There aren't any threads here about the subclass, so I'm making one. I've been curious about playing an eladrin fey wanderer soon, and I would like your opinions on fey wanderers. Also, who else thinks the kilt is mandatory?
One of my favorite Ranger subclasses...if not favorite.
It checks off nearly every pillar of gameplay:
Exploration? Check.
...by virtue of being a Ranger.
Social? Check.
...proficiency in a social skill, and adding their Wisdom modifier to their Charisma checks? Now a Ranger can be the party face; something no Ranger class could do on their own.
Combat? Check.
...Dreadful Strikes, and later, a baked-in summon that can make it’s own attack, means that this Ranger does not lack for damage.
Support? Check.
...serving as a counter for “charm” or “frightened” effects, and later being able to teleport themselves & allies across the board, means that this Ranger has very reactive support capabilities.
In short, I love this Ranger...I view them as a wayfarer or bodyguard, escorting the party through the most wild, otherworldly or strange landscapes.
And with their natural “charisma”, they know how to deal with intelligent threats...hags in their huts, dragons in their den, or clan chieftains are the sorts of adversaries this Ranger can deal with diplomatically, and not be just this rustic wanderer who tracks or hunts.
I'd say pretty damn good. You can concentrate on another spell. But more importantly the ability gives you a free casting of the spell. Free spells are great. Good free spells even better.
I'd say pretty damn good. You can concentrate on another spell. But more importantly the ability gives you a free casting of the spell. Free spells are great. Good free spells even better.
I'm calculating the average damage(If all attacks hit)of Fey Spirit(13)+2 shortswords(17 with 20 dex and two weapon fighting) with hunter's mark(7)+dreadful strike(3). That's 40 points and I'm probably missing something.
Is that good or bad? There's more to life than damage
It's good when your DM throws a CR 30 version of Demogorgon at your 14th level party and expects you to win. I prefer RP, but I like having my characters be alive.
There's more to being a combat effective character than DPR. Action economy is the biggest strength of summons and having a concentration free one is tactically powerful.
I'm honestly still confused as to whether you think the Fey Wanderer is good or not
Summon Fey is a glass cannon, with 30 HP (at the 'free' base level) and a shortsword. But the misty step riders are pretty nice - especially the charm effect. It's worth considering that it's the only time Wizards has ever accepted, in an official document, that Rangers have too many things that require concentration.
Speaking of charm effects, the subclass is missing ways to charm or fear enemies, apart from Charm Person. Beguiling Twist is a wicked ability, but only niche if you're waiting for enemies to use charm and fear against you. Much better if you're in a party with an Enchanter or a Glamour Bard. Would've been nice if the expanded spell list included the Fear spell, or (gods forbid) Hypnotic Pattern.
Where the Ranger is the class where all the flavour is in the base class and all the punch is in the subclass, it's interesting to see so many non-damage subclass features. It helps round out the class now that Tasha's has converted some of the flavoursome (but low-utility) features in the base class.
Hypnotic Pattern is one of the most popular spells. A lot of parties would have access to one of these effects to help trigger Beguiling Twist. It's not like you're asking the wizard/bard/sorcerer/warlock to cast a bad spell. But absolutely, it's a party synergy dependant ability. It would certainly be stronger to have fear or pattern on its spell list, but I actually like the element of teamwork baked in.
Non damaging spells in the subclass spells is kind of what they have done generally. The Gloom Stalker gets disguise self, rope trick, fear, greater invisibility, and seeming. The Monster Slayer gets prot from evil/good, zone of truth, magic circle, banishment, hold monster. The subclass spells add flavor to the subclass without overwhelming the rest of the Ranger build. The selections made for Fey Wanderer follow that same pattern. My one note is that having both Misty Step, and Dimension Door kind of steps on the Horizon Walker's teleport schtick and also creates some internal redundancy. I would have preferred replacing Dimension Door with maybe Charm Monster or Complusion or Confusion. Misty Step needs to stay since it is locked in with every other Fey related ability (touched, teleportation, Eladrin).
As for damage related abilities, Dreadful Strikes is one of the few non bonus action/non concentration/target irrelevant based damage bonuses for the Ranger and it hits every round. That is better than the Gloom Stalker (round 1 only), Horizon Walker (bonus action, requires second enemy within 30 feet), and Monster Slayer (bonus action). Its about equal to the Hunter and Swarmkeeper give or take a point or two of damage. The Ranger subclasses are basically built Level 3 Offense, Level 7 defense, Level 11 Offense.
Non damaging spells in the subclass spells is kind of what they have done generally. The Gloom Stalker gets disguise self, rope trick, fear, greater invisibility, and seeming. The Monster Slayer gets prot from evil/good, zone of truth, magic circle, banishment, hold monster. The subclass spells add flavor to the subclass without overwhelming the rest of the Ranger build. The selections made for Fey Wanderer follow that same pattern. My one note is that having both Misty Step, and Dimension Door kind of steps on the Horizon Walker's teleport schtick and also creates some internal redundancy. I would have preferred replacing Dimension Door with maybe Charm Monster or Complusion or Confusion. Misty Step needs to stay since it is locked in with every other Fey related ability (touched, teleportation, Eladrin).
As for damage related abilities, Dreadful Strikes is one of the few non bonus action/non concentration/target irrelevant based damage bonuses for the Ranger and it hits every round. That is better than the Gloom Stalker (round 1 only), Horizon Walker (bonus action, requires second enemy within 30 feet), and Monster Slayer (bonus action). Its about equal to the Hunter and Swarmkeeper give or take a point or two of damage. The Ranger subclasses are basically built Level 3 Offense, Level 7 defense, Level 11 Offense.
The reason why the dimension door and misty step combo still works is because both this and the Horizon walker are planes walkers of a sort. Horizon walker in the more general sense across a lot of planes. Fey in the sense of moving back and forth between the fey wild and the material world. And fey have a long history of disappearing and reappearing even before misty step became an iconic thing for them.
looking at making a hexblood fey wanderer but I'm so torn on whether to multiclass or not. Besides, the general flavour of the subclass below is my reasons for taking the class as a whole. But that being said is Misty Wanderer really worth going 15 levels into ranger for? My options for multiclass are so broad at this point i need help narrowing it down.
+ Misty Wanderer was a HUGE selling point for me. Casting misty step without using a spell slot a number of times equal to WIS mod. Can also bring along another willing creature within 5 feet of you. It's bloody brilliant.
looking at making a hexblood fey wanderer but I'm so torn on whether to multiclass or not. Besides, the general flavour of the subclass below is my reasons for taking the class as a whole. But that being said is Misty Wanderer really worth going 15 levels into ranger for? My options for multiclass are so broad at this point i need help narrowing it down.
+ Misty Wanderer was a HUGE selling point for me. Casting misty step without using a spell slot a number of times equal to WIS mod. Can also bring along another willing creature within 5 feet of you. It's bloody brilliant.
Hmm...well, on the one hand, the Ranger is a Wisdom-oriented class (with Strength or Dexterity taking up the secondary stat)...and the Hexblade is primarily a Charisma-class.
...so the multiclass potential is a bit clunky.
However, it isn’t as bad as all that...Hexblade really only NEEDS Charisma to do their thing, as it covers their combat options...you could focus on both Wisdom & Charisma at that point.
In fact, the Fey Wanderer can stack their Wisdom modifier on top of the bonuses to social skills that they get from Charisma...so you get a pretty great party “face” on top of decent combat potential.
The biggest hindrance is that spreading your stats will take some time...but it can be done. I sorta like it.
Hexblades are notorious for players only taking a few levels, and then multiclassing...so going mostly Ranger after a few is fine.
I would say that your access to “big” spells will be slowed down throughout this process...usually, you only want a level or two...three, tops...when multiclassing in or out of a class, especially if magic is a factor.
looking at making a hexblood fey wanderer but I'm so torn on whether to multiclass or not. Besides, the general flavour of the subclass below is my reasons for taking the class as a whole. But that being said is Misty Wanderer really worth going 15 levels into ranger for? My options for multiclass are so broad at this point i need help narrowing it down.
+ Misty Wanderer was a HUGE selling point for me. Casting misty step without using a spell slot a number of times equal to WIS mod. Can also bring along another willing creature within 5 feet of you. It's bloody brilliant.
Hmm...well, on the one hand, the Ranger is a Wisdom-oriented class (with Strength or Dexterity taking up the secondary stat)...and the Hexblade is primarily a Charisma-class.
...so the multiclass potential is a bit clunky.
However, it isn’t as bad as all that...Hexblade really only NEEDS Charisma to do their thing, as it covers their combat options...you could focus on both Wisdom & Charisma at that point.
In fact, the Fey Wanderer can stack their Wisdom modifier on top of the bonuses to social skills that they get from Charisma...so you get a pretty great party “face” on top of decent combat potential.
The biggest hindrance is that spreading your stats will take some time...but it can be done. I sorta like it.
Hexblades are notorious for players only taking a few levels, and then multiclassing...so going mostly Ranger after a few is fine.
I would say that your access to “big” spells will be slowed down throughout this process...usually, you only want a level or two...three, tops...when multiclassing in or out of a class, especially if magic is a factor.
looking at making a hexblood fey wanderer but I'm so torn on whether to multiclass or not. Besides, the general flavour of the subclass below is my reasons for taking the class as a whole. But that being said is Misty Wanderer really worth going 15 levels into ranger for? My options for multiclass are so broad at this point i need help narrowing it down.
+ Misty Wanderer was a HUGE selling point for me. Casting misty step without using a spell slot a number of times equal to WIS mod. Can also bring along another willing creature within 5 feet of you. It's bloody brilliant.
Hmm...well, on the one hand, the Ranger is a Wisdom-oriented class (with Strength or Dexterity taking up the secondary stat)...and the Hexblade is primarily a Charisma-class.
...so the multiclass potential is a bit clunky.
However, it isn’t as bad as all that...Hexblade really only NEEDS Charisma to do their thing, as it covers their combat options...you could focus on both Wisdom & Charisma at that point.
In fact, the Fey Wanderer can stack their Wisdom modifier on top of the bonuses to social skills that they get from Charisma...so you get a pretty great party “face” on top of decent combat potential.
The biggest hindrance is that spreading your stats will take some time...but it can be done. I sorta like it.
Hexblades are notorious for players only taking a few levels, and then multiclassing...so going mostly Ranger after a few is fine.
I would say that your access to “big” spells will be slowed down throughout this process...usually, you only want a level or two...three, tops...when multiclassing in or out of a class, especially if magic is a factor.
Well, most games end around level 10, give or take a level or two, so basing your entire character off an ability you'll likely never reach isn't a great move. Is there nothing else in the Ranger class that appeals to you on the way?
Agree with Mephista's sentiment. Even assuming you reach 15th level, if you're playing from a lower level then it's still extremely important to have early abilities you're excited about unlocking. Otherwise what's the point. Waiting to 15 for the one ability that has you jazzed will end up feeling awful.
If you are into the subclass as a whole, then yes, I think Fey Wanderer is worth playing as a single class character to unlock those higher level abilities. It has a more normalized power curve as opposed to the front-loaded nature of most Rangers. It still gets plenty at level 3, but its abilities scale well and offer unique and powerful stuff. Don't sell Beguiling Twist short. With a little party support it is a great ability (hypnotic pattern is one of the most commonly used 3rd level spells). Personally I like abilities that necessitate teamwork for full efficacy, but I understand wanting to play a more self-contained character.
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There aren't any threads here about the subclass, so I'm making one. I've been curious about playing an eladrin fey wanderer soon, and I would like your opinions on fey wanderers. Also, who else thinks the kilt is mandatory?
I have a weird sense of humor.
I also make maps.(That's a link)
The only Ranger to get Dispel Magic which broke the trend that the Ranger was the only spell caster who did not get Dispel Magic.
Dreadful Strikes, 1d4 psychic, no concentration, no bonus action. Nice damage adder that can stack with Hunter's Mark or Favored Foe.
I think it works well.
How balanced is the summon fey?
I have a weird sense of humor.
I also make maps.(That's a link)
One of my favorite Ranger subclasses...if not favorite.
It checks off nearly every pillar of gameplay:
Exploration? Check.
...by virtue of being a Ranger.
Social? Check.
...proficiency in a social skill, and adding their Wisdom modifier to their Charisma checks? Now a Ranger can be the party face; something no Ranger class could do on their own.
Combat? Check.
...Dreadful Strikes, and later, a baked-in summon that can make it’s own attack, means that this Ranger does not lack for damage.
Support? Check.
...serving as a counter for “charm” or “frightened” effects, and later being able to teleport themselves & allies across the board, means that this Ranger has very reactive support capabilities.
In short, I love this Ranger...I view them as a wayfarer or bodyguard, escorting the party through the most wild, otherworldly or strange landscapes.
And with their natural “charisma”, they know how to deal with intelligent threats...hags in their huts, dragons in their den, or clan chieftains are the sorts of adversaries this Ranger can deal with diplomatically, and not be just this rustic wanderer who tracks or hunts.
How good is the concentrationless 1 minute Summon Fey? Is it that amazing if it only lasts for one or two fights?
I have a weird sense of humor.
I also make maps.(That's a link)
I'd say pretty damn good. You can concentrate on another spell. But more importantly the ability gives you a free casting of the spell. Free spells are great. Good free spells even better.
I'm calculating the average damage(If all attacks hit)of Fey Spirit(13)+2 shortswords(17 with 20 dex and two weapon fighting) with hunter's mark(7)+dreadful strike(3). That's 40 points and I'm probably missing something.
I have a weird sense of humor.
I also make maps.(That's a link)
Is that good or bad? There's more to life than damage
It's good when your DM throws a CR 30 version of Demogorgon at your 14th level party and expects you to win. I prefer RP, but I like having my characters be alive.
I have a weird sense of humor.
I also make maps.(That's a link)
There's more to being a combat effective character than DPR. Action economy is the biggest strength of summons and having a concentration free one is tactically powerful.
I'm honestly still confused as to whether you think the Fey Wanderer is good or not
Summon Fey is a glass cannon, with 30 HP (at the 'free' base level) and a shortsword. But the misty step riders are pretty nice - especially the charm effect. It's worth considering that it's the only time Wizards has ever accepted, in an official document, that Rangers have too many things that require concentration.
Speaking of charm effects, the subclass is missing ways to charm or fear enemies, apart from Charm Person. Beguiling Twist is a wicked ability, but only niche if you're waiting for enemies to use charm and fear against you. Much better if you're in a party with an Enchanter or a Glamour Bard. Would've been nice if the expanded spell list included the Fear spell, or (gods forbid) Hypnotic Pattern.
Where the Ranger is the class where all the flavour is in the base class and all the punch is in the subclass, it's interesting to see so many non-damage subclass features. It helps round out the class now that Tasha's has converted some of the flavoursome (but low-utility) features in the base class.
Even a blind squirrel finds a nut once in awhile.
Hypnotic Pattern is one of the most popular spells. A lot of parties would have access to one of these effects to help trigger Beguiling Twist. It's not like you're asking the wizard/bard/sorcerer/warlock to cast a bad spell. But absolutely, it's a party synergy dependant ability. It would certainly be stronger to have fear or pattern on its spell list, but I actually like the element of teamwork baked in.
Non damaging spells in the subclass spells is kind of what they have done generally. The Gloom Stalker gets disguise self, rope trick, fear, greater invisibility, and seeming. The Monster Slayer gets prot from evil/good, zone of truth, magic circle, banishment, hold monster.
The subclass spells add flavor to the subclass without overwhelming the rest of the Ranger build. The selections made for Fey Wanderer follow that same pattern. My one note is that having both Misty Step, and Dimension Door kind of steps on the Horizon Walker's teleport schtick and also creates some internal redundancy. I would have preferred replacing Dimension Door with maybe Charm Monster or Complusion or Confusion. Misty Step needs to stay since it is locked in with every other Fey related ability (touched, teleportation, Eladrin).
As for damage related abilities, Dreadful Strikes is one of the few non bonus action/non concentration/target irrelevant based damage bonuses for the Ranger and it hits every round. That is better than the Gloom Stalker (round 1 only), Horizon Walker (bonus action, requires second enemy within 30 feet), and Monster Slayer (bonus action). Its about equal to the Hunter and Swarmkeeper give or take a point or two of damage. The Ranger subclasses are basically built Level 3 Offense, Level 7 defense, Level 11 Offense.
The reason why the dimension door and misty step combo still works is because both this and the Horizon walker are planes walkers of a sort. Horizon walker in the more general sense across a lot of planes. Fey in the sense of moving back and forth between the fey wild and the material world. And fey have a long history of disappearing and reappearing even before misty step became an iconic thing for them.
looking at making a hexblood fey wanderer but I'm so torn on whether to multiclass or not. Besides, the general flavour of the subclass below is my reasons for taking the class as a whole. But that being said is Misty Wanderer really worth going 15 levels into ranger for? My options for multiclass are so broad at this point i need help narrowing it down.
+Dreadful strikes + hunter's mark/hex
+fey wanderer magic - charm person, misty step, dispel magic, dimension door
+beguling twist not so much
+ Misty Wanderer was a HUGE selling point for me. Casting misty step without using a spell slot a number of times equal to WIS mod. Can also bring along another willing creature within 5 feet of you. It's bloody brilliant.
Hmm...well, on the one hand, the Ranger is a Wisdom-oriented class (with Strength or Dexterity taking up the secondary stat)...and the Hexblade is primarily a Charisma-class.
...so the multiclass potential is a bit clunky.
However, it isn’t as bad as all that...Hexblade really only NEEDS Charisma to do their thing, as it covers their combat options...you could focus on both Wisdom & Charisma at that point.
In fact, the Fey Wanderer can stack their Wisdom modifier on top of the bonuses to social skills that they get from Charisma...so you get a pretty great party “face” on top of decent combat potential.
The biggest hindrance is that spreading your stats will take some time...but it can be done. I sorta like it.
Hexblades are notorious for players only taking a few levels, and then multiclassing...so going mostly Ranger after a few is fine.
I would say that your access to “big” spells will be slowed down throughout this process...usually, you only want a level or two...three, tops...when multiclassing in or out of a class, especially if magic is a factor.
I think they were talking about the UA Hexblood.
I have a weird sense of humor.
I also make maps.(That's a link)
i am....
Well, most games end around level 10, give or take a level or two, so basing your entire character off an ability you'll likely never reach isn't a great move. Is there nothing else in the Ranger class that appeals to you on the way?
Agree with Mephista's sentiment. Even assuming you reach 15th level, if you're playing from a lower level then it's still extremely important to have early abilities you're excited about unlocking. Otherwise what's the point. Waiting to 15 for the one ability that has you jazzed will end up feeling awful.
If you are into the subclass as a whole, then yes, I think Fey Wanderer is worth playing as a single class character to unlock those higher level abilities. It has a more normalized power curve as opposed to the front-loaded nature of most Rangers. It still gets plenty at level 3, but its abilities scale well and offer unique and powerful stuff. Don't sell Beguiling Twist short. With a little party support it is a great ability (hypnotic pattern is one of the most commonly used 3rd level spells). Personally I like abilities that necessitate teamwork for full efficacy, but I understand wanting to play a more self-contained character.