I've been really enjoying the recent releases of information about the new 2024 rules, however I found the new Ranger incredibly underwhelming. As someone that really likes the flavor of playing a Ranger, I had a lot of ideas leading up to the release of the new Ranger of what I'd like to get out of the class. What started as me jotting down some ideas ended up with me creating my own version of the class. As much as I'd love to give it a try I can't see me getting an opportunity to do any kind of playtest with it any time soon. I plan to get some feedback from people but thought what better way to get some insights into it than here. I'd like to just make a few quick points first:
While I have toyed around with homebrew items and subclasses, this is my first attempt at creating a base class.
It is designed to work with what we know of the 2024 rules.
This class has not be designed to work with any of the subclasses in Unearthed Arcana, I wanted to get feedback on the base class before working out subclasses.
Like I said, this is a culmination of a number ideas I had and therefore probably has more things than are necessary, I'd love any feedback on if there's any potential fat to trim.
While thinking about what should make the Ranger stand out as a class and give it an identity, the word I kept coming back to was "adaptability". This has led to a number of features having multiple options, however I worry this might be over complicating things.
While I don't specifically take issue with the new Ranger focusing on Hunter's Mark, my issue is that Hunter's Mark just isn't interesting enough to warrant such commitment and cuts off a lot of more interesting spells. While my version still focuses on Hunter's Mark, I hope to have fixed the issues I just stated.
I feel there's a lot more in favor of a Ranged Ranger than a Melee Ranger, I hope this version makes the two options slightly more level.
This is merely a passion project done for fun, I in no way intend to profit from anything in this post and intend to make clear what parts are taken straight from past versions of the 5e Ranger. I will be using the Ranger in UA6 as the base, stating if a feature is the same, edited or replaced entirely.
In terms of feedback I'd particularly love, any grammatical/spelling errors or anything you think should be reworded, any features you feel are either overpowered/underpowered or broken, does this look fun and make you feel excited about playing a Ranger with these features.
Please refer to UA6 for the classes Prepared Spells, Spell Slots, Hit Points, Proficiencies, Armor Training and Starting Equipment.
Level 1 - Spellcasting: Same as UA6, uses the Ranger spell list from the 2014 PHB instead of the Primal Spell List.
Level 1 - Weapon Mastery: Same as the UA6 version.
You are adept at focusing on a single foe, whilst adapting to the terrain around you. You always have the Absorb Elements and Hunter's Mark spells prepared. You can cast each of them as a 1st Level spell twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
Your experience in the wilderness gives you extra benefits with these spells. Absorb Elements: After casting this spell, you can apply the extra damage it provides on the next weapon attack (not just melee), and that particular damage ignores the targets resistance to that damage type. Hunter's Mark: When you use a bonus action to cast Hunter's Mark or mark a new creature, you can replace the Weapon Mastery property of a light melee weapon you are wielding with the Nick property until the end of the turn.
Level 2 - Fighting Style: Same as UA6, but gives the choice of all Fighting Style feats.
Level 2 - Deft Explorer: Similar but slightly different to the UA6 version
You are an unsurpassed explorer. You gain Proficiency in the Survival skill. If you already have Proficiency in Survival, you gain Expertise instead. You can then choose another skill that you have Proficiency in, you gain Expertise in that skill. You also learn 2 Languages of your choice.
Level 3 - Pick Subclass
Level 4 - Feat
Level 5 - Extra Attack
Level 5 - Hunter's Mind (Doesn't replace any other features):
Your experience at hunting has made certain aspects second nature. When you cast Hunter's Mark at 2nd Level or Higher, you gain the ability to simultaneously Concentrate on lower level spells. Whilst concentrating on Hunter's Mark, you can also cast another concentration spell. It must be a Ranger spell of a level lower than the level you cast Hunter's Mark at. If you're forced to make a concentration check, you make a single check, with both spells dropping on a failure. Once you've used this feature, you can't use it again until you finish a Short or Long Rest.
Level 6 - Adaptable Movement (Inspired by, but replaces the Roving feature):
You are experienced in adapting to the landscape ahead of you, and planning for the most preferable method of travel. You gain a Climb Speed and a Swim Speed equal to your Speed. Each time you finish a Long Rest, you can choose whether to prioritize Speed or Stealth for the day. Apply the appropriate effect based on your choice, each effect lasts until your next Long Rest.
Speed: As soon as your Long Rest ends, your Speed increases by 10 ft and any creatures of your choice within 60 ft have their Speed increased by 5 ft. Once per turn, when you hit a creature marked by your Hunter's Mark with a Weapon Attack, you can increase your AC by an amount equal to the number rolled on your Hunter's Mark Die, until the start of your next turn.
Stealth: You have the Pass without Trace spell prepared, it doesn't count against the number of spells you can prepare for the day. When you cast Pass without Trace, you can reduce the Stealth bonus to +5, to increase the duration to 8 hours and remove the need to concentrate on it. Once per turn, when you make a Weapon Attack with Advantage against a creature marked by your Hunter's Mark, you can apply 1 of these effects after the attack roll has been made. You can either add the Hunter's Mark damage die to the attack roll instead of the damage roll or you can roll an extra Hunter's Mark damage die for damage.
Level 7 - Subclass Feature
Level 8 - Feat
Level 9 - Expertise (A feature referenced that the final 2024 Ranger has, replaces the Conjure Barrage and Deft Explorer Improvement features in UA6):
You gain Expertise in two of your skill proficiencies of your choice.
Level 10 - Rough Repose (Inspired by, but replaces Tireless)
Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1. You can also apply 1 of the following effects which you choose upon completion of the Short Rest and lasts until your next Short or Long Rest. Any creatures must be within 60 ft of you throughout the rest to gain any benefits from this feature.
Restore a number of Spell Slots to yourself or an ally within range whose total levels are equal or lower than your Wisdom modifier.
You and all creatures of your choice within range gain Temporary Hit Points equal to 1d8 + your Wisdom modifier.
All creatures of your choice within range gain a Climbing Speed and a Swimming Speed equal to their Speed.
All creature of your choice within range gain a d4 which they can expend to add to one d20 Test they make.
Level 11 - Subclass Feature
Level 12 - Feat
Level 13 - Heightened Mark (Doesn't replace any other features):
Your Primal Sentinel Feature now casts the Absorb Elements and Hunter's Mark spells at 2nd level instead of 1st. Whenever you cast Hunter's Mark with at 2nd Level or Higher, you can apply 1 of the following effects to this casting of the spell for each Spell Level above 1st.
Weapon attacks against the target of this spell score a Critical Hit on a roll of 19 or 20.
Your can change the damage type of this spells damage die to either Acid, Cold, Fire, Lightning or Thunder.
Increase this spells damage die to a d8.
You can use your Reaction to subtract 1d4 from a d20 Test made by the target of this spell.
You gain advantage on Constitution Saving Throws.
The long range of your weapons don't impose Disadvantage.
As a Bonus Action, you can learn the current Hit Point total of the target of this spell.
You maintain your Advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the target of this spell for 48 hours from casting the spell, even after the spell ends.
Level 14 - Nature's Veil (A modified version of the UA6 feature of the same name):
You invoke spirits of nature to magically hide yourself from view. You can take the Hide Action as a Bonus Action. Also as a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
Level 15 - Subclass Feature
Level 16 - Feat
Level 17 - Hunter's Sight (A feature referenced that the final 2024 Ranger has, replaces the Conjure Volley feature in UA6):
You ability to mark your prey brings even more focus. You have Advantage on any Weapon Attacks you make against the target of your Hunter's Mark.
Level 18 - Feral Senses: Same as the UA6 version
Level 19 - Feat
Level 20 - Master's Mark (Replaces Foe Slayer in UA6):
You are unparalleled at adapting to combat a designated foe. Your Primal Sentinel Feature now casts the Absorb Elements and Hunter's Mark spells at 5th Level instead of 2nd. Once per turn, when you hit the target of your Hunter's Mark with a Weapon Attack, you can deal additional damage equal to the spells current damage dice + your Wisdom modifier. When you finish a Short Rest, you can apply an extra, different benefit from your Rough Repose feature. Whenever you deal damage to the target of your Hunter's Mark with a Weapon Attack, if the targets Hit Points are below 100 after the damage is applied, its Hit Points drop to 0.
A massive thank you to anyone that made it this far, any constructive feedback would be greatly appreciated.
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Hi all,
I've been really enjoying the recent releases of information about the new 2024 rules, however I found the new Ranger incredibly underwhelming. As someone that really likes the flavor of playing a Ranger, I had a lot of ideas leading up to the release of the new Ranger of what I'd like to get out of the class. What started as me jotting down some ideas ended up with me creating my own version of the class. As much as I'd love to give it a try I can't see me getting an opportunity to do any kind of playtest with it any time soon. I plan to get some feedback from people but thought what better way to get some insights into it than here. I'd like to just make a few quick points first:
Please refer to UA6 for the classes Prepared Spells, Spell Slots, Hit Points, Proficiencies, Armor Training and Starting Equipment.
Level 1 - Spellcasting: Same as UA6, uses the Ranger spell list from the 2014 PHB instead of the Primal Spell List.
Level 1 - Weapon Mastery: Same as the UA6 version.
Level 1 - Primal Sentinel (Replaces the Level 2 Favored Foe Feature):
You are adept at focusing on a single foe, whilst adapting to the terrain around you. You always have the Absorb Elements and Hunter's Mark spells prepared. You can cast each of them as a 1st Level spell twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
Your experience in the wilderness gives you extra benefits with these spells.
Absorb Elements: After casting this spell, you can apply the extra damage it provides on the next weapon attack (not just melee), and that particular damage ignores the targets resistance to that damage type.
Hunter's Mark: When you use a bonus action to cast Hunter's Mark or mark a new creature, you can replace the Weapon Mastery property of a light melee weapon you are wielding with the Nick property until the end of the turn.
Level 2 - Fighting Style: Same as UA6, but gives the choice of all Fighting Style feats.
Level 2 - Deft Explorer: Similar but slightly different to the UA6 version
You are an unsurpassed explorer. You gain Proficiency in the Survival skill. If you already have Proficiency in Survival, you gain Expertise instead. You can then choose another skill that you have Proficiency in, you gain Expertise in that skill. You also learn 2 Languages of your choice.
Level 3 - Pick Subclass
Level 4 - Feat
Level 5 - Extra Attack
Level 5 - Hunter's Mind (Doesn't replace any other features):
Your experience at hunting has made certain aspects second nature. When you cast Hunter's Mark at 2nd Level or Higher, you gain the ability to simultaneously Concentrate on lower level spells. Whilst concentrating on Hunter's Mark, you can also cast another concentration spell. It must be a Ranger spell of a level lower than the level you cast Hunter's Mark at. If you're forced to make a concentration check, you make a single check, with both spells dropping on a failure. Once you've used this feature, you can't use it again until you finish a Short or Long Rest.
Level 6 - Adaptable Movement (Inspired by, but replaces the Roving feature):
You are experienced in adapting to the landscape ahead of you, and planning for the most preferable method of travel. You gain a Climb Speed and a Swim Speed equal to your Speed. Each time you finish a Long Rest, you can choose whether to prioritize Speed or Stealth for the day. Apply the appropriate effect based on your choice, each effect lasts until your next Long Rest.
Level 7 - Subclass Feature
Level 8 - Feat
Level 9 - Expertise (A feature referenced that the final 2024 Ranger has, replaces the Conjure Barrage and Deft Explorer Improvement features in UA6):
You gain Expertise in two of your skill proficiencies of your choice.
Level 10 - Rough Repose (Inspired by, but replaces Tireless)
Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1. You can also apply 1 of the following effects which you choose upon completion of the Short Rest and lasts until your next Short or Long Rest. Any creatures must be within 60 ft of you throughout the rest to gain any benefits from this feature.
Level 11 - Subclass Feature
Level 12 - Feat
Level 13 - Heightened Mark (Doesn't replace any other features):
Your Primal Sentinel Feature now casts the Absorb Elements and Hunter's Mark spells at 2nd level instead of 1st.
Whenever you cast Hunter's Mark with at 2nd Level or Higher, you can apply 1 of the following effects to this casting of the spell for each Spell Level above 1st.
Level 14 - Nature's Veil (A modified version of the UA6 feature of the same name):
You invoke spirits of nature to magically hide yourself from view. You can take the Hide Action as a Bonus Action. Also as a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
Level 15 - Subclass Feature
Level 16 - Feat
Level 17 - Hunter's Sight (A feature referenced that the final 2024 Ranger has, replaces the Conjure Volley feature in UA6):
You ability to mark your prey brings even more focus. You have Advantage on any Weapon Attacks you make against the target of your Hunter's Mark.
Level 18 - Feral Senses: Same as the UA6 version
Level 19 - Feat
Level 20 - Master's Mark (Replaces Foe Slayer in UA6):
You are unparalleled at adapting to combat a designated foe. Your Primal Sentinel Feature now casts the Absorb Elements and Hunter's Mark spells at 5th Level instead of 2nd.
Once per turn, when you hit the target of your Hunter's Mark with a Weapon Attack, you can deal additional damage equal to the spells current damage dice + your Wisdom modifier.
When you finish a Short Rest, you can apply an extra, different benefit from your Rough Repose feature.
Whenever you deal damage to the target of your Hunter's Mark with a Weapon Attack, if the targets Hit Points are below 100 after the damage is applied, its Hit Points drop to 0.
A massive thank you to anyone that made it this far, any constructive feedback would be greatly appreciated.