Before moving ahead, I’m not necessarily saying that you shouldn’t pick Hunter’s Mark. It’s an ok spell, but it was wrongly sold as the Ranger bread & butter, their only hope to increase damage — and this is a big misconception. The thing is that once you factor your to hit chance (let’s say an average of 65%), one extra d6 of damage represents something like ~1.5 in DPR increase. This is really poor for a level 1 spell slot who also compromises your bonus action.
But once you take a careful look into Rangers spell list, you can find premium choices usually drawn from the Druid list with some exclusive hidden gems, specially after TCoE improvements.
So let’s deep dive into it a little bit. A small sidenote: you’ll probably spend most of your Rangers career between low and mid tiers. It is already a common ground that Conjure Animals is a level 3 DPR king spell, so I’ll focus on spells from levels 1 and 2, and then I’ll give you my recommended selection assuming a level 8 Ranger.
Level 1: - Absorb Elements * - Ensnaring Strike - Entangle - Fog Cloud - Goodberry *
Level 2: - Aid - Pass Without a Trace * - Silence - Spike Growth
As a level 8 Ranger: - You know only five spells (shame on you WotC) - You have four level 1 and three level 2 spell slots
* Must have spells: Absorb Elements, Goodberry, Pass Without a Trace. These spells are ALWAYS in my list regardless the build, since they are universally useful and versatile.
- Absorb Elements coupled with DEX save prof can turn dragons breaths and fireballs into warm breezes.
- Goodberry is one of the most effective rest-cast spells thanks to their 24h duration and can nearly turn healing potions obsolete if used in the right way. Huge potential if your party has easy access to minion actions like Familiars, Unseen Servants, Tiny Servants and etc.
- Pass Without a Trace is the most underrated spell in the game. Just read the Surprise rules. Then remember all the time you have tried to sneak in and ambush your enemies, but your pesky Paladin ruined any Stealth check attempt. Now your entire group has a +10 bonus. Read the Surprise rules again. Yes, it’s exactly that. This spell has the potential to give you an entire extra round. It’s too good to be true. And all those years we were thinking Hunters Mark was the Ranger signature spell -- Pass Without a Trace should earn this position by a mile! And they say Rogues are the best ambushers.
Other level 1 options: - If you manage to have WIS 16 or some sort of spell DC booster (like a Moon Sickle), go with Ensnaring Strike or Entangle. I usually go Ensnaring Strike if I’m playing an archer or Entangle if I’m playing melee or Beastmaster. Restraining is a powerful condition and although Strength is not the best save to target, you can still lockdown agile enemies effectively or try a luck shot against melee brutes. Either way, both spells can turn the tides of battle for sure.
- Otherwise go with Fog Cloud, which a is great spell to avoid ambushes, setup retreats and equalize unfavorable encounters (like against creatures with Pack Tactics). Fog Cloud once avoided a certain TPK against a pair of Basilisks my party faced. If you manage to get some sort of Blindsight, like multiclassing into Fighter and getting the Blind Fighting style, then Fog Cloud becomes a huge tactical advantage in the shape of the infamous Warlock combo of Devil’s Sight + Darkness. Cast Fog Cloud behind yourself, usually far from enemies, stay 10 feet inside to leverage always-on advantage and instruct your non-melee allies to do the same. They can go out the fog, do their things that require sight and then step back looking for protection. If you have seasoned spellcasters, they can even use your Fog Cloud to avoid being counterspelled
Other level 2 options: - If your party doesn’t have a dedicated healer, I usually go with Aid, which is a great rest-cast spell and can also function as a poor man Healing Word in dangerous situation.
- If you face lots of spellcasters, Silence is a must have. It’s important to say that this spell is only available to Bards, Clerics, Rangers and some bad sub-classes of Druid and Warlock. Full casters usually have much better options to concentrate on, like Hypnotic Pattern or Spirits Guardian, Rangers don’t. So you are the most suited class to make use of this spell and completely neutralize your DMs main villain easily, just make sure to cast it at least 65 ft away from the target to avoid Counterspell.
- Spike Growth is a staple spell and can be devastating with teamwork dedication. Any sort of forced movement is a huge force multiplier alongside this spell. Warlocks with Repelling Blast, Thorn Whipers, Telekinetic, etc.
Well, sorry for the long thread. I hope this could be useful to some of you. Once again, I don’t think Hunter’s Mark is a bad spell. I can see some value from a level 5+ Gloomstalker attacking 3x with Dread Ambusher. But assume it’s the only way to go and ignore all other option is a lazy approach, to say in better terms.
Quick correction: Rangers already get Blind Fighting all by themselves. They don't need to multiclass for it. They can also get it with a feat, if they really don't want to multiclass.
I use Hunter's Mark pretty frequently...as a tracking tool. It's great for tracking non-Favored Enemies. As a combat tool? It's...fine, I guess. Certainly not all it's been built up to be.
Pass without Trace is a phenomenal spell. Take a 20th-level Rogue vs a 20th-level Ranger. Let's assume they both have expertise in Stealth (Ranger can get it from Deft Explorer.) A Rogue will have a +17 to Stealth, with a floor of 27 and a ceiling of 37. A Ranger with PwT will have a floor of 28 (assuming a nat 1 roll) and a ceiling 47. 47!
I've used PwT to scout ahead, spot two different ambushes, and set up counter-ambushes in response. It's fantastic. Don't think it's underrated tho. Almost everyone I know loves this spell.
Silence is also amazing, yes. I was able to shut down two entire encounters with it. The enemy wizard (in one encounter) and the enemy druid (in another) were so crippled by not being able to speak, that they literally shrugged their shoulders and mouthed "guess I'll die" as the party Barbarian, Hexblade, and Cleric approached them. Meanwhile, I was shooting arrows in the back.
Hunter’s mark is leaned on too much. But it is a great spell. Even later on it’s worth having known much of the time. Early levels it’s an easy damage bump that puts them in the very top of consistent damage output. It is highly overrated, however. Once 3rd level and higher slots are available a ranger’s concentration is better served elsewhere.
I love your breakdown of many of the other great ranger spells. Superb work! Thanks!
Spike growth needs about 6 enemy moves to equal the damage output of an archer ranger using hunters mark. All of the difficult terrain is icing on the cake. If anyone in your party is force moving enemies, as you said, it is epic!
Ah, fog cloud. My sleepy favorite. The great equalizer. The big easy. What an elegant and powerful spell.
Just a nitpick: I know Rangers get Blind Fighting, in the example I just assumed that Archery is the default choice of fighting style and then whether through multiclass or Fighting Initiate feat, leverage Blind Fighting.
My ideal optimized Ranger build usually starts with one level of Fighter for CON saves and Archery since level 1 and then all the way Ranger getting Blind Fighting at 3.
If you go with a sharpshooter or crossbow expert build then hunter's mark is less important than producing advantage. Landing the +10 damage becomes more important than +3.5 damage from HM or +7 once you get extra attack (to hit discounts not included).
Absorb elements is a must have unless you are using shield and weapon, or two weapon fighting. Then you can't pull it off without warcaster.
For a non sharpshoot, Hunter's Mark's utility really is dependent on the adventuring day you are experiencing. If you are going to have many encounters then the long duration of HM becomes more and more valuable as you are able to span encounters. If you are only having 1 or 2 encounters per long rest then it becomes less valuable.
For me the must haves are goodberry, and pass without trace. Even these may or may not be necessary if you have a druid in the party.
Regarding S spell components and free hands, as a DM I insist a player choose what their character is doing with their hands at the end of their turn when they are holding something like a glaive or quarterstaff. I don’t allow creatures/characters to be able to make an AoO and use a free hand for S spell components. They must either have both hands in their weapon or not. If they do, they can make an AoO. If they don’t, they can cast a reaction spell with a S spell component. If wielding a bow and ready an attack, the same thing applies. You can make cast a reaction spell with an S component.
It seems many folks ignore the minutia of spell components, but I find them very important to class/subclass game balance.
Tasha's really widened the scope on the Ranger, with Primal awareness and Druidic Warrior a max-wisdom Ranger build is totally viable and you have a huge spell selection with a lot of daily castings. If I am single class, this is probably the route I am following.
If I am going multiclass I tend to favor starting as a Rogue for the expertise and extra proficiencies. I prefer the dex save to the con save, mostly for the reasons you note in your description of absorb elements.
As far as spells I am agreement with just about all of that. Completely agree with HM being overated and your "must haves" are identical to mine. A few general comments:
1. I prefer ensnaring strike to entangle, mostly because it is a bonus action.
2. With a Fey Wanderer Cause Fear through shadow touched is AWESOME. I know that is a bit outside the scope of the discussion, but thought I would mention it. Almost a must have with what is one of the (if not the) most powerful Ranger subclass
3. Silence is a really good 2nd level spell. Nice way to really nerf enemy spellcasters. My 4th level party found out they were traveling with a Lich and eventually made her flee using it.
How about other levels? Here are my favorites:
3rd:
Summon Fey (assuming you can get the material component)
Regarding S spell components and free hands, as a DM I insist a player choose what their character is doing with their hands at the end of their turn when they are holding something like a glaive or quarterstaff. I don’t allow creatures/characters to be able to make an AoO and use a free hand for S spell components. They must either have both hands in their weapon or not. If they do, they can make an AoO. If they don’t, they can cast a reaction spell with a S spell component. If wielding a bow and ready an attack, the same thing applies. You can make cast a reaction spell with an S component.
It seems many folks ignore the minutia of spell components, but I find them very important to class/subclass game balance.
Jesus, it takes a nano second to move your hand from and to the weapon. Why bother with stuff like that :)
I'm more in belief that every character act simultaneously, just a micro second quicker or slower than others. That's how reactions work for me,in my mind.
Otherwise it gets hilarious, one character act for six seconds while all other stand still, frozen in motion, then he decide hand or no hand on my weapon for the next thirty seconds frozen in motion. If not something trigger a reaction,then I will have time to swing, but not if I didn't have my hand on my weapon. But dm, my hands were one inch from my weapon, NO, you don't have time to move your hand that inch!
Sorry, just making fun. :)
I just think there is enough rules, and to make the game flow more, just relax. :)
For a non sharpshoot, Hunter's Mark's utility really is dependent on the adventuring day you are experiencing. If you are going to have many encounters then the long duration of HM becomes more and more valuable as you are able to span encounters. If you are only having 1 or 2 encounters per long rest then it becomes less valuable.
For me the must haves are goodberry, and pass without trace. Even these may or may not be necessary if you have a druid in the party.
I agree that the long duration of HM is a good justification to invest in this spell, but I still think you should be concentrating in Pass Without a Trace, not Hunters Mark. Both have the same 1 hour duration. HM gives couple extra d6 of damage; PwT can really help your entire party to setup a surprise round. Ok, HM is a level 1 spell and you usually have four slots to spend, but even in scenarios where you don’t have level 2 slots or surprise your enemies is not a option, I rather go with Favored Foe or a controlling spell like Ensnaring Strike.
I don’t think a Druid in the party would make Goodberry or PwT obsolete to Rangers. More Goodberries means more cheap healing, you can never have enough. I strongly believe full casters should be concentrating in game-breaking spells usually available much later to half casters. Your Druid buddy should be concentrating in Hold Person, Spike Growth, Summon Beast, Call Lightning, Conjure Animals, Sleet Storm or Summon Fey, not PwT. Turn your entire into a deadly ninja squad should be your main job, not the Druid.
2. With a Fey Wanderer Cause Fear through shadow touched is AWESOME. I know that is a bit outside the scope of the discussion, but thought I would mention it. Almost a must have with what is one of the (if not the) most powerful Ranger subclass
Wow… really good catch on that. I’m already thinking in a Dragonborn with Dragon Fear feat making use of this ability.
Its less that the Druid makes those spells obsolete for a Ranger, and more that if the Druid specializes in them, then you can specialize differently. With the limited number of spells known it helps to keep the party variable.
In the last campaign I played a Ranger in I generally had both goodberry and PwT. The Druid would generally take one or the other based on expected encounters. For a time I dropped goodberry, and then picked it up again later. Having a druid made it a great choice but optional. The Ranger having a lot of great choices meant I could choose other things.
Its less that the Druid makes those spells obsolete for a Ranger, and more that if the Druid specializes in them, then you can specialize differently. With the limited number of spells known it helps to keep the party variable.
In the last campaign I played a Ranger in I generally had both goodberry and PwT. The Druid would generally take one or the other based on expected encounters. For a time I dropped goodberry, and then picked it up again later. Having a druid made it a great choice but optional. The Ranger having a lot of great choices meant I could choose other things.
Makes sense the reasoning behind ditching Goodberry. Imagine PwT being extended to your entire party + the 8 wolf pack conjured by your Druid ally.
I agree sometimes I wished Rangers had more known spells. They don’t even needed to be prepared casters. If we followed same logic as Paladins, half level + WIS mod, a level 8 Ranger would have average 6 to 7 known spells. More room to accommodate Goodberry, Aid and other overall utility options.
For the times where its a "war of attrition" or where you have to conserve slots having a cheap option is great. Hence, The desireable ness of hunters mark. Its not intended to be a max damage go to spell. It's ment to be useful Damage over time spell. I like using it for long chases or sweeping dungeons. if you are tracking some thief accross roof tops you might get a turn where you see them and hit then you have to switch to looking again, then back to attacking. When sweeping large dungeons(and playing backline combat) I can get one slot to last several rooms using it to hit maybe 10 or 15 diffent times before thinking of switching out. this allows saving Aoe stuff for the rooms that really matter.
Basically IMO its the rangers version of a cantrip. Something you do when you dont have anything else you want from your spellcasting. I think its a verry necessary part of the ranger kit. you probably shouldn't use more that one spell slot on it per day but it makes a good first spell cast or a good spell to cast when you are out of slots.
- Absorb Elements coupled with DEX save prof can turn dragons breaths and fireballs into warm breezes.
Too me absorb elements is the real over rated spell for rangers. It saves you when you get hit by those spells but many dms only save magic aoe for "Boss battles." or if they dont its cantrip level magic that would be better treated by other means. I dont usually take it until around level 7 and usually get way more use out of other spells before absorb elements.
It feels good when absorb elements saves you but i find that occurs alot less than people think. Especially if you are using things like zephers strike to avoid damage and be out of breath/attack range. damage avoided is always better than damage healed(or reduced).
I had absorb elements on a ranger and never used it until level 10. ranger spells known are too few to waste on spells I wont use. Now absorb elements is probably highly dm and campain specific but then so is hunter's mark.
I think it’s maybe campaign dependent or DM play style, but Absorb Elements is like a mandatory pick not only for Rangers, but all other classes who have access to it (I believe Wiz, Sorc & Druids?). I play lots of Wizards and I rather Absorb Elements than Mage Armor. It’s like a car insurance, right?
But I agree with you, I usually get Absorb Elements around level 3 or 5.
One of my DMs love blasting things. We were dealing with elemental damage since level 1 because he equipped Goblins and Kobolds with a boosted AoE Alchemists Fire. Wyrmling Dragons were common enemies.
But you know… nothing feels better than almost ignore a Fire Breath from an Adult Red Dragon or a Fireball from the BBEG Mage. Then follow-up with 3 sharpshooted bolts of revenge.
I won't argue with the logic. But if you are doing this, do you make a caster have a feather in their hand to cast feather fall?
Yes. Or a spellcasting focus.
Realistically what is the diffrence between a focus and a component pouch? there are few spots where the diffrence actually matters. Mostly weapons or shields that can be used as a focus I think. so many of the ranger spells just require weapons as the component anyway.
I won't argue with the logic. But if you are doing this, do you make a caster have a feather in their hand to cast feather fall?
Yes. Or a spellcasting focus.
Realistically what is the diffrence between a focus and a component pouch? there are few spots where the diffrence actually matters. Mostly weapons or shields that can be used as a focus I think. so many of the ranger spells just require weapons as the component anyway.
I won't argue with the logic. But if you are doing this, do you make a caster have a feather in their hand to cast feather fall?
Yes. Or a spellcasting focus.
Realistically what is the diffrence between a focus and a component pouch? there are few spots where the diffrence actually matters. Mostly weapons or shields that can be used as a focus I think. so many of the ranger spells just require weapons as the component anyway.
For me, a spell component pouch would require even more time to use when casting a spell then it would to use a hand on a weapon while fighting with it. As a DM, I don’t allow component pouches for reaction cast spells
This is all for the sake of game balance and avoiding player character singularity.
It’s in the rules. It matters. And has been further reinforced and supported with Tasha’s via the artificer.
Ranger spell components are designed the way they are for a reason. Clerics and paladins able to use their holy symbol on a shield was designed for a reason.
Before moving ahead, I’m not necessarily saying that you shouldn’t pick Hunter’s Mark. It’s an ok spell, but it was wrongly sold as the Ranger bread & butter, their only hope to increase damage — and this is a big misconception. The thing is that once you factor your to hit chance (let’s say an average of 65%), one extra d6 of damage represents something like ~1.5 in DPR increase. This is really poor for a level 1 spell slot who also compromises your bonus action.
But once you take a careful look into Rangers spell list, you can find premium choices usually drawn from the Druid list with some exclusive hidden gems, specially after TCoE improvements.
So let’s deep dive into it a little bit. A small sidenote: you’ll probably spend most of your Rangers career between low and mid tiers. It is already a common ground that Conjure Animals is a level 3 DPR king spell, so I’ll focus on spells from levels 1 and 2, and then I’ll give you my recommended selection assuming a level 8 Ranger.
Level 1:
- Absorb Elements *
- Ensnaring Strike
- Entangle
- Fog Cloud
- Goodberry *
Level 2:
- Aid
- Pass Without a Trace *
- Silence
- Spike Growth
Honorable mentions: Zephyr Strike, Darkvision, Enhance Ability, Protection from Poison, Summon Beast.
As a level 8 Ranger:
- You know only five spells (shame on you WotC)
- You have four level 1 and three level 2 spell slots
* Must have spells: Absorb Elements, Goodberry, Pass Without a Trace. These spells are ALWAYS in my list regardless the build, since they are universally useful and versatile.
- Absorb Elements coupled with DEX save prof can turn dragons breaths and fireballs into warm breezes.
- Goodberry is one of the most effective rest-cast spells thanks to their 24h duration and can nearly turn healing potions obsolete if used in the right way. Huge potential if your party has easy access to minion actions like Familiars, Unseen Servants, Tiny Servants and etc.
- Pass Without a Trace is the most underrated spell in the game. Just read the Surprise rules. Then remember all the time you have tried to sneak in and ambush your enemies, but your pesky Paladin ruined any Stealth check attempt. Now your entire group has a +10 bonus. Read the Surprise rules again. Yes, it’s exactly that. This spell has the potential to give you an entire extra round. It’s too good to be true. And all those years we were thinking Hunters Mark was the Ranger signature spell -- Pass Without a Trace should earn this position by a mile! And they say Rogues are the best ambushers.
Other level 1 options:
- If you manage to have WIS 16 or some sort of spell DC booster (like a Moon Sickle), go with Ensnaring Strike or Entangle. I usually go Ensnaring Strike if I’m playing an archer or Entangle if I’m playing melee or Beastmaster. Restraining is a powerful condition and although Strength is not the best save to target, you can still lockdown agile enemies effectively or try a luck shot against melee brutes. Either way, both spells can turn the tides of battle for sure.
- Otherwise go with Fog Cloud, which a is great spell to avoid ambushes, setup retreats and equalize unfavorable encounters (like against creatures with Pack Tactics). Fog Cloud once avoided a certain TPK against a pair of Basilisks my party faced. If you manage to get some sort of Blindsight, like multiclassing into Fighter and getting the Blind Fighting style, then Fog Cloud becomes a huge tactical advantage in the shape of the infamous Warlock combo of Devil’s Sight + Darkness. Cast Fog Cloud behind yourself, usually far from enemies, stay 10 feet inside to leverage always-on advantage and instruct your non-melee allies to do the same. They can go out the fog, do their things that require sight and then step back looking for protection. If you have seasoned spellcasters, they can even use your Fog Cloud to avoid being counterspelled
Other level 2 options:
- If your party doesn’t have a dedicated healer, I usually go with Aid, which is a great rest-cast spell and can also function as a poor man Healing Word in dangerous situation.
- If you face lots of spellcasters, Silence is a must have. It’s important to say that this spell is only available to Bards, Clerics, Rangers and some bad sub-classes of Druid and Warlock. Full casters usually have much better options to concentrate on, like Hypnotic Pattern or Spirits Guardian, Rangers don’t. So you are the most suited class to make use of this spell and completely neutralize your DMs main villain easily, just make sure to cast it at least 65 ft away from the target to avoid Counterspell.
- Spike Growth is a staple spell and can be devastating with teamwork dedication. Any sort of forced movement is a huge force multiplier alongside this spell. Warlocks with Repelling Blast, Thorn Whipers, Telekinetic, etc.
Well, sorry for the long thread. I hope this could be useful to some of you. Once again, I don’t think Hunter’s Mark is a bad spell. I can see some value from a level 5+ Gloomstalker attacking 3x with Dread Ambusher. But assume it’s the only way to go and ignore all other option is a lazy approach, to say in better terms.
Merry Xmas to all!
Quick correction: Rangers already get Blind Fighting all by themselves. They don't need to multiclass for it. They can also get it with a feat, if they really don't want to multiclass.
I use Hunter's Mark pretty frequently...as a tracking tool. It's great for tracking non-Favored Enemies. As a combat tool? It's...fine, I guess. Certainly not all it's been built up to be.
Pass without Trace is a phenomenal spell. Take a 20th-level Rogue vs a 20th-level Ranger. Let's assume they both have expertise in Stealth (Ranger can get it from Deft Explorer.) A Rogue will have a +17 to Stealth, with a floor of 27 and a ceiling of 37. A Ranger with PwT will have a floor of 28 (assuming a nat 1 roll) and a ceiling 47. 47!
I've used PwT to scout ahead, spot two different ambushes, and set up counter-ambushes in response. It's fantastic. Don't think it's underrated tho. Almost everyone I know loves this spell.
Silence is also amazing, yes. I was able to shut down two entire encounters with it. The enemy wizard (in one encounter) and the enemy druid (in another) were so crippled by not being able to speak, that they literally shrugged their shoulders and mouthed "guess I'll die" as the party Barbarian, Hexblade, and Cleric approached them. Meanwhile, I was shooting arrows in the back.
Hunter’s mark is leaned on too much. But it is a great spell. Even later on it’s worth having known much of the time. Early levels it’s an easy damage bump that puts them in the very top of consistent damage output. It is highly overrated, however. Once 3rd level and higher slots are available a ranger’s concentration is better served elsewhere.
I love your breakdown of many of the other great ranger spells. Superb work! Thanks!
Spike growth needs about 6 enemy moves to equal the damage output of an archer ranger using hunters mark. All of the difficult terrain is icing on the cake. If anyone in your party is force moving enemies, as you said, it is epic!
Ah, fog cloud. My sleepy favorite. The great equalizer. The big easy. What an elegant and powerful spell.
Hey guys, thanks very much for the responses.
Just a nitpick: I know Rangers get Blind Fighting, in the example I just assumed that Archery is the default choice of fighting style and then whether through multiclass or Fighting Initiate feat, leverage Blind Fighting.
My ideal optimized Ranger build usually starts with one level of Fighter for CON saves and Archery since level 1 and then all the way Ranger getting Blind Fighting at 3.
If you go with a sharpshooter or crossbow expert build then hunter's mark is less important than producing advantage. Landing the +10 damage becomes more important than +3.5 damage from HM or +7 once you get extra attack (to hit discounts not included).
Absorb elements is a must have unless you are using shield and weapon, or two weapon fighting. Then you can't pull it off without warcaster.
For a non sharpshoot, Hunter's Mark's utility really is dependent on the adventuring day you are experiencing. If you are going to have many encounters then the long duration of HM becomes more and more valuable as you are able to span encounters. If you are only having 1 or 2 encounters per long rest then it becomes less valuable.
For me the must haves are goodberry, and pass without trace. Even these may or may not be necessary if you have a druid in the party.
Regarding S spell components and free hands, as a DM I insist a player choose what their character is doing with their hands at the end of their turn when they are holding something like a glaive or quarterstaff. I don’t allow creatures/characters to be able to make an AoO and use a free hand for S spell components. They must either have both hands in their weapon or not. If they do, they can make an AoO. If they don’t, they can cast a reaction spell with a S spell component. If wielding a bow and ready an attack, the same thing applies. You can make cast a reaction spell with an S component.
It seems many folks ignore the minutia of spell components, but I find them very important to class/subclass game balance.
Tasha's really widened the scope on the Ranger, with Primal awareness and Druidic Warrior a max-wisdom Ranger build is totally viable and you have a huge spell selection with a lot of daily castings. If I am single class, this is probably the route I am following.
If I am going multiclass I tend to favor starting as a Rogue for the expertise and extra proficiencies. I prefer the dex save to the con save, mostly for the reasons you note in your description of absorb elements.
As far as spells I am agreement with just about all of that. Completely agree with HM being overated and your "must haves" are identical to mine. A few general comments:
1. I prefer ensnaring strike to entangle, mostly because it is a bonus action.
2. With a Fey Wanderer Cause Fear through shadow touched is AWESOME. I know that is a bit outside the scope of the discussion, but thought I would mention it. Almost a must have with what is one of the (if not the) most powerful Ranger subclass
3. Silence is a really good 2nd level spell. Nice way to really nerf enemy spellcasters. My 4th level party found out they were traveling with a Lich and eventually made her flee using it.
How about other levels? Here are my favorites:
3rd:
Summon Fey (assuming you can get the material component)
Nondetection
Revify
4th:
Conjure Woodland Beings
Guardian of Nature
5th:
Conjure Volley
Greater Restoration
Swift Quiver (If you are dex-based)
Jesus, it takes a nano second to move your hand from and to the weapon. Why bother with stuff like that :)
It matters.
Ok...
I'm more in belief that every character act simultaneously, just a micro second quicker or slower than others. That's how reactions work for me,in my mind.
Otherwise it gets hilarious, one character act for six seconds while all other stand still, frozen in motion, then he decide hand or no hand on my weapon for the next thirty seconds frozen in motion. If not something trigger a reaction,then I will have time to swing, but not if I didn't have my hand on my weapon. But dm, my hands were one inch from my weapon, NO, you don't have time to move your hand that inch!
Sorry, just making fun. :)
I just think there is enough rules, and to make the game flow more, just relax. :)
I agree that the long duration of HM is a good justification to invest in this spell, but I still think you should be concentrating in Pass Without a Trace, not Hunters Mark. Both have the same 1 hour duration. HM gives couple extra d6 of damage; PwT can really help your entire party to setup a surprise round. Ok, HM is a level 1 spell and you usually have four slots to spend, but even in scenarios where you don’t have level 2 slots or surprise your enemies is not a option, I rather go with Favored Foe or a controlling spell like Ensnaring Strike.
I don’t think a Druid in the party would make Goodberry or PwT obsolete to Rangers. More Goodberries means more cheap healing, you can never have enough. I strongly believe full casters should be concentrating in game-breaking spells usually available much later to half casters. Your Druid buddy should be concentrating in Hold Person, Spike Growth, Summon Beast, Call Lightning, Conjure Animals, Sleet Storm or Summon Fey, not PwT. Turn your entire into a deadly ninja squad should be your main job, not the Druid.
Wow… really good catch on that. I’m already thinking in a Dragonborn with Dragon Fear feat making use of this ability.
Its less that the Druid makes those spells obsolete for a Ranger, and more that if the Druid specializes in them, then you can specialize differently. With the limited number of spells known it helps to keep the party variable.
In the last campaign I played a Ranger in I generally had both goodberry and PwT. The Druid would generally take one or the other based on expected encounters. For a time I dropped goodberry, and then picked it up again later. Having a druid made it a great choice but optional. The Ranger having a lot of great choices meant I could choose other things.
I won't argue with the logic. But if you are doing this, do you make a caster have a feather in their hand to cast feather fall?
Makes sense the reasoning behind ditching Goodberry. Imagine PwT being extended to your entire party + the 8 wolf pack conjured by your Druid ally.
I agree sometimes I wished Rangers had more known spells. They don’t even needed to be prepared casters. If we followed same logic as Paladins, half level + WIS mod, a level 8 Ranger would have average 6 to 7 known spells. More room to accommodate Goodberry, Aid and other overall utility options.
For the times where its a "war of attrition" or where you have to conserve slots having a cheap option is great. Hence, The desireable ness of hunters mark. Its not intended to be a max damage go to spell. It's ment to be useful Damage over time spell. I like using it for long chases or sweeping dungeons. if you are tracking some thief accross roof tops you might get a turn where you see them and hit then you have to switch to looking again, then back to attacking. When sweeping large dungeons(and playing backline combat) I can get one slot to last several rooms using it to hit maybe 10 or 15 diffent times before thinking of switching out. this allows saving Aoe stuff for the rooms that really matter.
Basically IMO its the rangers version of a cantrip. Something you do when you dont have anything else you want from your spellcasting. I think its a verry necessary part of the ranger kit. you probably shouldn't use more that one spell slot on it per day but it makes a good first spell cast or a good spell to cast when you are out of slots.
Too me absorb elements is the real over rated spell for rangers. It saves you when you get hit by those spells but many dms only save magic aoe for "Boss battles." or if they dont its cantrip level magic that would be better treated by other means. I dont usually take it until around level 7 and usually get way more use out of other spells before absorb elements.
It feels good when absorb elements saves you but i find that occurs alot less than people think. Especially if you are using things like zephers strike to avoid damage and be out of breath/attack range. damage avoided is always better than damage healed(or reduced).
I had absorb elements on a ranger and never used it until level 10. ranger spells known are too few to waste on spells I wont use. Now absorb elements is probably highly dm and campain specific but then so is hunter's mark.
I think it’s maybe campaign dependent or DM play style, but Absorb Elements is like a mandatory pick not only for Rangers, but all other classes who have access to it (I believe Wiz, Sorc & Druids?). I play lots of Wizards and I rather Absorb Elements than Mage Armor. It’s like a car insurance, right?
But I agree with you, I usually get Absorb Elements around level 3 or 5.
One of my DMs love blasting things. We were dealing with elemental damage since level 1 because he equipped Goblins and Kobolds with a boosted AoE Alchemists Fire. Wyrmling Dragons were common enemies.
But you know… nothing feels better than almost ignore a Fire Breath from an Adult Red Dragon or a Fireball from the BBEG Mage. Then follow-up with 3 sharpshooted bolts of revenge.
Yes. Or a spellcasting focus.
Realistically what is the diffrence between a focus and a component pouch? there are few spots where the diffrence actually matters. Mostly weapons or shields that can be used as a focus I think. so many of the ranger spells just require weapons as the component anyway.
For me, a spell component pouch would require even more time to use when casting a spell then it would to use a hand on a weapon while fighting with it. As a DM, I don’t allow component pouches for reaction cast spells
This is all for the sake of game balance and avoiding player character singularity.
It’s in the rules. It matters. And has been further reinforced and supported with Tasha’s via the artificer.
Ranger spell components are designed the way they are for a reason. Clerics and paladins able to use their holy symbol on a shield was designed for a reason.