But for me, the game neither states nor implies a creature makes the search action at disadvantage when search for an invisible creature.
There's definitely no explicit disadvantage in RAW, but I think it falls under the more general rule of your DM not asking for a check that serves no purpose; i.e- if the invisible creature is staying absolutely still, and you're not near enough to hear it breathing or smell it or whatever then the DM might either rule that no check is necessary, or let you roll it without bothering to roll against it (because it will always fail).
Same as a DM can run attacks against invisible creatures; the player can roll the attack (with disadvantage) but if they aren't in range they'll always fail.
I agree. I do that frequently. If the distance or ambient noise level is to great, an invisible creature is both “unseen and unheard”, and thereby functionally hidden.
Why are you comparing a subclass to a base class? obviously a gloomstalker is better than a rogue. But it may not be better than an assassin or arcane trickster. All depends on how you build it. When deciding a class, the main thing to look for is where your abilities come from. Any class can be good at sneaking, build a dex based fighter with light armor or take medium armor master, take proficiency or expertise in stealth with a feat, and there you go. Rogues are individuals who hone their skills and focus on sneak attacking. Rangers are individuals who hone their connection with nature (be it as a philosophy or just a source of power) and focus on bolstering their abilities with magic. Rangers are also more martial than rogues, while rogues have one more skill.
I personally love gloomstalker, ranger feels a lot like an amalgam of other classes to me at least a little rogue, fighter, and druid combined. Gloomstalker leans a bit more into the rogue aspect but I think it lets rogue be open if you want it as a multiclass, ranger you're still a skill machine as well but in a different way than rogue, you have access to tracking and a lot of languages which if they're used often can feel really good. All in all they are similar but different enough that its okay I think gloomstalker is one of if not the best ranger subclasses and definitely my favorite.
However a gloomstalker can help the whole party steath where a rogue cannot.
I cannot find where that ability is....I must be missing it.
Probably mean because Rangers have access to pass without trace; it's not Gloom Stalker specific though, iirc Druids can take it too, and can take it sooner. But Gloom Stalker is Rogue-like enough to capitalise on leading a stealthy group.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
However a gloomstalker can help the whole party steath where a rogue cannot.
I cannot find where that ability is....I must be missing it.
Probably mean because Rangers have access to pass without trace; it's not Gloom Stalker specific though, iirc Druids can take it too, and can take it sooner. But Gloom Stalker is Rogue-like enough to capitalise on leading a stealthy group.
Thanks for the clarification...I was worried my reading comprehension was lacking.
Mark of Shadow Elves, Mark of Passage Humans, and Dimir Operatives (this third one is a background) add it to the spell list of any class they have, so pure caster (including Warlock) 3+, half caster (Ranger, Paladin, Artificer) 5+, 1/3 caster (Eldritch Knight or Arcane Trickster) 7+
Earth Genasi can start casting the spell at 5+ and at 5+ can cast it using any slots they have, so they can cast it with slots at 5+ or 7+ depending on progression.
Wood Elves can take the Wood Elf Magic feat, which will let them cast the spell 1/day (because the feat is from Xanathar's, it predates the new design methodology of letting you cast spells you pick up this way with your slots).
Of course, other spells that are relevant to stealth exist, like Major Image.
Excuse my ignorance on this, but I am new to the class and 5e. I don't quite grasp this; "At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type." I am likely way off here, but does this mean I obtain an extra attack if I take the "attack action" on my turn? So in effect, I get 2 attacks per turn at level 3? Can someone explain in layman's terms how this feature works. Much thanks.
Excuse my ignorance on this, but I am new to the class and 5e. I don't quite grasp this; "At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type." I am likely way off here, but does this mean I obtain an extra attack if I take the "attack action" on my turn? So in effect, I get 2 attacks per turn at level 3? Can someone explain in layman's terms how this feature works. Much thanks.
You get the speed boost and additional attack on your first turn (round 1 of combat). Subsequent turns after that (rounds 2 and later) you will no longer receive the boost.
I agree. I do that frequently. If the distance or ambient noise level is to great, an invisible creature is both “unseen and unheard”, and thereby functionally hidden.
Why are you comparing a subclass to a base class? obviously a gloomstalker is better than a rogue. But it may not be better than an assassin or arcane trickster. All depends on how you build it. When deciding a class, the main thing to look for is where your abilities come from. Any class can be good at sneaking, build a dex based fighter with light armor or take medium armor master, take proficiency or expertise in stealth with a feat, and there you go. Rogues are individuals who hone their skills and focus on sneak attacking. Rangers are individuals who hone their connection with nature (be it as a philosophy or just a source of power) and focus on bolstering their abilities with magic. Rangers are also more martial than rogues, while rogues have one more skill.
Also if you can get your hands on a Nature's Mantle you pretty much negate the Rogue's Cunning Action advantage.
I personally love gloomstalker, ranger feels a lot like an amalgam of other classes to me at least a little rogue, fighter, and druid combined. Gloomstalker leans a bit more into the rogue aspect but I think it lets rogue be open if you want it as a multiclass, ranger you're still a skill machine as well but in a different way than rogue, you have access to tracking and a lot of languages which if they're used often can feel really good. All in all they are similar but different enough that its okay I think gloomstalker is one of if not the best ranger subclasses and definitely my favorite.
Gloomstalker Superiority
However a gloomstalker can help the whole party steath where a rogue cannot.
I cannot find where that ability is....I must be missing it.
Probably mean because Rangers have access to pass without trace; it's not Gloom Stalker specific though, iirc Druids can take it too, and can take it sooner. But Gloom Stalker is Rogue-like enough to capitalise on leading a stealthy group.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Thanks for the clarification...I was worried my reading comprehension was lacking.
Sorry my bad it was ment to be a strict best ranger vs best rogue comparisons. At most a rogue can "help" 1 other pc.
Pass Without Trace is generally available the following ways:
Of course, other spells that are relevant to stealth exist, like Major Image.
Excuse my ignorance on this, but I am new to the class and 5e. I don't quite grasp this; "At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type." I am likely way off here, but does this mean I obtain an extra attack if I take the "attack action" on my turn? So in effect, I get 2 attacks per turn at level 3? Can someone explain in layman's terms how this feature works. Much thanks.
You get the speed boost and additional attack on your first turn (round 1 of combat). Subsequent turns after that (rounds 2 and later) you will no longer receive the boost.