Many people will probably agree that rangers, at least when focused on doing what the flippin' class is supposed to do, fall flat. Most other classes can do as they do but better as well as having other great abilities. Whilst rangers on their own aren't too bad, when put into a party, they have hardly anything to bring to it, and their abilities get rare use unless the game is set in only one environment. Many people have done ranger revisions, so I thought I'd attempt some changes of my own. I'd love some feedback on them!:
Ranger's Prey (Replaces Favoured Enemy)- At the end of a long rest, you can choose one creature type, and basically gain Favoured Enemy against them, plus deal an additional 1d4 damage to that type. At 5th level, the damage buffs to 1d6, 1d8 at 11th level and 1d10 at 15th level. At 6th and 14th level, you can choose an additional creature type to gain these benefits against. This was made to allow rangers to be adaptable, and cater themselves to the environment they are in, like a cleric or druid when they're preparing spells.
Adaptable Adventurer (Replaces Favoured Terrain)- You get a climbing and swimming speed, you and your group can track at a fast pace and move stealthily at a normal pace, you cannot get lost except by magic means, and you find twice as much food whilst foraging. If you are tracking your Ranger's Prey, you know the exact numbers of the creatures you are tracking. Again, made so that the ranger is useful in all types of terrain.
Hunter's Sense (Replaces Primeval Awareness)- You take 10 mins to activate this. For an hour afterwards, you cannot be surprised, have a +5 to your PP, gain expertise in Perception (or proficiency if you aren't proficient) and get advantage on Intiative. This resets on a long rest, and you get one more use at 10th level. I just thought this was cooler than Primeval Awareness.
Deft Explorer (Replaces Land's Stride)- Ignore difficult terrain, +10 to all movement, and advantage on saves against magic or nonmagic plants that try to impede your movement. I found Land's Stride to not offer enough compared to the level you get it at.
Other than that, I saw no need to change anything else the ranger gets.
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Many people will probably agree that rangers, at least when focused on doing what the flippin' class is supposed to do, fall flat. Most other classes can do as they do but better as well as having other great abilities. Whilst rangers on their own aren't too bad, when put into a party, they have hardly anything to bring to it, and their abilities get rare use unless the game is set in only one environment. Many people have done ranger revisions, so I thought I'd attempt some changes of my own. I'd love some feedback on them!:
Ranger's Prey (Replaces Favoured Enemy)- At the end of a long rest, you can choose one creature type, and basically gain Favoured Enemy against them, plus deal an additional 1d4 damage to that type. At 5th level, the damage buffs to 1d6, 1d8 at 11th level and 1d10 at 15th level. At 6th and 14th level, you can choose an additional creature type to gain these benefits against. This was made to allow rangers to be adaptable, and cater themselves to the environment they are in, like a cleric or druid when they're preparing spells.
Adaptable Adventurer (Replaces Favoured Terrain)- You get a climbing and swimming speed, you and your group can track at a fast pace and move stealthily at a normal pace, you cannot get lost except by magic means, and you find twice as much food whilst foraging. If you are tracking your Ranger's Prey, you know the exact numbers of the creatures you are tracking. Again, made so that the ranger is useful in all types of terrain.
Hunter's Sense (Replaces Primeval Awareness)- You take 10 mins to activate this. For an hour afterwards, you cannot be surprised, have a +5 to your PP, gain expertise in Perception (or proficiency if you aren't proficient) and get advantage on Intiative. This resets on a long rest, and you get one more use at 10th level. I just thought this was cooler than Primeval Awareness.
Deft Explorer (Replaces Land's Stride)- Ignore difficult terrain, +10 to all movement, and advantage on saves against magic or nonmagic plants that try to impede your movement. I found Land's Stride to not offer enough compared to the level you get it at.
Other than that, I saw no need to change anything else the ranger gets.