I watched the video revealing the 2024 Ranger live today, and a lot of people seemed to be complaining about it. Personally I don't think its bad. The new version of the class relies on hunters mark, and in my opinion you just need to be patient enough for the hunter's mark to do its thing. Although it's not as exciting, the hunters mark damage will do more damage than a paladin's smite over time if you can hold the concentration, for less spell slots. The thing they seemed to be hyping up the most was the fact that the ranger has more prepared spells than it used to. They say the every spell list will be bigger, but there is not much mention of new spells that we haven't already seen in Tasha's Cauldron of Everything.
Again, I don't dislike the direction they are going, but if the new PHB comes out and it winds up boring or underpowered I came up with a feature to spice up the Ranger Class. It is based on the idea of the ranger being a traveler that picks up some tips and tricks on his journeys. So it makes sense to me that the ranger would step on other classes toes the most, and learn counters for many of the strange or incredible things that the party could come across. I had this Idea before TCoE came out, but am just now putting it into words. It works similarly to the Warlocks Eldritch Invocations, essentially replacing a prepared spell with a minor feat the ranger can use at any time. Many of them are reliant or enhanced by the hunter's mark spell, and many others require a reaction because that was the best way I thought of to balance it. A more finalized version of this will have different level requirements for each of these practices. I intentionally left out flavor text for easier readability. Keep in mind these are designed for the 2024 version of the class. Here is the feature:
At level 2, You may replace 1 of your prepared spells with a Ranger Practice. They count against your prepared spells but generally do not require a spell slot to use. Some may (eventually) have a level requirement. You can replace a practice with another practice or a spell at a long rest, OR replace a spell with a Practice (this happens instead of replacing a spell). If a practice has options, you may also change those options at a long rest. Unless otherwise specified, you may also take the same Practice multiple times choosing different options. You may only have a number of Practices equal to the highest level of Ranger spell you can cast at any given time (so if you have a 4th level spell slot, you can have up to 4 Practices replacing 4 prepared spells). You may also forgo your fighting style feature and instead gain an additional (free) practice and prepared spell.
Here are the Practices, in the order I came up with them:
Swift Ritualist
Casting a spell as a ritual takes 1 minute instead of 10. In addition you choose 2 spells from the Ranger’s spell list which you have spell slots for. You can cast these spells as a ritual only, and they do not count against the spells you have prepared. (If I understand correctly, the 2024 Ranger will be able to cast spells as rituals, just like any other spellcaster)
Careful Approach
You have advantage on ability checks made to find, avoid, or disable traps or dangerous plants (not saving throws).
Hunter’s Guidance
When a creature attacks the target of your hunter’s mark, you may use your reaction to add 1d6 to their attack roll. The creature must be able to hear and understand you, and you may do so after the roll is made but before the result is determined.
Hunter’s Critical
When you score a critical hit on a creature that is marked with your hunter’s mark, you roll triple the damage dice instead of double.
Expert Trapper:
When you set a trap, including trap-like spells such as snare and cordon of arrows, and non-magical traps such as a hunter’s trap or caltrops, creatures have disadvantage on ability checks to find the trap. As long as they are unaware of said trap they have disadvantage on saving throws against the trap. (for example: a group of goblins comes upon a planted cordon of arrows. The first goblin to be struck has disadvantage on the saving throw, but the other goblins are now aware of the trap and no longer receive disadvantage.)
Elemental Defense
Choose 1 damage type: fire, cold, thunder, lightning, poison, or psychic. When you take damage of this type, you may use your reaction to reduce this damage by 1d6, or 2d6 if the damage comes from a creature marked with your hunter's mark.
Counter-Mastery
Choose a weapon mastery trait(slow, sap, vex, topple, graze, or push) when another creature hits you with a weapon with that mastery trait, you may use your reaction to ignore the effects of that mastery trait.
Blood Hunger
When you drop a creature to 0 hit points, you regain 1d4 hit points and may add 1d4 to one attack roll you make until the end of your next turn.
You may take this practice multiple times to gain an additional 1d4 hit points and may apply the 1d4 to an additional attack. (maximum of 3 times)
Spell Disruption
When you are within 5 feet of a creature who casts a spell, you may use your reaction to try to disrupt that spell. To do this, the spell must be targeting a point centered outside of itself, or a creature other than itself or you and cannot be a melee spell attack. The creature makes a constitution saving throw against your spell save, but the creature gains a bonus to this roll equal to the spells level (cantrips are considered level 0) if it fails, roll a d10:
1-4 the spell has disadvantage on attack rolls and targets have advantage on saving throws
5-7 You may choose a new target for this spell, if there are multiple targets, you may only change 1. (this includes the starting point of an AOE spell)
8-9 the spell fails, the creature waists the action/bonus action/reaction used but not the spell slot
0 the spell fails, the creature waists both the action/bonus action/reaction and the spell slot, but both you and the creature take 1d10 force damage per spell level.
Traveler's Attunement
You can attune to Magical Items you find even if you don’t meet the class requirements for it. You must still meet requirements for spell levels.
Mental Resilience
When you are targeted by an effect that requires you to make a saving throw to avoid being frightened, charmed, or dazed, you may spend your reaction to gain advantage on this saving throw. If the creature is targeted by your hunter’s mark, you do not need to use a reaction.
Guerilla
Any creature you hit with a melee attack has disadvantage on its next opportunity attack against you until the beginning of its turn. If the creature is the target of your hunter’s mark, it cannot make any opportunity attacks against you.
To use this feature with the old (tasha's) version of the Ranger class, you may instead replace favored enemy/foe with the ability to gain a Ranger Practice. At second level this works as normal, and you also have the option to replace the ranger practice with an additional prepared spell. (and the counter-mastery option probably won't be available)
You may also have the ability to gain 2 Ranger Practices as a feat. Possibly.
I'm probably getting WAY ahead of myself and the 2024 PHB but i had this "flash of genius" and had to put it out somewhere. Feel free to test it in your own games and give me your thoughts on it.
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I watched the video revealing the 2024 Ranger live today, and a lot of people seemed to be complaining about it. Personally I don't think its bad. The new version of the class relies on hunters mark, and in my opinion you just need to be patient enough for the hunter's mark to do its thing. Although it's not as exciting, the hunters mark damage will do more damage than a paladin's smite over time if you can hold the concentration, for less spell slots. The thing they seemed to be hyping up the most was the fact that the ranger has more prepared spells than it used to. They say the every spell list will be bigger, but there is not much mention of new spells that we haven't already seen in Tasha's Cauldron of Everything.
Again, I don't dislike the direction they are going, but if the new PHB comes out and it winds up boring or underpowered I came up with a feature to spice up the Ranger Class. It is based on the idea of the ranger being a traveler that picks up some tips and tricks on his journeys. So it makes sense to me that the ranger would step on other classes toes the most, and learn counters for many of the strange or incredible things that the party could come across. I had this Idea before TCoE came out, but am just now putting it into words. It works similarly to the Warlocks Eldritch Invocations, essentially replacing a prepared spell with a minor feat the ranger can use at any time. Many of them are reliant or enhanced by the hunter's mark spell, and many others require a reaction because that was the best way I thought of to balance it. A more finalized version of this will have different level requirements for each of these practices. I intentionally left out flavor text for easier readability. Keep in mind these are designed for the 2024 version of the class. Here is the feature:
At level 2, You may replace 1 of your prepared spells with a Ranger Practice. They count against your prepared spells but generally do not require a spell slot to use. Some may (eventually) have a level requirement. You can replace a practice with another practice or a spell at a long rest, OR replace a spell with a Practice (this happens instead of replacing a spell). If a practice has options, you may also change those options at a long rest. Unless otherwise specified, you may also take the same Practice multiple times choosing different options. You may only have a number of Practices equal to the highest level of Ranger spell you can cast at any given time (so if you have a 4th level spell slot, you can have up to 4 Practices replacing 4 prepared spells). You may also forgo your fighting style feature and instead gain an additional (free) practice and prepared spell.
Here are the Practices, in the order I came up with them:
Swift Ritualist
Careful Approach
Hunter’s Guidance
Hunter’s Critical
Expert Trapper:
Elemental Defense
Counter-Mastery
Blood Hunger
Spell Disruption
Traveler's Attunement
Mental Resilience
Guerilla
To use this feature with the old (tasha's) version of the Ranger class, you may instead replace favored enemy/foe with the ability to gain a Ranger Practice. At second level this works as normal, and you also have the option to replace the ranger practice with an additional prepared spell. (and the counter-mastery option probably won't be available)
You may also have the ability to gain 2 Ranger Practices as a feat. Possibly.
I'm probably getting WAY ahead of myself and the 2024 PHB but i had this "flash of genius" and had to put it out somewhere. Feel free to test it in your own games and give me your thoughts on it.