I did a Ranger rework based on the Revised Ranger and the official one. My DM said it was OP. What do you think?
Favored Enemy (1st)
Beginning at level 1, you have studied and learned how to hunt various enemy types. During a long rest, you can concentrate upon a favored enemy type. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead, considering you have already seen or studied those enemies. If you choose humanoids, specify which ones.
It is also possible to choose an individual creature. However, you need detailed physical information, at least race and approximated height, weight, and footprint size.
You can instantly recognize that a found trail was made by your favored enemy, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Additionally, you gain a +2 bonus to damage rolls with weapon attacks against them.
After a long rest, you can change your favored enemy.
Natural Explorer (1st)
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you to choose one of the following benefits:
·You ignore difficult terrain.
·You have proficiency on initiative rolls.
·On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness and adapting to the environment. You gain the following benefits after traveling for 2 hours:
·Difficult terrain doesn’t slow your group’s travel.
·Your group can’t become lost except by magical means.
·Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
·If you are traveling alone, you can move stealthily at a normal pace.
·When you forage, you find twice as much food as you normally would.
·While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd- level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense if creatures or objects you have previously known are within a 1 mile radius.
You can’t pinpoint nor get an approximate location.
Ranger Archetype
At 3rd level, you can choose the archetype you want to emulate. Your choice guarantees features at the 3rd level, and again on the 7th, 11,th and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants, considering you have already seen or studied those enemies. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. Your bonus to damage rolls against greater favored enemies and favored enemy increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
You can change your greater favored enemy after a long rest.
Vanish
Starting at 8th level, you learned to chase your objectives and leave distractions behind.
As a single bonus action, you can do the Disengage and the Dash as long as you move towards a Favored Enemy or Greater Favored Enemy.
Hunter Sensors
Starting at 10th level, you can choose a sense that has developed exponentially with your hunts.
Vision: You can clearly see up to a mile away. If you already have dark vision, you gain additional 60 ft.
Flair: You can remember smells, and feel the target’s sent on the objects or creatures it touched with any part of its body within a day. You can rely on this sense to detect creatures and objects within a radius equal to half of your movement distance. In that radius, you are not impacted when getting blinded or deafened.
Audition: Your audition is increased ten times, so if a sound is only audible within 5 ft, it can be heard by you within 50 ft. You can rely on this sense to detect creatures and objects within a radius equal to 50 ft around you. In that radius, you are not impacted when getting blinded.
You can concentrate on only detecting one creature or object with your hunter sensor, considering you have previous knowledge about either its appearance, sent, or voice.
Additionally, you have advantage on Wisdom (Proficiency) checks that rely on your hunter sensor.
Fleet of Foot
Beginning at 14th level, you became used to any kind of environment.
Events that would decrease your speed, such as jumping tables or standing up from prone, don’t affect your movement speed anymore.
You also gain a Swimming and Climbing speed equal to your Walking speed, if you didn’t have them.
Additionally, you have advantage on saving throws to free yourself when getting stuck in any part of the environment, as well as giving advantage to allies who suffer the same.
Foe Slayer
At 18th level, once each of your turns, you can add your Wisdom modifier on either attack rolls or damage rolls. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Additionally, damage bonus on favored enemies and greater favored enemies increases to +6.
Adaptive Hunter
At 20th level, you become an unparalleled hunter. You can change your Favored Enemy at your will, as long as it is prior to any combat.
I get the point of being able to reset your FE every day with respect to how it functions in the game, but it feels like it really kills the flavor of it. Instead of having a connection to a couple types of enemies due to years of study and interaction, now you can just be an expert on anything overnight.
I don't know, now that we have Tasha's Ranger I probably wouldn't accept a homebrew ranger either at this point, although I do remove the concentration requirement on Favored Foe or alternately allow the Foe Slayer damage boost against Favored Enemies from the start.
IMO, being able to change your favored enemy every day to an individual creature and get advantage on intelligence checks to recall information about them IS overpowered.
Every BBEG or NPC the DM introduces to you can suddenly become someone you have personal knowledge of after nothing more than a long rest.
@Kerrec I am a new player, and maybe I underestimated how powerful intelligence checks could be. I will consider that when I create new homebrews. I appreciate the honest feedback!
I didn't know a Tasha Ranger existed. I'll try to see if he approves that. Thank you for providing feedback!
In that case, I should be more specific. Tasha's introduced alternate class features that can replace existing ones.
Deft Explorer covers much the same territory as your Natural Explorer, and replaces Favored Terrain.
Favored Foe is a works-on-anyone, Hunter's Mark-lite damage boost that replaces Favored Enemy. This is probably the most contentious feature and many find it an unsatisfying replacement. For me, removing the concentration requirement helps.
Primal Awareness replaces Primeval Awareness and adds five common ranger spells, one each from 1st-5th level, and gives you one free cast of each per day. Very nice for freeing up spell slots and keeps you from having to choose between "flavor" spells and ones that are more reliably useful.
Nature's Veil replaces Hide in Plain Sight, giving you invisibility that you can actually use when you're in a tight spot.
You can replace these piecemeal when creating your character, it's not an all-or-nothing thing. If you just want Deft Explorer but want to keep Primeval Awareness, you can do that. Just make sure your DM is ok with using the options from this book.
I did a Ranger rework based on the Revised Ranger and the official one. My DM said it was OP. What do you think?
Favored Enemy (1st)
Beginning at level 1, you have studied and learned how to hunt various enemy types. During a long rest, you can concentrate upon a favored enemy type. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead, considering you have already seen or studied those enemies. If you choose humanoids, specify which ones.
It is also possible to choose an individual creature. However, you need detailed physical information, at least race and approximated height, weight, and footprint size.
You can instantly recognize that a found trail was made by your favored enemy, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Additionally, you gain a +2 bonus to damage rolls with weapon attacks against them.
After a long rest, you can change your favored enemy.
Natural Explorer (1st)
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you to choose one of the following benefits:
In addition, you are skilled at navigating the wilderness and adapting to the environment. You gain the following benefits after traveling for 2 hours:
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd- level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense if creatures or objects you have previously known are within a 1 mile radius.
You can’t pinpoint nor get an approximate location.
Ranger Archetype
At 3rd level, you can choose the archetype you want to emulate. Your choice guarantees features at the 3rd level, and again on the 7th, 11,th and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants, considering you have already seen or studied those enemies. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. Your bonus to damage rolls against greater favored enemies and favored enemy increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
You can change your greater favored enemy after a long rest.
Vanish
Starting at 8th level, you learned to chase your objectives and leave distractions behind.
As a single bonus action, you can do the Disengage and the Dash as long as you move towards a Favored Enemy or Greater Favored Enemy.
Hunter Sensors
Starting at 10th level, you can choose a sense that has developed exponentially with your hunts.
Vision: You can clearly see up to a mile away. If you already have dark vision, you gain additional 60 ft.
Flair: You can remember smells, and feel the target’s sent on the objects or creatures it touched with any part of its body within a day. You can rely on this sense to detect creatures and objects within a radius equal to half of your movement distance. In that radius, you are not impacted when getting blinded or deafened.
Audition: Your audition is increased ten times, so if a sound is only audible within 5 ft, it can be heard by you within 50 ft. You can rely on this sense to detect creatures and objects within a radius equal to 50 ft around you. In that radius, you are not impacted when getting blinded.
You can concentrate on only detecting one creature or object with your hunter sensor, considering you have previous knowledge about either its appearance, sent, or voice.
Additionally, you have advantage on Wisdom (Proficiency) checks that rely on your hunter sensor.
Fleet of Foot
Beginning at 14th level, you became used to any kind of environment.
Events that would decrease your speed, such as jumping tables or standing up from prone, don’t affect your movement speed anymore.
You also gain a Swimming and Climbing speed equal to your Walking speed, if you didn’t have them.
Additionally, you have advantage on saving throws to free yourself when getting stuck in any part of the environment, as well as giving advantage to allies who suffer the same.
Foe Slayer
At 18th level, once each of your turns, you can add your Wisdom modifier on either attack rolls or damage rolls. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Additionally, damage bonus on favored enemies and greater favored enemies increases to +6.
Adaptive Hunter
At 20th level, you become an unparalleled hunter. You can change your Favored Enemy at your will, as long as it is prior to any combat.
I get the point of being able to reset your FE every day with respect to how it functions in the game, but it feels like it really kills the flavor of it. Instead of having a connection to a couple types of enemies due to years of study and interaction, now you can just be an expert on anything overnight.
I don't know, now that we have Tasha's Ranger I probably wouldn't accept a homebrew ranger either at this point, although I do remove the concentration requirement on Favored Foe or alternately allow the Foe Slayer damage boost against Favored Enemies from the start.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
IMO, being able to change your favored enemy every day to an individual creature and get advantage on intelligence checks to recall information about them IS overpowered.
Every BBEG or NPC the DM introduces to you can suddenly become someone you have personal knowledge of after nothing more than a long rest.
Yeah, wouldn't happen at my table either.
I didn't know a Tasha Ranger existed. I'll try to see if he approves that. Thank you for providing feedback!
@Kerrec I am a new player, and maybe I underestimated how powerful intelligence checks could be. I will consider that when I create new homebrews. I appreciate the honest feedback!
In that case, I should be more specific. Tasha's introduced alternate class features that can replace existing ones.
Deft Explorer covers much the same territory as your Natural Explorer, and replaces Favored Terrain.
Favored Foe is a works-on-anyone, Hunter's Mark-lite damage boost that replaces Favored Enemy. This is probably the most contentious feature and many find it an unsatisfying replacement. For me, removing the concentration requirement helps.
Primal Awareness replaces Primeval Awareness and adds five common ranger spells, one each from 1st-5th level, and gives you one free cast of each per day. Very nice for freeing up spell slots and keeps you from having to choose between "flavor" spells and ones that are more reliably useful.
Nature's Veil replaces Hide in Plain Sight, giving you invisibility that you can actually use when you're in a tight spot.
You can replace these piecemeal when creating your character, it's not an all-or-nothing thing. If you just want Deft Explorer but want to keep Primeval Awareness, you can do that. Just make sure your DM is ok with using the options from this book.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I think i will give this a try.
I think this looks good I would actually use this ranger for something other than 3 levels for dread ambusher