I'm curious how you would personally approach playing a Fey Wanderer Ranger. What kind of role do you imagine yourself filling in a party both in combat and outside of it? Would you lean more into support, damage, control, or something else?
Any tips, ideas, or personal experiences are welcome of course! I'm currently in a campaign as a level 3 Ranger- Fey Wanderer.
I've heard all the criticism, but I think there's no better way to get to know a class than by playing it.
Just saw this. Fey Wanderer but I’m always tempted to make it into a MC. To get the most out of your fey abilities you need at least decent scores in charisma and I tend to dump strength and go Dex, wis and charisma. Having done that I’m tempted to go either warlock ( pact of the blade and Eldritch blast) or warlock + sorceror. If I’m pre planning I’ll do them all in L1-3 so the experience hit is smallest. I’ve found that the value of the ranger’s starting HP fade by the end of L3 but your now set with spells that will carry you for several levels along with the added ranger abilities. Then go straight ranger to L6 -8 and sorceror after that if you do the triple. This lets you focus on a charisma centric build making it potentially less MAD. Ideally you want a Dex, Con and Wis of 14 for the +2s and then push charisma as far as you can.. Eldritch blast eliminates the need to carry a bow and arrows and gives you 3-4 targetable blasts a round above L10 where a ranger only gets 2 shots a round. You focus less on ranger missile spells and more on control and charisma based spells from sorceror/warlock
Honestly, I see WOTC destroyed the momentum around rangers and their discussion. Ranger statistics showed dissatisfaction but that was incomplete data presentation because ranger was also one of the most popular for desirable classes to play. The "fixed" version is just less interesting in the end.
Now as for playing fey wanderer, focus on understanding multiple "characters" tactics. Understanding the upside of "summons" and how to position allies and encourage enemies to where you want them. So I think controlling play is your main focus. Remember caltrops etc are a method of discouraging certain spaces and they can stack with certain "zone of control" spells But doorways and trees/rocks can also make movements predictable.
I do agree with multiclassing one or two levels but I prefer druid or cleric dips depending on what roles I play. Look for features you want and support your concept. Ranger builds are kind of personal Because they are almost blank slate when it comes to party roles and roleplay choices.
The Ranger can fit into a lot of roles. With the Fey Wanderer I really like getting them to be a strong skill character. If you try to increase Cha too much you are locked into a dex build. Maybe ponder one of the tricksy races like Tiefling or Elf. With most Rangers I recommend single classing unless you want to go Druid/Cleric a little. With Rangers I advise not worrying too much about damage. Focus on control and solving problems. The best spell I have seen for this is Gust of Wind. Stare at it until you understand how it can destroy encounters. Then look at fog cloud.
Perhaps I should have said it clearer. With Rangers I advise not worrying too much about damage. Hunter's Mark and extra attack and other features mean they can have good damage just about regardless of build. What makes Rangers interesting and Fey Wanderers as well is that their ability to control and solve problems can outstretch their ability as a half caster. But yeah. they do good damage for most of their career. i don't disagree.
FWIW, I am rolling up a 4th level Fey Wanderer myself. I plan on taking dual wielding at 4th and going all in with HM.
I’d considered trying for a more wisdom based character, grabbing Druidic warrior for shillelagh and wielding a club + scimitar or quarterstaff (would let me boost CHA a bit more) but it gets messy with using WIS for the club attack and DEX for other.
After R1, should get decent damage with 3 attacks:
I was considering this sort of build but decided on going ranged archery build. It won't be as much damage, but I want to lean into a bit more battlefield control I think. I appreciate the breakdown though!
I've always seen Fey wanderer as a skill monkey/infiltrator/explorer and whenever I made a Fey wanderer build I never focused on damage because HM does enough to not have to worry about it and instead focus on utility with spell selection. My favourite so far has been a Firbolg character because it gets disguise self spell as well as detect magic and some brief invisibility with hidden step for emergences or for combat. Combination of having high DEX, WIS and CHA modifiers for skill checks and Enhance ability spell at level 5 is very good so I also chose the Scribe background for +2 in dex and +1 in wis and a skilled feat on top of that where I also chose thieves tools as one of the proficiencies. Selected stealth for expertise and at level 9 perception and deception, 3 most common and most important skill checks so you basically have everything covered. Climbing and swimming speed can help you explore from the bottom of the ocean when combined with water breathing spell to the top of the mountain or through the window when infiltrating. You also get 2 great combinations for infiltration depending on what type of mission you are on. You can disguise and enhance charisma with Enhance ability for political and social infiltration or pass without trace + hidden step for stealth missions. Perception and insight help in those situations as well as investigation even though it is the lowest skill, your PB helps cover it. I also select all "detective" spells, such as detect magic, detect poison and disease, speak with animals and locate object to further enhance the infiltration aspect. Also love to use silence and fog cloud for infiltration as well. It is a very potent and adaptable spy/detective character that has the rouges skills combined with al the spells you wish rogue would have when you are infiltrating with a rogue. And you do not have to rely on wild shape to execute it like druids have to. Druids are more effective as a spy sometimes but lack the skills that you have to fully complete tasks at hand, they also lose limbs and that sometimes is a hindrance when it comes to interacting with the environment or lockpick. I'm still waiting to play and test this character to see if it is any good but it sounds fun and maybe it is garbage lol
Agree, love the multi-tool utility of the Fey Wanderer; what seems most appealing is it maintains pretty good damage (as described in my above post) while being really potent at the social aspects of the game too.
I like the suggestion of firbolg, just a good flavor for character in general. Mine I am going with wood elf to get some extra uses of longstrider and pass without trace.
One thing I really like about Fey Wanderer is the Otherworldly Glamour feature: Whenever you make a Charisma check, you gain a +3 bonus. That means you can have a 10 Charisma, but punch above your weight class, making checks like you have a Charisma of 16 or 17 - which leaves you free to pump up something else (like Strength or Wisdom).
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"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
If you go this route consider Heavy crossbow and Crossbow expert feat. You will get two attacks due to eliminating loading property, it is a 1d10 damage with 10 foot push per hit and if leaning into to battle field control spike growth will allow you an extra 8d4 damage on two hits as you know foes back through the spike area. Plus you can use the hand crossbow in two weapon fighting and the crossbow expert feat allows you to gain the dex bonus damage, when you are in the mood to melee a little.
So I am thinking about a Fey wanderer for my Ranger in a new campaign and I wanted to ask the community about a 3 level dip in warlock (rolled ability scores so the character's CH score is OK) to get the old Undead Patron and the fear affect from the subclass to sync with the FW fear/charm chain and access to some cantrips and spells. I may have to homebrew the Undead subclass with DM approval. I was also considering a ArchFey Patron for roleplay purposes and lots of misty step.
I was thinking going to lvl 5 ranger then grabbing the Warlock dip, then back to ranger.
My questions are this build viable, should I take the dip or should I commit to it longer for more spell casting? If I take the dip which Warlock subclass?
I've done sorcerer and ranger as generally your stats are going to be spread differently than normal. I did 14 Dexter but took archery to get the +2 so my bow attack were "normal" Functionality a 16. Good Saving throws/casting stats will be key in a such a charisma mc.
Rangers use spells a bit more sparingly and warlock helps by allowing short rest refresh. I also prefer to get rituals in some way because a lot of ranger spells can be ritual cast.
So yes charisma casting can work just pay attention to your benefits and make sure you're getting use out of enough to make it worthwhile.
The warlock and sorcerer MC s with ranger work a bit differently because of the spellcasting differences and features available. In some ways the warlock dip provides interesting benefits as a dip but realize that archery as the ranger’s forte sort of collides with the warlock’s Eldritch blast- especially at higher levels. Blast does somewhat more damage (maybe) but at tier 3 + you get more attacks (3/4)than you would with the bow (2) . A warlock dip on ranger isn’t bad but you do need to think through your stat distributions and fighting styles. I would actually take a 1 level dip for level 2 to get Eldritch blast etc then any further warlock levels after level 6 as a ranger ( you do want roving early). Sorcerer presents a very different problem - are you going for a sorcerer dip with ranger or a ranger dip with sorcerer? For the first you can do like warlock - sorcerer. 1 at level 2 then add any other levels after level 6 ranger scattered thru your latter ranger levels until you reach where you wanted to stop as a sorcerer. The second can become a true Gish but now you have to decide how far you want to take ranger. For that there are 2 main “dips” - a 3 level dip to get armor, martial weapons, fighting style, subclass and skills but missing the epic boon and cap of sorcerer while still getting 9th level spells or a 5 level ranger dip to get a ranger extra attack while still getting your 8th level spell. You forego roving but do get level 8 spells and a level 9 slot.
Having played with warlock, I am curious what do you want to get from Warlock?
Is what you want worth while compare to what you lose by dipping? Assuming you want some Eldritch invocations, you might need to go to level 2, depending on what you actually want you might have to go up level 5 (min level for some options). If you are doing that, it becomes a major issue.
I'm curious how you would personally approach playing a Fey Wanderer Ranger. What kind of role do you imagine yourself filling in a party both in combat and outside of it? Would you lean more into support, damage, control, or something else?
Any tips, ideas, or personal experiences are welcome of course! I'm currently in a campaign as a level 3 Ranger- Fey Wanderer.
I've heard all the criticism, but I think there's no better way to get to know a class than by playing it.
Not a single thought?!
At level three: damage dealer.
Total dpr: 14.9069375.
Just saw this. Fey Wanderer but I’m always tempted to make it into a MC. To get the most out of your fey abilities you need at least decent scores in charisma and I tend to dump strength and go Dex, wis and charisma. Having done that I’m tempted to go either warlock ( pact of the blade and Eldritch blast) or warlock + sorceror. If I’m pre planning I’ll do them all in L1-3 so the experience hit is smallest. I’ve found that the value of the ranger’s starting HP fade by the end of L3 but your now set with spells that will carry you for several levels along with the added ranger abilities. Then go straight ranger to L6 -8 and sorceror after that if you do the triple. This lets you focus on a charisma centric build making it potentially less MAD. Ideally you want a Dex, Con and Wis of 14 for the +2s and then push charisma as far as you can.. Eldritch blast eliminates the need to carry a bow and arrows and gives you 3-4 targetable blasts a round above L10 where a ranger only gets 2 shots a round. You focus less on ranger missile spells and more on control and charisma based spells from sorceror/warlock
Wisea$$ DM and Player since 1979.
Honestly, I see WOTC destroyed the momentum around rangers and their discussion. Ranger statistics showed dissatisfaction but that was incomplete data presentation because ranger was also one of the most popular for desirable classes to play. The "fixed" version is just less interesting in the end.
Now as for playing fey wanderer, focus on understanding multiple "characters" tactics. Understanding the upside of "summons" and how to position allies and encourage enemies to where you want them. So I think controlling play is your main focus. Remember caltrops etc are a method of discouraging certain spaces and they can stack with certain "zone of control" spells But doorways and trees/rocks can also make movements predictable.
I do agree with multiclassing one or two levels but I prefer druid or cleric dips depending on what roles I play. Look for features you want and support your concept. Ranger builds are kind of personal Because they are almost blank slate when it comes to party roles and roleplay choices.
The Ranger can fit into a lot of roles. With the Fey Wanderer I really like getting them to be a strong skill character. If you try to increase Cha too much you are locked into a dex build. Maybe ponder one of the tricksy races like Tiefling or Elf. With most Rangers I recommend single classing unless you want to go Druid/Cleric a little. With Rangers I advise not worrying too much about damage. Focus on control and solving problems. The best spell I have seen for this is Gust of Wind. Stare at it until you understand how it can destroy encounters. Then look at fog cloud.
If you look at my post, fey wanderer rangers are objectively good damage dealers at level 3.
Perhaps I should have said it clearer. With Rangers I advise not worrying too much about damage. Hunter's Mark and extra attack and other features mean they can have good damage just about regardless of build. What makes Rangers interesting and Fey Wanderers as well is that their ability to control and solve problems can outstretch their ability as a half caster. But yeah. they do good damage for most of their career. i don't disagree.
FWIW, I am rolling up a 4th level Fey Wanderer myself. I plan on taking dual wielding at 4th and going all in with HM.
I’d considered trying for a more wisdom based character, grabbing Druidic warrior for shillelagh and wielding a club + scimitar or quarterstaff (would let me boost CHA a bit more) but it gets messy with using WIS for the club attack and DEX for other.
After R1, should get decent damage with 3 attacks:
1d6 + 4 + 1d6 (HM) * 3 attacks (shortsword + scimitar) = 33
Assuming fuzzy math of hitting 65% of the time that is ~ 21.5
Add the 1d4 from FW come to ~ 24 dmg each round at level 4. Pretty good round over round at early levels.
Pairing that with the added social boost of Fey Wanderer and whatever other utility spell you pick-up, should be a fun build.
I was considering this sort of build but decided on going ranged archery build. It won't be as much damage, but I want to lean into a bit more battlefield control I think. I appreciate the breakdown though!
I've always seen Fey wanderer as a skill monkey/infiltrator/explorer and whenever I made a Fey wanderer build I never focused on damage because HM does enough to not have to worry about it and instead focus on utility with spell selection. My favourite so far has been a Firbolg character because it gets disguise self spell as well as detect magic and some brief invisibility with hidden step for emergences or for combat. Combination of having high DEX, WIS and CHA modifiers for skill checks and Enhance ability spell at level 5 is very good so I also chose the Scribe background for +2 in dex and +1 in wis and a skilled feat on top of that where I also chose thieves tools as one of the proficiencies. Selected stealth for expertise and at level 9 perception and deception, 3 most common and most important skill checks so you basically have everything covered. Climbing and swimming speed can help you explore from the bottom of the ocean when combined with water breathing spell to the top of the mountain or through the window when infiltrating. You also get 2 great combinations for infiltration depending on what type of mission you are on. You can disguise and enhance charisma with Enhance ability for political and social infiltration or pass without trace + hidden step for stealth missions. Perception and insight help in those situations as well as investigation even though it is the lowest skill, your PB helps cover it. I also select all "detective" spells, such as detect magic, detect poison and disease, speak with animals and locate object to further enhance the infiltration aspect. Also love to use silence and fog cloud for infiltration as well. It is a very potent and adaptable spy/detective character that has the rouges skills combined with al the spells you wish rogue would have when you are infiltrating with a rogue. And you do not have to rely on wild shape to execute it like druids have to. Druids are more effective as a spy sometimes but lack the skills that you have to fully complete tasks at hand, they also lose limbs and that sometimes is a hindrance when it comes to interacting with the environment or lockpick. I'm still waiting to play and test this character to see if it is any good but it sounds fun and maybe it is garbage lol
Agree, love the multi-tool utility of the Fey Wanderer; what seems most appealing is it maintains pretty good damage (as described in my above post) while being really potent at the social aspects of the game too.
I like the suggestion of firbolg, just a good flavor for character in general. Mine I am going with wood elf to get some extra uses of longstrider and pass without trace.
One thing I really like about Fey Wanderer is the Otherworldly Glamour feature: Whenever you make a Charisma check, you gain a +3 bonus. That means you can have a 10 Charisma, but punch above your weight class, making checks like you have a Charisma of 16 or 17 - which leaves you free to pump up something else (like Strength or Wisdom).
"...at worst if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat."
I think this is the best way to play.
I'm making a changing fey wander. Stealth face utility. it has it all.
If you go this route consider Heavy crossbow and Crossbow expert feat. You will get two attacks due to eliminating loading property, it is a 1d10 damage with 10 foot push per hit and if leaning into to battle field control spike growth will allow you an extra 8d4 damage on two hits as you know foes back through the spike area. Plus you can use the hand crossbow in two weapon fighting and the crossbow expert feat allows you to gain the dex bonus damage, when you are in the mood to melee a little.
So I am thinking about a Fey wanderer for my Ranger in a new campaign and I wanted to ask the community about a 3 level dip in warlock (rolled ability scores so the character's CH score is OK) to get the old Undead Patron and the fear affect from the subclass to sync with the FW fear/charm chain and access to some cantrips and spells. I may have to homebrew the Undead subclass with DM approval. I was also considering a ArchFey Patron for roleplay purposes and lots of misty step.
I was thinking going to lvl 5 ranger then grabbing the Warlock dip, then back to ranger.
My questions are this build viable, should I take the dip or should I commit to it longer for more spell casting? If I take the dip which Warlock subclass?
I've done sorcerer and ranger as generally your stats are going to be spread differently than normal. I did 14 Dexter but took archery to get the +2 so my bow attack were "normal" Functionality a 16. Good Saving throws/casting stats will be key in a such a charisma mc.
Rangers use spells a bit more sparingly and warlock helps by allowing short rest refresh. I also prefer to get rituals in some way because a lot of ranger spells can be ritual cast.
So yes charisma casting can work just pay attention to your benefits and make sure you're getting use out of enough to make it worthwhile.
The warlock and sorcerer MC s with ranger work a bit differently because of the spellcasting differences and features available. In some ways the warlock dip provides interesting benefits as a dip but realize that archery as the ranger’s forte sort of collides with the warlock’s Eldritch blast- especially at higher levels. Blast does somewhat more damage (maybe) but at tier 3 + you get more attacks (3/4)than you would with the bow (2) . A warlock dip on ranger isn’t bad but you do need to think through your stat distributions and fighting styles. I would actually take a 1 level dip for level 2 to get Eldritch blast etc then any further warlock levels after level 6 as a ranger ( you do want roving early). Sorcerer presents a very different problem - are you going for a sorcerer dip with ranger or a ranger dip with sorcerer? For the first you can do like warlock - sorcerer. 1 at level 2 then add any other levels after level 6 ranger scattered thru your latter ranger levels until you reach where you wanted to stop as a sorcerer. The second can become a true Gish but now you have to decide how far you want to take ranger. For that there are 2 main “dips” - a 3 level dip to get armor, martial weapons, fighting style, subclass and skills but missing the epic boon and cap of sorcerer while still getting 9th level spells or a 5 level ranger dip to get a ranger extra attack while still getting your 8th level spell. You forego roving but do get level 8 spells and a level 9 slot.
Wisea$$ DM and Player since 1979.
Having played with warlock, I am curious what do you want to get from Warlock?
Is what you want worth while compare to what you lose by dipping? Assuming you want some Eldritch invocations, you might need to go to level 2, depending on what you actually want you might have to go up level 5 (min level for some options). If you are doing that, it becomes a major issue.
So I tried to make a Ranger- Fey Wanderer with a warlock dip. I could not make it work.
Not sure what i am missing.