells should be allowed. This might mean upgrading some cantrips ( like fire bolt) to L1 for rangers.
If you're worried about Fire Bolt, but want other cantrips, just give them a carefully tailored cantrip list to choose from, like thaumaturgy, control flames, spare the dying, etc. Thorn whip could be well on theme for a ranger too.
Yes, you could tailor a cantrip list for rangers, but they don't really need one and giving them ranged, especially 120/150' ranged offensive cantrips creates the problem described. Given that they are basically warriors that have found ways to utilize the magic inherent in the wilderness why wouldn't they develop various ranged elemental based offensive spells? At L1-5 its not really a problem because their slots are very limited but as cantrips that could/would pose problems. If WotC wants to give rangers a limited cantrip list I don't have a problem with that.
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Wisea$$ DM and Player since 1979.
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I've seen plenty of online discussion around the Ranger's identity, from past editions, to the 2014 PHB and now the new 2024 PHB. Every person has an idea for the Ranger and what it is, or isn't, and how the mechanics of the class really define these perspectives. It's the master explorer, its a fantastic powerhouse of damage, it's phenomenal in dealings with nature itself- it's (insert fictional character here), it's not (insert fictional character here). It's a good fighter but doesn't deal as much damage as a Fighter, it's a great nature-themed but not as nature-centric as a Druid, it's a masterclass of exploration just not as masterful as a Scout Rogue. These are all valid, which seems to be what everyone agrees on: the identity of the Ranger is so many things and that's a problem.
But I don't think it is a problem, in fact, I feel that should be its identity: multi-faceted, and customizable to how you want to play. I have developed a new series of features that you gain as you level up- I call them Ranger Talents. They are similar to the Warlock's Eldritch Invocations in that you get options to choose from as you level up that have level prerequisites. There is even a precedent kind of set for such a feature in the form of the Hunter subclass for the Ranger, which ironically, many people agree is just more Ranger for your Ranger.
These Talents are designed around the new 2024 PHB. Not all of the features are balanced against one another, but I wanted to get the idea across. I also understand that this creates an additional layer of complexity, but I feel the more options the better. The Extra Attack feature at 5th level is not replaced by this feature. The Ranger Talent feature is as follows:
Ranger’s Talent – Level 1
At 1st level, you adopt features that are befitting of your character. Choose one of the following Talents. You gain additional Talents at 5th, 9th, 13th, 17th, and 20th level. You can also switch out one of your choices for another when you finish a Long Rest. This change can represent your evolution as a character, your role within the party, or preparation for the future.
Creature Trainer
Prerequisite: Level 1+ Ranger
You have Advantage on Wisdom (Animal Handling) checks.
Environmentally Adept
Prerequisite: Level 1+ Ranger
You are particularly familiar with natural environments and are adept at traveling in such regions. You gain Proficiency in the Nature skill, and gain a bonus to it equal to your Wisdom modifier.
Favored Enemy
Prerequisite: Level 1+ Ranger
You are adept at focusing your ire on a single foe. You can now cast Hunter’s Mark twice per Long Rest without expending a spell slot, and you always have it prepared. You get additional free castings as you level up in this class: increasing by 1 at 5th level, 9th level, 13th level, and 17th level.
Nature’s Emissary
Prerequisite: Level 1+ Ranger
You can comfortably communicate with the forces of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Nature’s Emissary Spells table. These spells don’t count against the number of ranger spells you know, and you can cast each of the spells once per Long Rest without expending a spell slot. You can also cast these spells using spell slots you have.
Nature's Emissary Spells
Target Quarry
Prerequisite: Level 1+ Ranger
Choose a type of quarry: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two species of humanoid (such as gnolls and orcs) as favored foes. You have Advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.
Thither to Yonder
Prerequisite: Level 1+ Ranger
You gain Proficiency in one skill or tool, and learn one language of your choice.
Repeatable. You can gain this Talent more than once. Each time you do so, you must select a different eligible Talent.
Alter Self
Prerequisite: Level 5+ Ranger
You can now cast Alter Self once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have. Additionally, when you cast this spell, it no longer requires Concentration for you.
Calm Emotions
Prerequisite: Level 5+ Ranger
You can now cast Calm Emotions once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Darkvision
Prerequisite: Level 5+ Ranger
You gain Darkvision out to 60 feet. If you already have Darkvision, it instead increases by 60 feet.
Fighting Style
Prerequisite: Level 5+ Ranger
You gain the Fighting Style Feat.
Steady Surroundings
Prerequisite: Level 5+ Ranger
Difficult Terrain costs you no extra movement.
Hunter’s Leap
Prerequisite: Level 5+ Ranger
If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
Nature’s Resilience
Prerequisite: Level 5+ Ranger
You have Resistance to poison damage, and have Advantage on saving throws you make to avoid or end the Poisoned condition.
Nature’s Touch
Prerequisite: Level 5+ Ranger
You can now cast Lesser Restoration once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Skywrite
Prerequisite: Level 5+ Ranger
You can now cast Skywrite once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Tracking Expert
Prerequisite: Level 5+ Ranger
You cannot lose Concentration on Hunter’s Mark unless you have the Incapacitated condition. Additionally, you can cast a second Concentration spell while already concentrating on Hunter’s Mark, as long as the spell is a Ranger spell.
Warp Sense
Prerequisite: Level 5+ Ranger
You can now cast Warp Sense once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Well-Traveled
Prerequisite: Level 5+ Ranger
You can now cast Borrowed Knowledge once per Long Rest without expending a spell slot, and you always have it prepared. You can also cast this spell using spell slots you have.
Conjure Barrage
Prerequisite: Level 9+ Ranger
You always have the Conjure Barrage spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Expertise
Prerequisite: Level 9+ Ranger
You gain Expertise in two skills of your choice.
Quick
Prerequisite: Level 9+ Ranger
While you aren’t wearing Heavy Armor, you can take the Dash Action as a Bonus Action.
Ranger’s Resilience
Prerequisite: Level 9+ Ranger
You gain Proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice.
Relentless Hunter
Prerequisite: Level 9+ Ranger
Hunter’s Mark now deals 1d8 Force damage on a hit instead of 1d6. Additionally, when you deal damage to a creature, you can cast Hunter’s Mark on it instead of casting it as a Bonus Action. If the creature you mark is reduced to 0 Hit Points, you can move the mark to another creature (no action required).
Rugged Endurance
Prerequisite: Level 9+ Ranger
When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Skirmisher
Prerequisite: Level 9+ Ranger
While you aren’t wearing Heavy Armor, you can take the Disengage Action as a Bonus Action.
Uncanny Dodge
Prerequisite: Level 9+ Ranger
When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).
Wild Intuition
Prerequisite: Level 9+ Ranger
You have Advantage on Initiative rolls.
Dominate Beast
Prerequisite: Level 13+ Ranger
You always have the Dominate Beast spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Guardian of Nature
Prerequisite: Level 13+ Ranger
You always have the Guardian of Nature spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Heightened Reflexes
Prerequisite: Level 13+ Ranger
You can grant yourself an additional Reaction. This lasts for 1 minute, or until you use this Reaction. You can use this feature once per Long Rest.
Precise Hunter
Prerequisite: Level 13+ Ranger
If a creature is marked by Hunter’s Mark, you have Advantage on attacks against them.
Awaken
Prerequisite: Level 17+ Ranger
You always have the Awaken spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Conjure Volley
Prerequisite: Level 17+ Ranger
You always have the Conjure Volley spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Greater Restoration
Prerequisite: Level 17+ Ranger
You always have the Greater Restoration spell prepared. This spell doesn't count against the number of Ranger spells you know, and you can cast it once per Long Rest without expending a spell slot. You can also cast this spell using spell slots you have.
Always Moving
Prerequisite: Level 20 Ranger
When a creature tries to attack you, or forces you to make a saving throw, you can use your Reaction to move half your movement speed. If the attack roll is no longer in range, it outright misses. If the attack roll is still in range, it is instead made with Disadvantage. If you are still within the area of effect, you make the saving throw at Advantage. You can use this feature a number of times equal to your Wisdom modifier per Long Rest.
Target Enemies
Prerequisite: Level 20 Ranger
Whenever you cast a spell that can target one or more creatures, you can target a number of creatures equal to your Wisdom modifier.
An interesting concept but way too much complexity if tacked onto the 2024 ranger. I am fine with taking the hunter ranger and simply calling it the ranger then taking all the different subclass features and making them available as substitutes at specific levels to create individualized rangers. I grant this would call for some balancing of features and maybe calling some “half features” where you could take 2 not 1 at that level but I think it would an interesting way of doing things ( not likely to happen I know but …)
Some other “ not likely to ever happens”:
A) grant rangers expertise in nature and survival at L1 along with 2 other skills of their choice.
B) L2 - give rangers jack of all trades and bards the skilled feat instead.
C) L2 - drop deft explorer (not needed with the above changes) and give them the linguist feat instead
D) L5 - give them the skirmishers ability from the scout rogue in addition to the second attack
E) L9 - expertise grants 1 more expertise not 2 but adds 2 languages
F) L13 - change relentless hunter so damage doesn’t break concentration on any spell
G) L13 - grant rangers the scout rogue’s Ambush Master ability
H) L20 - change Foe Slayer to WB to hit and +10 damage vs HM foe - applies to all attacks and the +10 damage doubles on a crit.
I) grant ranger access to evocation spells as well as conjuring, summoning for offense.
i get why they don’t grant access to cantrips - especially vocation ranged cantrips - that would eliminate the need for bows and arrows. However L1-5 spells are limited by slots and so at least some ranged and melee evocation spells should be allowed. This might mean upgrading some cantrips ( like fire bolt) to L1 for rangers.
Wisea$$ DM and Player since 1979.
If you're worried about Fire Bolt, but want other cantrips, just give them a carefully tailored cantrip list to choose from, like thaumaturgy, control flames, spare the dying, etc. Thorn whip could be well on theme for a ranger too.
Yes, you could tailor a cantrip list for rangers, but they don't really need one and giving them ranged, especially 120/150' ranged offensive cantrips creates the problem described. Given that they are basically warriors that have found ways to utilize the magic inherent in the wilderness why wouldn't they develop various ranged elemental based offensive spells? At L1-5 its not really a problem because their slots are very limited but as cantrips that could/would pose problems. If WotC wants to give rangers a limited cantrip list I don't have a problem with that.
Wisea$$ DM and Player since 1979.