After Tasha's Cauldron of Everything came out, there's been a ton of debate regarding the state of the Ranger in 5th ed. Rather than try to homebrew something to sidestep longtime Ranger issues (too many concentration spells, damage lagging behind without Hunter's Mark), I decided to try leaning into those differences and producing something that encourages using other Ranger-exclusive spells. With that, here's the Weaver Conclave. Comments regarding lore/flavour/mechanics welcome!
Ranger - Weaver Conclave "Your dedication to understanding the nature of the world has led you to study all kinds of magic. Using martial training as a focal point, you weave disparate energies back and forth to overcome challenges. In doing so, you expand your perspective on the powers that bind all of creation together."
Purpose: Create a subclass that incentivizes wielding more magic as a Ranger, particularly never-used weapon-attack spells. Specifically designed to provide an alternative to using Hunter's Mark (and similar spells) for damage whilst providing other benefits.
(3) Natural Shock "Using natural magic pushes supernatural magic away, and vice versa. Wielding the former, you can displace and capture the latter for future use." - under the following conditions, you add an extra 1d4 magic damage to your next Damage Roll. Each of these effects can only be applied to a Damage Roll once. - when a creature makes an ability check or saving throw against a Ranger spell effect caused by you. - when you cast a Ranger spell with a range of Self.
Purpose: Standard "first Ranger subclass damage boost". Its limitation to Ranger spells (and Druidic Warrior cantrips) keeps it from being overpowering. Works with most cantrips once and weapon-attack spells at least twice (on first hit and first check/save). Damage buffs from the ongoing checks/saves created by those spells helps to lessen the damage gap from not using Hunter's Mark. Also provides a potential buff to Cordon of Arrows, another never-used spell.
(3) Weaver Magic "Training with various magic users during your travels has enabled you to learn some of their disciplines." - when you reach certain levels in this class, you choose additional spells as shown in the Weaver Spells table below. - each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know. - when you gain a level in this class, you may switch one of your chosen spells for the other choice offered at that level.
(3) Wrathful Smite or one Druid Cantrip of your choice (5) Branding Smite or Misty Step (9) Blinding Smite or Lightning Arrow (13) Staggering Smite or Shadow of Moil (17) Banishing Smite or Far Step
Purpose: Ensures that you always have spells to trigger Natural Shock, making it easier to diversify your other spell choices. Also grants smite spells to a class that might actually use them, much like the Battle Smith.
(3) No Substitute for Experience "Your experiences with many forms of magic have taught you how to better recognize and harness them." - you may add your Wisdom modifier to any Intelligence (Arcana, Investigation, Nature) check in which you are not proficient.
Purpose: Standard "non-combat subclass buff". Also, serves as further incentive to build the Ranger's spellcasting attribute.
(7) Magical Recovery "You can regain some of your magical energy by harnessing both natural and supernatural power from your surroundings." - during a short rest, you may choose expended spell slots to recover. - the spell slots can have a combined level that is equal to or less than one third your Ranger level (rounded to the nearest whole number). - you can't use this feature again until you finish a long rest.
Purpose: Stolen from Land Druids and Wizards. Extends the Ranger's ability to use their attack spells throughout an adventuring day. Granted later to prevent subclass frontloading as well as for flavour; it makes sense that half-casters don't learn how to recharge spells as quickly (or as well) as full casters.
(11) Unnatural Reaction "You can charge your attacks and spell effects with natural magic, causing a burst of displaced supernatural power at just the right moment." - when a creature makes an ability check or saving throw against a Ranger spell effect caused by you, they take 1d4 magic damage before making the check or save.
- once per turn when you make an attack, you may instead force the target to make a Dexterity saving throw. On a failed save, they take damage as normal. - this counts as a Ranger spell effect.
Purpose: Standard "11th level Ranger damage boost". Provides sustained damage (as opposed to a Paladin's burst damage) and offers more chances to fulfill the conditions for the 3rd level ability using regular attacks. Hopefully, the end result is DPR comparable to Hunter's Mark + another subclass' damage boosts, with the added benefits of other Concentration spell effects. Also serves as another buff to Cordon of Arrows.
(15) Empowered Defense "Your knowledge of magic makes it that much easier to protect yourself from its effects." - when you make a saving throw against a spell or spell-like effect, you may use your Reaction to add your Wisdom modifier to that saving throw.
Purpose: Standard "Ranger defensive buff." One more benefit to building the Ranger's spellcasting attribute. Counts Wisdom twice for Wisdom saving throws.
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After Tasha's Cauldron of Everything came out, there's been a ton of debate regarding the state of the Ranger in 5th ed.
Rather than try to homebrew something to sidestep longtime Ranger issues (too many concentration spells, damage lagging behind without Hunter's Mark), I decided to try leaning into those differences and producing something that encourages using other Ranger-exclusive spells. With that, here's the Weaver Conclave.
Comments regarding lore/flavour/mechanics welcome!
Ranger - Weaver Conclave
"Your dedication to understanding the nature of the world has led you to study all kinds of magic. Using martial training as a focal point, you weave disparate energies back and forth to overcome challenges. In doing so, you expand your perspective on the powers that bind all of creation together."
Purpose:
Create a subclass that incentivizes wielding more magic as a Ranger, particularly never-used weapon-attack spells. Specifically designed to provide an alternative to using Hunter's Mark (and similar spells) for damage whilst providing other benefits.
(3) Natural Shock
"Using natural magic pushes supernatural magic away, and vice versa. Wielding the former, you can displace and capture the latter for future use."
- under the following conditions, you add an extra 1d4 magic damage to your next Damage Roll. Each of these effects can only be applied to a Damage Roll once.
- when a creature makes an ability check or saving throw against a Ranger spell effect caused by you.
- when you cast a Ranger spell with a range of Self.
Purpose:
Standard "first Ranger subclass damage boost". Its limitation to Ranger spells (and Druidic Warrior cantrips) keeps it from being overpowering. Works with most cantrips once and weapon-attack spells at least twice (on first hit and first check/save). Damage buffs from the ongoing checks/saves created by those spells helps to lessen the damage gap from not using Hunter's Mark. Also provides a potential buff to Cordon of Arrows, another never-used spell.
(3) Weaver Magic
"Training with various magic users during your travels has enabled you to learn some of their disciplines."
- when you reach certain levels in this class, you choose additional spells as shown in the Weaver Spells table below.
- each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
- when you gain a level in this class, you may switch one of your chosen spells for the other choice offered at that level.
(3) Wrathful Smite or one Druid Cantrip of your choice
(5) Branding Smite or Misty Step
(9) Blinding Smite or Lightning Arrow
(13) Staggering Smite or Shadow of Moil
(17) Banishing Smite or Far Step
Purpose:
Ensures that you always have spells to trigger Natural Shock, making it easier to diversify your other spell choices. Also grants smite spells to a class that might actually use them, much like the Battle Smith.
(3) No Substitute for Experience
"Your experiences with many forms of magic have taught you how to better recognize and harness them."
- you may add your Wisdom modifier to any Intelligence (Arcana, Investigation, Nature) check in which you are not proficient.
Purpose:
Standard "non-combat subclass buff". Also, serves as further incentive to build the Ranger's spellcasting attribute.
(7) Magical Recovery
"You can regain some of your magical energy by harnessing both natural and supernatural power from your surroundings."
- during a short rest, you may choose expended spell slots to recover.
- the spell slots can have a combined level that is equal to or less than one third your Ranger level (rounded to the nearest whole number).
- you can't use this feature again until you finish a long rest.
Purpose:
Stolen from Land Druids and Wizards. Extends the Ranger's ability to use their attack spells throughout an adventuring day. Granted later to prevent subclass frontloading as well as for flavour; it makes sense that half-casters don't learn how to recharge spells as quickly (or as well) as full casters.
(11) Unnatural Reaction
"You can charge your attacks and spell effects with natural magic, causing a burst of displaced supernatural power at just the right moment."
- when a creature makes an ability check or saving throw against a Ranger spell effect caused by you, they take 1d4 magic damage before making the check or save.
- once per turn when you make an attack, you may instead force the target to make a Dexterity saving throw. On a failed save, they take damage as normal.
- this counts as a Ranger spell effect.
Purpose:
Standard "11th level Ranger damage boost". Provides sustained damage (as opposed to a Paladin's burst damage) and offers more chances to fulfill the conditions for the 3rd level ability using regular attacks. Hopefully, the end result is DPR comparable to Hunter's Mark + another subclass' damage boosts, with the added benefits of other Concentration spell effects. Also serves as another buff to Cordon of Arrows.
(15) Empowered Defense
"Your knowledge of magic makes it that much easier to protect yourself from its effects."
- when you make a saving throw against a spell or spell-like effect, you may use your Reaction to add your Wisdom modifier to that saving throw.
Purpose:
Standard "Ranger defensive buff." One more benefit to building the Ranger's spellcasting attribute. Counts Wisdom twice for Wisdom saving throws.