I've finished modifying a subclass I found on Reddit and I want to know what the community thinks about it, the subclass is for the Ranger and I went in blind, not using any guides.
Ranger Subclass:
Strider Conclave
The Strider Conclave is a unique subclass of the Ranger that emphasizes physical prowess, survival skills, and stealth over spellcasting. Using what little spellcasting they have to assist in their endevor’s. Drawing on the resilience of fighters, the cunning of rogues, and the adaptability of rangers. Striders are exceptional survivalists, unmatched in their ability to navigate the wilderness. Masters of terrain and shadow, they use their martial training to strike swiftly and retreat, outmaneuvering their foes. This path is ideal for those who prefer the raw might and guile of a seasoned survivalist, focusing on the primal aspects of the Ranger’s skill set. Striders are the paragons of adaptability, always ready to endure the harshest conditions and confront any challenges that stand in their way.
Survivalist
Upon choosing this subclass at 3rd level you lose access to the spell list of the Ranger class, but retain all other features.
However you gain proficiency in the Survival skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Additionally, you gain the Second Wind feature, as per the Fighter class, allowing you to use a bonus action to regain hit points equal to 1d10 + your ranger level.
You must finish a short or long rest before you can use this feature again.
Martial Training
At 3rd level, you gain a fighting style from the Fighter class list of options. However, if you have already chosen the Archery Fighting style as part of your Ranger class features, you must choose a different option.
Strider Magic
At 3rd level you lose the ability to choose spells from the ranger spell list due to the effect of Survivalist but gain spells from a separate list shown here. You do however keep you spell slots. Focusing more on assisting than raw might. These count as Ranger spells for you.
3rd level - Fog Cloud, Goodberry, Protection from Evil & Good
5th level - Enhance Ability, Mirror image
7th level - Misty Step, Elemental Weapon
9th level - Haste, Conjure Barrage
13th level - Greater Invisiblity, Nondetection
17th level - Dominate Person, Steel Wind Strike
Strider’s tend to neglect magic in favor of practical skills, such as stealth and survival, only learning what can be used to assist their talents.
Skilled Stalker
When you reach 7th level, your speed increases by 10 feet.
In addition, you gain the Sneak Attack feature from the Rogue class. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or it is within 5 feet of your allies. The attack must use a finesse or a ranged weapon. The damage increases to 2d6 at 11th lvl and 3d6 at 15th lvl.
Hardened Survivor
When you reach 11th level, you gain the Uncanny Dodge ability from the Rogue, which does as follows: 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.
In addition you gain resistance to one damage type of your choice, reflecting your resilience and adaptability.
Master of the Wild
You become of Master of the Wild. You gain the Evasion feature from the Rogue class which allows you nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.
You also gain the Action surge ability from the fighter, allowing you to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Lastly Difficult terrain no longer restricts you, neither do magical plants.
Constructive Criticism is welcome along with ideas to improve it! Thanks
This feels like multiclassing but more convoluted. Why did you specify that non-magical plants have no effect? did you mean effect in a medicinal sense, or like, you can walk through brush easily. If so, wouldnt difficult terrain encompass that? It feels like it should have some of its own abilities, instead of getting ones from others
I think the non magical plants was a typo, sleep deprivation and all lol. But the main idea was to give the ranger a more Lotr feel, by taking things from the fighter and rogue along with cutting down on spellcasting.
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I've finished modifying a subclass I found on Reddit and I want to know what the community thinks about it, the subclass is for the Ranger and I went in blind, not using any guides.
Ranger Subclass:
Strider Conclave
The Strider Conclave is a unique subclass of the Ranger that emphasizes physical prowess, survival skills, and stealth over spellcasting. Using what little spellcasting they have to assist in their endevor’s. Drawing on the resilience of fighters, the cunning of rogues, and the adaptability of rangers. Striders are exceptional survivalists, unmatched in their ability to navigate the wilderness. Masters of terrain and shadow, they use their martial training to strike swiftly and retreat, outmaneuvering their foes. This path is ideal for those who prefer the raw might and guile of a seasoned survivalist, focusing on the primal aspects of the Ranger’s skill set. Striders are the paragons of adaptability, always ready to endure the harshest conditions and confront any challenges that stand in their way.
Survivalist
Upon choosing this subclass at 3rd level you lose access to the spell list of the Ranger class, but retain all other features.
However you gain proficiency in the Survival skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.
Additionally, you gain the Second Wind feature, as per the Fighter class, allowing you to use a bonus action to regain hit points equal to 1d10 + your ranger level.
You must finish a short or long rest before you can use this feature again.
Martial Training
At 3rd level, you gain a fighting style from the Fighter class list of options. However, if you have already chosen the Archery Fighting style as part of your Ranger class features, you must choose a different option.
Strider Magic
At 3rd level you lose the ability to choose spells from the ranger spell list due to the effect of Survivalist but gain spells from a separate list shown here. You do however keep you spell slots. Focusing more on assisting than raw might. These count as Ranger spells for you.
3rd level - Fog Cloud, Goodberry, Protection from Evil & Good
5th level - Enhance Ability, Mirror image
7th level - Misty Step, Elemental Weapon
9th level - Haste, Conjure Barrage
13th level - Greater Invisiblity, Nondetection
17th level - Dominate Person, Steel Wind Strike
Strider’s tend to neglect magic in favor of practical skills, such as stealth and survival, only learning what can be used to assist their talents.
Skilled Stalker
When you reach 7th level, your speed increases by 10 feet.
In addition, you gain the Sneak Attack feature from the Rogue class. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or it is within 5 feet of your allies. The attack must use a finesse or a ranged weapon. The damage increases to 2d6 at 11th lvl and 3d6 at 15th lvl.
Hardened Survivor
When you reach 11th level, you gain the Uncanny Dodge ability from the Rogue, which does as follows: 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.
In addition you gain resistance to one damage type of your choice, reflecting your resilience and adaptability.
Master of the Wild
You become of Master of the Wild. You gain the Evasion feature from the Rogue class which allows you nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.
You also gain the Action surge ability from the fighter, allowing you to push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Lastly Difficult terrain no longer restricts you, neither do magical plants.
Constructive Criticism is welcome along with ideas to improve it! Thanks
This feels like multiclassing but more convoluted. Why did you specify that non-magical plants have no effect? did you mean effect in a medicinal sense, or like, you can walk through brush easily. If so, wouldnt difficult terrain encompass that? It feels like it should have some of its own abilities, instead of getting ones from others
Best Spells: https://www.dndbeyond.com/spells/2190706-applause, https://www.dndbeyond.com/spells/2047204-big-ol-switcheroo, https://www.dndbeyond.com/spells/2188701-cerwicks-copper-cables
Best Feats: https://www.dndbeyond.com/feats/1512461-soapbox-revised
Best Monsters: https://www.dndbeyond.com/monsters/3775489-jar-jar-binks, https://www.dndbeyond.com/monsters/3860024-spare-ribs
I think the non magical plants was a typo, sleep deprivation and all lol. But the main idea was to give the ranger a more Lotr feel, by taking things from the fighter and rogue along with cutting down on spellcasting.