The Ranger subclass design philosophy seems to be focused on either creatures the Rangers attune to in some capacity --whether befriending or hunting them-- or locations the Rangers frequently travel. Examples of the former are Hunters, Monster Slayers, Swarm Keepers, Drake Wardens, and Beast Masters. The latter mostly refer to Gloom Stalkers, Horizon Walkers, and Fey Wanderers.
So, I thought about ranking them based on power, but honestly that's so...expected. And not as fun for me. Also, "power" is highly subjective and not entirely dependent on math and dpr anyway. That said, I do encourage everyone to rank the Ranger subclasses according to whatever criterium you prefer.
Personally, I'm choosing to rank them based on how the mechanics support the class fantasy and, more importantly, how much I enjoy the class fantasy overall. So, here it is. My Ranking of all the current Ranger subclasses in DnD 5th-edition:
Honorable Mention- Primeval Guardian: While technically considered dead Unearthed Arcana play-test content, I can't help but really enjoy this subclass. The Primeval Guardian was designed to harken back to the 4th-Edition's Warden class as a Primal tank. It was meant to be the Ranger's counterpart of the Oath of the Ancients Paladin, in that sense. But more importantly, from a conceptual perspective, it was supposed to be the plants and vegetation subclass that is so sorely missing from the Ranger's list...as well as the Druid's. Between Circle of the Moon, Beast Master, Swarm Keeper, and even Drake Warden, we have plenty of subclasses that focus on fauna, but not nearly enough that have their eye on flora. Its spell list could've gone a bit further in this direction instead of taking three slots for Conjure Animals, Giant Insect, and Insect Plague. That said, the rest of the features really lean into the tree-person aspect of the class. From the unlimited transformation into Treebeard to the reduced walking speed to the reach to the added HP to the difficult terrain, it all works together to create a very nice and evocative subclass. I'll always lament that it didn't make it to publication.
8. Swarm Keeper: There's nothing wrong with this subclass, per se. In fact, mechanically it is very sound. This is a subclass that focuses on moving the battlefield like a chess board. Whether that's forcing enemies to move and knocking them prone, flying around the map, or having your swarm move you. It's a really fun and solid subclass to play. It is worth noting that, outside of flavor, the mechanics don't really interact with the class fantasy. Not the worst thing in the world, but it is worth pointing out. The spell list is the exception to this. It is absolutely teeming with thematic resonance. That said, the class fantasy itself just isn't for me. As the name implies, the Swarm Keeper is a subclass dedicated to connecting with a swarm of Fey spirits (technically it can be a swarm of whatever the hell the player wants.) Here's the thing: even with the freedom to reflavor the swarm as anything I like, I can't see myself playing this class for any longer than a few sessions. It's a bit...one-note for me. That's not to say that someone out there can't come up with an amazing story for their Swarm Keeper and an incredible reason for why they have their swarm. I'm just not that person. Also, generally speaking, I find swarms of...pretty much anything tbh, to be kinda gross. Whether it's bees, cats, woodland critters, pixies, fairies, or fanboys. I'm just not about it.
7. Gloom Stalker: Shock. Awe. I know. I'm ranking what is almost universally considered the strongest Ranger subclass this low? Here's the thing. The Gloom Stalker is a mechanically sound --albeit front-loaded-- subclass. Invisibility in darkness means that, as long as you stick to the shadows, nothing without special senses is going to see you coming. In addition, three attacks plus a d8 on the first round of combat is an excellent damage boost. Mechanically, the class is really solid. Moreover, the bigger aspect is that the mechanics really enhance the class fantasy of a shadowy assassin that stalks (lolpun) their prey and lashes out from the darkness. It's great mechanically and the flavor is fun. It's just that, for me, the class fantasy of a shadowy assassin isn't that appealing. Or, maybe I should clarify: It's less appealing than the other subclasses on this list. If you gave me a Gloom Stalker and told me to play it, I'm sure I'd have a blast with it. But this subclass does not excite me in the way the others do. Maybe it's because the subclass is such edgelord-bait. Or maybe it's because it singlehandedly steals the Rogue's schtick. I don't know. It's just not a subclass that draws my attention.
6. Hunter: So, mechanically the Hunter's whole thing is that it's an incredibly customizable subclass. And I think that's great. Honestly, the Hunter's kit could have been part of the base Ranger and I wouldn't have complained. In fact, I've heard people say the Hunter's framework (along with the Battlemaster's) should have been standard fair for all martial classes. It's hard to argue with that statement. That being said, there's nothing explicit about the mechanics that enhance the class fantasy of the Hunter. On the one hand, this might in itself be what helps enhance that class fantasy (Hunters hunting different game would have differing skillsets, after all.) On the other, it sort of highlights how generic this subclass is from a thematic standpoint. The Hunter is meant to be the Ur Example of the Ranger subclasses (like the Oath of Devotion is to Paladin, Life Domain is to Cleric, or Path of the Berserker is to Barbarian.) But the problem is that the base Ranger (either version) already has the 'hunter of x' flavor covered with its Favored Enemy/Foe and Foe Slayer features. So that sort of leaves the Hunter in a weird spot where it doesn't end up getting anything that makes it stand out from the pack. Especially as 5E progresses and Ranger subclasses get more and more out there in concept. It's the OG Ranger, and I respect that. And it doesn't insult my sensibilities or anything. Mostly the problem is that it's just kinda...there.
5. Beast Master: Either version, really. This is the other Ur Example of the Ranger fantasy. The PHB Beast Master lets you pick a beast from the Monster Manual and artificially enhances it to let it keep up with the rest of the party (although their HP leaves a lot to be desired. ) In the sense of taking a mundane pet and making it your companion, the mechanics fit the class fantasy quite well. From getting your beast to letting it attack more often to sharing spells with it. Whether or not it's a mechanically balanced subclass isn't the point of this. The point is that the mechanics tried --to some degree of success-- to fulfill the class fantasy of fighting alongside a loyal beast. Tasha's version streamlined the mechanics and brought it up to par with all the other (frankly too many) pet subclasses in 5E. While this is great from that perspective, from a flavor perspective your beast went from a wild animal that you managed to befriend/tame, to a Primal Spirit with a connection to you that took physical form so it could fight alongside you. Not a bad shift, per se, but it is a bit of a departure from the original concept. Personally, I love the idea of teaming up with a loyal pet to do battle, regardless of which version we go with. The subclass is still a bit generic for the Ranger fantasy (in a way it wouldn't be for any other class,) but it has much more of an identity than the Hunter, so I'm ranking it higher.
4. Drake Warden: Anyone else think this could've been a Beast of the Scale stat-block for the Tasha Beast Master? Just me? Okay. At any rate, I can't complain about it being its own subclass. The idea of being a dragon tamer is just hella cool. And it still maintains some of that 'primeval bond' flavor of the Beast Master by having you start out with a baby drake that eventually grows and matures into an adult (and lets you finally become that dragon-rider you know you've always wanted to be.) Conceptually, this subclass is A++. The reasons I'm not rating it higher are twofold. First, as I hinted at earlier, it shares some design space with the Beast Master. While its mechanics go in a different direction, I can't help but feel like it's still a bit too conceptually similar. Secondly, as this subclass is currently Unearthed Arcana play-test, there is some clunkiness to the it that I feel needs to be smoothed out before it sees publication. Some of it is clearly an intentional design choice, such as the lack of expanded spell list or the drake's initial short duration. Other things are relics of Pre-Tasha's design philosophies surrounding pet classes. Either way, I'm of the opinion that they should be looked into a little more before the class is ready to spread its wings. But boy do I hope it does. Conceptually this is beyond cooler than cool.
3. Monster Slayer: So, confession time. When I first read this class, I thought it was just a redo of the Hunter. Not dissimilar to how the Undead Warlock is a low-key redo of the Undying (and yes, I know there are some conceptual differences, but that's splitting hairs.) It was after looking into it more deeply that I began to understand what it was trying to do and how it set itself apart from the Hunter and all the other Ranger subclasses. Honestly, what's cooler than being Daenerys Targaryen? Being Buffy Summers, that's what. Or being Van Helsing. Or Sam and Dean Winchester. Or Geralt of Rivia. Or Blade. You get the picture. The Monster Slayer is the subclass if you want to play a traditional demon hunter, vampire slayer, or Witcher. Their mechanics help enhance this too. They get a mini-Hunter's Mark that lets them be more effective against their chosen target. They get to --as an action-- learn more about their target (Giles and Bobby Singer would be proud.) And they get to defend against their target's effects. And their spell list is perfect for this class fantasy. The only area where they falter a bit here is in their last two features (last three, to be honest.) Mechanically, they become Mage Slayers, able to shut down spells being cast and auto-succeed on saves they do end up having to make. This is fantastic and cool, but it really only fits the "Witch Hunter" archetype innately. I understand lots of stronger enemies in 5th-edition rely on spell-casting and save effects to be threatening, but I do find it a bit of a reach that these mechanics would fit with this archetype. The mechanics are phenomenal, in my opinion (seriously, people sleep on this subclass,) and the class fantasy is top tier. But the two don't blend quite as well as I would have liked.
2. Fey Wanderer: This subclass shot to the top of my list the second I read its name in the Subclasses: Part 3 Unearthed Arcana. I love all things Fey and my favorite class getting a subclass based on my favorite Plane in the game? Sign me up. Mechanically, it also doesn't disappoint. It's a very strong subclass. Able to --at worst-- be a solid party face and at best run circles around non-Eloquence Bards. Which makes sense since the Fey are all about being tricksy fast-talkers who get you to make deals that end up screwing you over. You can choose to go that route, or you can choose to go the noble Fey route that's more fitting for the likes of Galadriel. Your choice. Their focus on charm and frighten effects also makes sense since, again, the Fey are all about being tricksy. One of my favorite things about the Feywild is how it looks so inviting on the surface, but holds very real dangers just beneath. And even more fun is that the denizens of the Plane don't even consider those dangers to be dangers. That's just everyday life for them. The Fey Wanderer's focus on charming, frightening, and talking their way out of problems is very in-keeping with those tricksy Fey. Speaking of, at 11th-level, you just straight up get a Fey Summon. Not only is this feature especially powerful (no-concentration, no material components, and not even a spell slot? Damn,) but it doesn't get more Fey than summoning an actual Fey to assist you. The capstone is a bit...odd, in that it would make more sense on the next subclass we'll cover, but Misty Step is the quintessential Feywild spell in 5e, so it still enhances the theme. Overall, I simply adore this class. It honestly is and will always be a contender for my #1.
1. Horizon Walker: What's better than riding dragons, cavorting with the Fey, or being Vampire Slayers? Walking the freaking Planes, that's what. While the Fey Wanderer specializes in one single plane (The Feywild,) the Horizon Walker travels all the worlds. They travel the Border Ethereal, the Mirror Planes, the Inner Planes, the Outer Planes, and the Astral Sea. They've seen it all. There is just so much storytelling potential there. From Explorers out to learn all they can about the cosmos to special ops bounty hunters that will stalk their prey even beyond the edge of reality, to unwitting Planes-Walkers lost in the multiverse trying to find their way back home. The concept is just so rich in scope and detail. I'd say its mechanics match its class fantasy pretty well. Teleportation as the subclass's centerpiece makes sense. The idea is that you're traveling through the planes in short bursts. Plus, who doesn't like teleporting? You get to travel the Border Ethereal at 7th-level and Detect Portals at 3rd. The spell list also makes perfect sense. Protection from Evil & Good is effective almost exclusively against extra-planar entities, Misty Step for teleportation as well as a little trick picked up in the Feywild, Banishment to send Extra-Planar creatures back to their home Planes, and Teleportation Circle becasuse this is the teleportation subclass after all. Haste is the only one here that doesn't exactly fit the theme. Although it is an excellent spell in its own right. Planar Warrior changing all damage to Force is...okay. If you're a generalist Planeswalker, it would make the most sense as a damage type. But outside of flavor, it's not the feature that best mechanically supports the class fantasy. Ditto the capstone. Still, I'd argue the other features conceptually more than make up for these two...okay-ish ones. The Horizon Walker is a strange beast in that it doesn't really fully come online until it gets access to Distant Strikes at 11th-level. If the Gloom Stalker is too frontloaded, the Horizon Walker takes a bit too long to get going. But to be honest, I see this as a blessing in disguise. If you want to be a Horizon Walker (and why wouldn't you? Teleporting across the different Planes is awesome,) you are more incentivized to stick with the class past level 5. All in all, the Horizon Walker package delivers on all fronts for me. An incredible class fantasy that is strongly supported by a majority of its mechanical features. While it may not be mechanically the "best" Ranger subclass (by whatever metric,) it is by far my favorite.
Now it's your turn. How do you rank the Ranger subclasses in Dungeons and Dragons 5th-edition? Let me know in the comments.
In terms of versatility, raw power and effectiveness, Gloomstalker is by far the best. Extra attack with damage bonus in the first round; initiative bonus; flavorful and nice extra spells (Rope Trick is good); Darkvision; invisibility in the dark; free WIS save prof and later on a great boost with missed attack repetition. Any other sub-class offer that much, not even Horizon Walker.
7. Monster Slayer - Seems just a bit too niche mechanically for me. I'm not even a fan of it flavor-wise. Also gives me weird obsessive vibes. 6. Hunter - I don't hate it. But to me it just seems like the "Champion" of the class with its blandness. lol But better mechanically imo than Monster Slayer 5. Swarmkeeper - "Swarm" is like a weird trigger word to me because I think of gross things as well. lol But I respect the flavor flexibility too. 4. Beast Master - This type of subclass is a classic to me. Love the concept and flexibility with it. However I'd rather watch someone else play it than I would want to play it myself. Maybe I just never got over my dog dying. xD 3. Fey Wanderer - Absolutely love it mechanically and flavor-wise. 2. Horizon Walker - Like you said, walking the planes and teleporting is... pretty badass. This subclass ranks first for me on other days, so it's not like it's far behind. 1. Gloom Stalker - To me, this is the real Monster Slayer subclass. While people might fear the dark because of the monster that's laying under their bed, it's the Gloom Stalker that makes it afraid and gets said monster to hide under the bed in the first place. xD I love stealth too, along with Disguise Self and what not.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
Most combat in D&D is run with an assumption that monsters won't last beyond 3 rounds (hence the method of calculation for CR by damage). Longer fights are rare.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
Most combat in D&D is run with an assumption that monsters won't last beyond 3 rounds (hence the method of calculation for CR by damage). Longer fights are rare.
Free WIS save proficiency at level 7 is the real deal breaker for Gloomstalker, it’s not even the darkness invisibility.
You can be the most powerful dude around, if any simple spell or magic ability can totally disable you because you have poor +2 in WIS saves, you are down. A simple Hold Person is a death sentence.
So, I thought about ranking them based on power, but honestly that's so...expected. And not as fun for me. Also, "power" is highly subjective and not entirely dependent on math and dpr anyway. That said, I do encourage everyone to rank the Ranger subclasses according to whatever criterium you prefer.
Get back on topic, y'all. I wanna see your rankings as well. :P
7) Fey Wanderer - I just don't particularly like this subclass. It seems to be superfluous to the wide variety of fey-themed rangers you can create anyway.
6) Hunter - The vanilla subclass, what you do with this one depends entirely on your imagination.
5) Monster Slayer - This feels very similar to the Hunter in terms of thematic feel.
4) Gloom Stalker - The stereotypical sneaky ranger, I like this for its dark theme.
3) Beast Master - You can do a lot with this, and I like the idea of the close bond betwen ranger and companion.
2) Swarmkeeper - Like the Beast Master, but lots of tiny companions! What's not to love?
1) Horizon Walker - This has the best mystical feel and you can take it in many, many directions. Suffice to say, I love this subclass.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
While this is true the gloom stalker, perhaps more so than any other ranger, enables you to get close to key targets to take them down before they get to make a move. Granted, killing an enemy quickly might be harder at higher levels but I still think being able to take out key targets at the beginning of a fight can be more important than dealing reliable damage over time.
Even if you don't manage to kill your target in your first turn you should be able to put your target in a less than optimal situation.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
I look at it this way. There are 3 basic adventure environments. Urban, wilderness, and dungeon. Base rangers are great in the wilderness, ok in the dungeon, and out of their element in the city. The gloom stalker also makes the ranger great in the dungeon. 2 out of 3 ain't bad.
I'm not going to post a ranking because I just got back into dnd after a 30 year absence and I am playing my first 5e character, a halfling drake warden.
I'm not going to post a ranking because I just got back into dnd after a 30 year absence and I am playing my first 5e character, a halfling drake warden.
So I play a 6th level goliath swarmkeeper ranger(archery)...when you consider I'm pretty much hitting with my longbow something like idk 65%?70%? of the time, then add in hunter's mark, then throw in another automatic d6 of swarm damage, I don't run to foes. I let them come to me. Then they get the greatsword. D6s everywhere. And I can basically swing 2 times, let my swarm push me away 5 feet, and skidaddle without causing an AoO. The damage output, plus you throw in mage hand, faerie fire and web, the big bug bow guy is pretty formidable. Swarmkeepers are far from bad.
4. Drake Warden: Anyone else think this could've been a Beast of the Scale stat-block for the Tasha Beast Master?
This is my thought exactly, actually; it's beast master but also not beast master in some really weird ways, and it just makes it mechanically strange and boring to me personally. An added stat block for the beast master would make a lot of sense.
Monster Hunter and Hunter are a bit weird, as Monster Hunter is basically just a better version of how a lot of people build the PHB Hunter, and the spell list is what makes it such an easy sell as an alternative. Yes it has a particular theme in mind, but it's so easy to reflavour it that it doesn't really matter. It bothers me that WotC ret-conned in some new beast master creatures, but didn't ret-con in a spell list as an optional feature (e.g- You may take this as an additional feature on a sub-class without an additional spell list, or as a replacement on a sub-class that has one) then bung in all the locate spells, maybe some traps and other utility spells and you'd be good to go.
I wouldn't personally rate the swarm keeper so low if you're trying to be objective about it; Swarm Keeper is really good IMO, even though I'm the same and don't personally care for the theme (or rather, can't think of a character idea with it that I like).
As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
If it had been a power ranking, it would probably have landed somewhere in the upper-mid tier range.
As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
If it had been a power ranking, it would probably have landed somewhere in the upper-mid tier range.
See, I had no issues as long as it was a power ranking. But now you're saying you genuinely dislike the thematic feel of a swarmkeeper and we'll have to disagree.
As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
I know it wasn't intended purely as a power ranking, but if you're rating it by flavour then regardless of whether it's one you personally like, it's a sub-class that adopts that flavour pretty well.
Also I retract my earlier statement about not having any character ideas I like with it, I just came up with one; basically a warforged that's actually more like a dryad or natural construct, so the swarm is literally a part of them (it's what animates the wooden shell) and is probably some mix of insects and nature spirits. Name is a placeholder, but it's better than my first choice (Woody).
As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
If it had been a power ranking, it would probably have landed somewhere in the upper-mid tier range.
See, I had no issues as long as it was a power ranking. But now you're saying you genuinely dislike the thematic feel of a swarmkeeper and we'll have to disagree.
And that's perfectly fine. I encourage you to post your own rankings of Ranger subclasses based on how you enjoy -or don't enjoy- their flavor. Or their Mechanics. Or their power. Or whatever other metric you would like to use.
As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
If it had been a power ranking, it would probably have landed somewhere in the upper-mid tier range.
See, I had no issues as long as it was a power ranking. But now you're saying you genuinely dislike the thematic feel of a swarmkeeper and we'll have to disagree.
And that's perfectly fine. I encourage you to post your own rankings of Ranger subclasses based on how you enjoy -or don't enjoy- their flavor. Or their Mechanics. Or their power. Or whatever other metric you would like to use.
I really dislike the gloomstalker. One thing I look for in subclasses is what sort of ideas they enable and in that respect the gloomstalker is incredibly vanilla. You don't really build a concept around better saves and... more damage in round 1 is nice but again that's just something you'd want to do anyways. The spell list doesn't interest me much either. Flurry and Dodge are a little bit cooler, but they're late enough it hardly matters... Melee gloomstalkers basically don't have a subclass anymore if they start 45 feet away from someone, that's neat too.
I like the fey wanderer, because charming ranger is new and you can do some fun things with beguiling twist and fey summons. Swarmkeeper is kind of interesting because of the battlefield control options. Hunter is kind of neat because of the customization, but it really feels like something that the Ranger should have innately.
Horizon walker is really cool too, but I think it also suffers a bit from its level 3. I'm not a huge fan of the constant BAs and detect portal is a lot less readily exploitable than the secondary features of things like monster hunter, wanderer, gloomstalker or swarrmkeeper.
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The Ranger subclass design philosophy seems to be focused on either creatures the Rangers attune to in some capacity --whether befriending or hunting them-- or locations the Rangers frequently travel. Examples of the former are Hunters, Monster Slayers, Swarm Keepers, Drake Wardens, and Beast Masters. The latter mostly refer to Gloom Stalkers, Horizon Walkers, and Fey Wanderers.
So, I thought about ranking them based on power, but honestly that's so...expected. And not as fun for me. Also, "power" is highly subjective and not entirely dependent on math and dpr anyway. That said, I do encourage everyone to rank the Ranger subclasses according to whatever criterium you prefer.
Personally, I'm choosing to rank them based on how the mechanics support the class fantasy and, more importantly, how much I enjoy the class fantasy overall. So, here it is. My Ranking of all the current Ranger subclasses in DnD 5th-edition:
Honorable Mention- Primeval Guardian: While technically considered dead Unearthed Arcana play-test content, I can't help but really enjoy this subclass. The Primeval Guardian was designed to harken back to the 4th-Edition's Warden class as a Primal tank. It was meant to be the Ranger's counterpart of the Oath of the Ancients Paladin, in that sense. But more importantly, from a conceptual perspective, it was supposed to be the plants and vegetation subclass that is so sorely missing from the Ranger's list...as well as the Druid's. Between Circle of the Moon, Beast Master, Swarm Keeper, and even Drake Warden, we have plenty of subclasses that focus on fauna, but not nearly enough that have their eye on flora. Its spell list could've gone a bit further in this direction instead of taking three slots for Conjure Animals, Giant Insect, and Insect Plague. That said, the rest of the features really lean into the tree-person aspect of the class. From the unlimited transformation into Treebeard to the reduced walking speed to the reach to the added HP to the difficult terrain, it all works together to create a very nice and evocative subclass. I'll always lament that it didn't make it to publication.
8. Swarm Keeper: There's nothing wrong with this subclass, per se. In fact, mechanically it is very sound. This is a subclass that focuses on moving the battlefield like a chess board. Whether that's forcing enemies to move and knocking them prone, flying around the map, or having your swarm move you. It's a really fun and solid subclass to play. It is worth noting that, outside of flavor, the mechanics don't really interact with the class fantasy. Not the worst thing in the world, but it is worth pointing out. The spell list is the exception to this. It is absolutely teeming with thematic resonance. That said, the class fantasy itself just isn't for me. As the name implies, the Swarm Keeper is a subclass dedicated to connecting with a swarm of Fey spirits (technically it can be a swarm of whatever the hell the player wants.) Here's the thing: even with the freedom to reflavor the swarm as anything I like, I can't see myself playing this class for any longer than a few sessions. It's a bit...one-note for me. That's not to say that someone out there can't come up with an amazing story for their Swarm Keeper and an incredible reason for why they have their swarm. I'm just not that person. Also, generally speaking, I find swarms of...pretty much anything tbh, to be kinda gross. Whether it's bees, cats, woodland critters, pixies, fairies, or fanboys. I'm just not about it.
7. Gloom Stalker: Shock. Awe. I know. I'm ranking what is almost universally considered the strongest Ranger subclass this low? Here's the thing. The Gloom Stalker is a mechanically sound --albeit front-loaded-- subclass. Invisibility in darkness means that, as long as you stick to the shadows, nothing without special senses is going to see you coming. In addition, three attacks plus a d8 on the first round of combat is an excellent damage boost. Mechanically, the class is really solid. Moreover, the bigger aspect is that the mechanics really enhance the class fantasy of a shadowy assassin that stalks (lolpun) their prey and lashes out from the darkness. It's great mechanically and the flavor is fun. It's just that, for me, the class fantasy of a shadowy assassin isn't that appealing. Or, maybe I should clarify: It's less appealing than the other subclasses on this list. If you gave me a Gloom Stalker and told me to play it, I'm sure I'd have a blast with it. But this subclass does not excite me in the way the others do. Maybe it's because the subclass is such edgelord-bait. Or maybe it's because it singlehandedly steals the Rogue's schtick. I don't know. It's just not a subclass that draws my attention.
6. Hunter: So, mechanically the Hunter's whole thing is that it's an incredibly customizable subclass. And I think that's great. Honestly, the Hunter's kit could have been part of the base Ranger and I wouldn't have complained. In fact, I've heard people say the Hunter's framework (along with the Battlemaster's) should have been standard fair for all martial classes. It's hard to argue with that statement. That being said, there's nothing explicit about the mechanics that enhance the class fantasy of the Hunter. On the one hand, this might in itself be what helps enhance that class fantasy (Hunters hunting different game would have differing skillsets, after all.) On the other, it sort of highlights how generic this subclass is from a thematic standpoint. The Hunter is meant to be the Ur Example of the Ranger subclasses (like the Oath of Devotion is to Paladin, Life Domain is to Cleric, or Path of the Berserker is to Barbarian.) But the problem is that the base Ranger (either version) already has the 'hunter of x' flavor covered with its Favored Enemy/Foe and Foe Slayer features. So that sort of leaves the Hunter in a weird spot where it doesn't end up getting anything that makes it stand out from the pack. Especially as 5E progresses and Ranger subclasses get more and more out there in concept. It's the OG Ranger, and I respect that. And it doesn't insult my sensibilities or anything. Mostly the problem is that it's just kinda...there.
5. Beast Master: Either version, really. This is the other Ur Example of the Ranger fantasy. The PHB Beast Master lets you pick a beast from the Monster Manual and artificially enhances it to let it keep up with the rest of the party (although their HP leaves a lot to be desired. ) In the sense of taking a mundane pet and making it your companion, the mechanics fit the class fantasy quite well. From getting your beast to letting it attack more often to sharing spells with it. Whether or not it's a mechanically balanced subclass isn't the point of this. The point is that the mechanics tried --to some degree of success-- to fulfill the class fantasy of fighting alongside a loyal beast. Tasha's version streamlined the mechanics and brought it up to par with all the other (frankly too many) pet subclasses in 5E. While this is great from that perspective, from a flavor perspective your beast went from a wild animal that you managed to befriend/tame, to a Primal Spirit with a connection to you that took physical form so it could fight alongside you. Not a bad shift, per se, but it is a bit of a departure from the original concept. Personally, I love the idea of teaming up with a loyal pet to do battle, regardless of which version we go with. The subclass is still a bit generic for the Ranger fantasy (in a way it wouldn't be for any other class,) but it has much more of an identity than the Hunter, so I'm ranking it higher.
4. Drake Warden: Anyone else think this could've been a Beast of the Scale stat-block for the Tasha Beast Master? Just me? Okay. At any rate, I can't complain about it being its own subclass. The idea of being a dragon tamer is just hella cool. And it still maintains some of that 'primeval bond' flavor of the Beast Master by having you start out with a baby drake that eventually grows and matures into an adult (and lets you finally become that dragon-rider you know you've always wanted to be.) Conceptually, this subclass is A++. The reasons I'm not rating it higher are twofold. First, as I hinted at earlier, it shares some design space with the Beast Master. While its mechanics go in a different direction, I can't help but feel like it's still a bit too conceptually similar. Secondly, as this subclass is currently Unearthed Arcana play-test, there is some clunkiness to the it that I feel needs to be smoothed out before it sees publication. Some of it is clearly an intentional design choice, such as the lack of expanded spell list or the drake's initial short duration. Other things are relics of Pre-Tasha's design philosophies surrounding pet classes. Either way, I'm of the opinion that they should be looked into a little more before the class is ready to spread its wings. But boy do I hope it does. Conceptually this is beyond cooler than cool.
3. Monster Slayer: So, confession time. When I first read this class, I thought it was just a redo of the Hunter. Not dissimilar to how the Undead Warlock is a low-key redo of the Undying (and yes, I know there are some conceptual differences, but that's splitting hairs.) It was after looking into it more deeply that I began to understand what it was trying to do and how it set itself apart from the Hunter and all the other Ranger subclasses. Honestly, what's cooler than being Daenerys Targaryen? Being Buffy Summers, that's what. Or being Van Helsing. Or Sam and Dean Winchester. Or Geralt of Rivia. Or Blade. You get the picture. The Monster Slayer is the subclass if you want to play a traditional demon hunter, vampire slayer, or Witcher. Their mechanics help enhance this too. They get a mini-Hunter's Mark that lets them be more effective against their chosen target. They get to --as an action-- learn more about their target (Giles and Bobby Singer would be proud.) And they get to defend against their target's effects. And their spell list is perfect for this class fantasy. The only area where they falter a bit here is in their last two features (last three, to be honest.) Mechanically, they become Mage Slayers, able to shut down spells being cast and auto-succeed on saves they do end up having to make. This is fantastic and cool, but it really only fits the "Witch Hunter" archetype innately. I understand lots of stronger enemies in 5th-edition rely on spell-casting and save effects to be threatening, but I do find it a bit of a reach that these mechanics would fit with this archetype. The mechanics are phenomenal, in my opinion (seriously, people sleep on this subclass,) and the class fantasy is top tier. But the two don't blend quite as well as I would have liked.
2. Fey Wanderer: This subclass shot to the top of my list the second I read its name in the Subclasses: Part 3 Unearthed Arcana. I love all things Fey and my favorite class getting a subclass based on my favorite Plane in the game? Sign me up. Mechanically, it also doesn't disappoint. It's a very strong subclass. Able to --at worst-- be a solid party face and at best run circles around non-Eloquence Bards. Which makes sense since the Fey are all about being tricksy fast-talkers who get you to make deals that end up screwing you over. You can choose to go that route, or you can choose to go the noble Fey route that's more fitting for the likes of Galadriel. Your choice. Their focus on charm and frighten effects also makes sense since, again, the Fey are all about being tricksy. One of my favorite things about the Feywild is how it looks so inviting on the surface, but holds very real dangers just beneath. And even more fun is that the denizens of the Plane don't even consider those dangers to be dangers. That's just everyday life for them. The Fey Wanderer's focus on charming, frightening, and talking their way out of problems is very in-keeping with those tricksy Fey. Speaking of, at 11th-level, you just straight up get a Fey Summon. Not only is this feature especially powerful (no-concentration, no material components, and not even a spell slot? Damn,) but it doesn't get more Fey than summoning an actual Fey to assist you. The capstone is a bit...odd, in that it would make more sense on the next subclass we'll cover, but Misty Step is the quintessential Feywild spell in 5e, so it still enhances the theme. Overall, I simply adore this class. It honestly is and will always be a contender for my #1.
1. Horizon Walker: What's better than riding dragons, cavorting with the Fey, or being Vampire Slayers? Walking the freaking Planes, that's what. While the Fey Wanderer specializes in one single plane (The Feywild,) the Horizon Walker travels all the worlds. They travel the Border Ethereal, the Mirror Planes, the Inner Planes, the Outer Planes, and the Astral Sea. They've seen it all. There is just so much storytelling potential there. From Explorers out to learn all they can about the cosmos to special ops bounty hunters that will stalk their prey even beyond the edge of reality, to unwitting Planes-Walkers lost in the multiverse trying to find their way back home. The concept is just so rich in scope and detail. I'd say its mechanics match its class fantasy pretty well. Teleportation as the subclass's centerpiece makes sense. The idea is that you're traveling through the planes in short bursts. Plus, who doesn't like teleporting? You get to travel the Border Ethereal at 7th-level and Detect Portals at 3rd. The spell list also makes perfect sense. Protection from Evil & Good is effective almost exclusively against extra-planar entities, Misty Step for teleportation as well as a little trick picked up in the Feywild, Banishment to send Extra-Planar creatures back to their home Planes, and Teleportation Circle becasuse this is the teleportation subclass after all. Haste is the only one here that doesn't exactly fit the theme. Although it is an excellent spell in its own right. Planar Warrior changing all damage to Force is...okay. If you're a generalist Planeswalker, it would make the most sense as a damage type. But outside of flavor, it's not the feature that best mechanically supports the class fantasy. Ditto the capstone. Still, I'd argue the other features conceptually more than make up for these two...okay-ish ones. The Horizon Walker is a strange beast in that it doesn't really fully come online until it gets access to Distant Strikes at 11th-level. If the Gloom Stalker is too frontloaded, the Horizon Walker takes a bit too long to get going. But to be honest, I see this as a blessing in disguise. If you want to be a Horizon Walker (and why wouldn't you? Teleporting across the different Planes is awesome,) you are more incentivized to stick with the class past level 5. All in all, the Horizon Walker package delivers on all fronts for me. An incredible class fantasy that is strongly supported by a majority of its mechanical features. While it may not be mechanically the "best" Ranger subclass (by whatever metric,) it is by far my favorite.
Now it's your turn. How do you rank the Ranger subclasses in Dungeons and Dragons 5th-edition? Let me know in the comments.
In terms of versatility, raw power and effectiveness, Gloomstalker is by far the best. Extra attack with damage bonus in the first round; initiative bonus; flavorful and nice extra spells (Rope Trick is good); Darkvision; invisibility in the dark; free WIS save prof and later on a great boost with missed attack repetition. Any other sub-class offer that much, not even Horizon Walker.
Here's what my list would look like:
7. Monster Slayer - Seems just a bit too niche mechanically for me. I'm not even a fan of it flavor-wise. Also gives me weird obsessive vibes.
6. Hunter - I don't hate it. But to me it just seems like the "Champion" of the class with its blandness. lol But better mechanically imo than Monster Slayer
5. Swarmkeeper - "Swarm" is like a weird trigger word to me because I think of gross things as well. lol But I respect the flavor flexibility too.
4. Beast Master - This type of subclass is a classic to me. Love the concept and flexibility with it. However I'd rather watch someone else play it than I would want to play it myself. Maybe I just never got over my dog dying. xD
3. Fey Wanderer - Absolutely love it mechanically and flavor-wise.
2. Horizon Walker - Like you said, walking the planes and teleporting is... pretty badass. This subclass ranks first for me on other days, so it's not like it's far behind.
1. Gloom Stalker - To me, this is the real Monster Slayer subclass. While people might fear the dark because of the monster that's laying under their bed, it's the Gloom Stalker that makes it afraid and gets said monster to hide under the bed in the first place. xD I love stealth too, along with Disguise Self and what not.
Of you run the math on the gloom stalker they don’t deal anymore damage per battle than many if the other subclasses if the battle runs longer than 2 or 3 rounds. It is certainly a fun looking class (that’s an invisibility joke!) but they seem like they 100% need to be “in their element” to be the most effective.
Most combat in D&D is run with an assumption that monsters won't last beyond 3 rounds (hence the method of calculation for CR by damage). Longer fights are rare.
Beardy druid.
Very beardy druid. With a cap.
Fair enough. So about the same as the hunter.
Free WIS save proficiency at level 7 is the real deal breaker for Gloomstalker, it’s not even the darkness invisibility.
You can be the most powerful dude around, if any simple spell or magic ability can totally disable you because you have poor +2 in WIS saves, you are down. A simple Hold Person is a death sentence.
Get back on topic, y'all. I wanna see your rankings as well. :P
Thematic ranking:
7) Fey Wanderer - I just don't particularly like this subclass. It seems to be superfluous to the wide variety of fey-themed rangers you can create anyway.
6) Hunter - The vanilla subclass, what you do with this one depends entirely on your imagination.
5) Monster Slayer - This feels very similar to the Hunter in terms of thematic feel.
4) Gloom Stalker - The stereotypical sneaky ranger, I like this for its dark theme.
3) Beast Master - You can do a lot with this, and I like the idea of the close bond betwen ranger and companion.
2) Swarmkeeper - Like the Beast Master, but lots of tiny companions! What's not to love?
1) Horizon Walker - This has the best mystical feel and you can take it in many, many directions. Suffice to say, I love this subclass.
Beardy druid.
Very beardy druid. With a cap.
While this is true the gloom stalker, perhaps more so than any other ranger, enables you to get close to key targets to take them down before they get to make a move. Granted, killing an enemy quickly might be harder at higher levels but I still think being able to take out key targets at the beginning of a fight can be more important than dealing reliable damage over time.
Even if you don't manage to kill your target in your first turn you should be able to put your target in a less than optimal situation.
I look at it this way. There are 3 basic adventure environments. Urban, wilderness, and dungeon. Base rangers are great in the wilderness, ok in the dungeon, and out of their element in the city. The gloom stalker also makes the ranger great in the dungeon. 2 out of 3 ain't bad.
I'm not going to post a ranking because I just got back into dnd after a 30 year absence and I am playing my first 5e character, a halfling drake warden.
Welcome back to the game!
So I play a 6th level goliath swarmkeeper ranger(archery)...when you consider I'm pretty much hitting with my longbow something like idk 65%?70%? of the time, then add in hunter's mark, then throw in another automatic d6 of swarm damage, I don't run to foes. I let them come to me. Then they get the greatsword. D6s everywhere. And I can basically swing 2 times, let my swarm push me away 5 feet, and skidaddle without causing an AoO. The damage output, plus you throw in mage hand, faerie fire and web, the big bug bow guy is pretty formidable. Swarmkeepers are far from bad.
This is my thought exactly, actually; it's beast master but also not beast master in some really weird ways, and it just makes it mechanically strange and boring to me personally. An added stat block for the beast master would make a lot of sense.
Monster Hunter and Hunter are a bit weird, as Monster Hunter is basically just a better version of how a lot of people build the PHB Hunter, and the spell list is what makes it such an easy sell as an alternative. Yes it has a particular theme in mind, but it's so easy to reflavour it that it doesn't really matter. It bothers me that WotC ret-conned in some new beast master creatures, but didn't ret-con in a spell list as an optional feature (e.g- You may take this as an additional feature on a sub-class without an additional spell list, or as a replacement on a sub-class that has one) then bung in all the locate spells, maybe some traps and other utility spells and you'd be good to go.
I wouldn't personally rate the swarm keeper so low if you're trying to be objective about it; Swarm Keeper is really good IMO, even though I'm the same and don't personally care for the theme (
or rather, can't think of a character idea with it that I like).Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
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As stated, mine isn't a power ranking. I simply rated them on flavor and how much it appeals to me. Swarmkeeper is an extremely competent subclass. Probably one of the better Ranger subclasses, but it's flavor does negative things for me. Hence why I rated it so low.
If it had been a power ranking, it would probably have landed somewhere in the upper-mid tier range.
See, I had no issues as long as it was a power ranking. But now you're saying you genuinely dislike the thematic feel of a swarmkeeper and we'll have to disagree.
Beardy druid.
Very beardy druid. With a cap.
I know it wasn't intended purely as a power ranking, but if you're rating it by flavour then regardless of whether it's one you personally like, it's a sub-class that adopts that flavour pretty well.
Also I retract my earlier statement about not having any character ideas I like with it, I just came up with one; basically a warforged that's actually more like a dryad or natural construct, so the swarm is literally a part of them (it's what animates the wooden shell) and is probably some mix of insects and nature spirits. Name is a placeholder, but it's better than my first choice (Woody).
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
And that's perfectly fine. I encourage you to post your own rankings of Ranger subclasses based on how you enjoy -or don't enjoy- their flavor. Or their Mechanics. Or their power. Or whatever other metric you would like to use.
I was just messing around, but yeah, definitely.
Beardy druid.
Very beardy druid. With a cap.
I really dislike the gloomstalker. One thing I look for in subclasses is what sort of ideas they enable and in that respect the gloomstalker is incredibly vanilla. You don't really build a concept around better saves and... more damage in round 1 is nice but again that's just something you'd want to do anyways. The spell list doesn't interest me much either. Flurry and Dodge are a little bit cooler, but they're late enough it hardly matters... Melee gloomstalkers basically don't have a subclass anymore if they start 45 feet away from someone, that's neat too.
I like the fey wanderer, because charming ranger is new and you can do some fun things with beguiling twist and fey summons. Swarmkeeper is kind of interesting because of the battlefield control options. Hunter is kind of neat because of the customization, but it really feels like something that the Ranger should have innately.
Horizon walker is really cool too, but I think it also suffers a bit from its level 3. I'm not a huge fan of the constant BAs and detect portal is a lot less readily exploitable than the secondary features of things like monster hunter, wanderer, gloomstalker or swarrmkeeper.