Just my take without going too off the rails. Constructive feedback are welcome.
Ranger
Base Class changes
Reasons?
Lackluster... Capstone. Its the END game and the Ranger gotta keep up in comparison with the other classes cap stones.
These changes hopefully refine and sharpens the focus on what a Ranger is and its role in the party. Coul have worked in a few animal, beast and plant goodies. But dont want to take too much identity away from the Beast Master, Drake Warden and other similar sub-classes
Level 1: SpellcastingPHB'24 p119
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored EnemyPHB'24 p120
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon MasteryPHB'24 p120
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft ExplorerPHB'24 p120
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Added:
You also get a number of times equal your Wisdom modifier (minimum of once) to choose a resistance against environmental hazards depending on the terrain and/ or weather ( if a mix of two or more, choose )
Level 2: Fighting StylePHB'24 p120
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger SubclassPHB'24 p120
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 4: Ability Score ImprovementPHB'24 p120
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra AttackPHB'24 p120
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: RovingPHB'24 p121
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Added:
You have Advantage on Saving Throws regarding Fall damage.
Or/ And.
While in non-combat, you can call in a Small animal of your choosing from the Monster Manual, official source book expansion regarding Monsters( or any 5e compatible source books ), to help scout the terrain ahead, each day times your Wisdom modifier
Level 7: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 8: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: ExpertisePHB'24 p121
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Replace with:
Relentless HunterPHB'24 p121
Taking damage can't break your Concentration on Hunter's Mark.
Change:
You no longer need Concentration on Hunter's Mark, freeing you up to concentrate on other Spells and Feats
Level 10: TirelessPHB'24 p121
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Added:
You also get Advantage on ability rolls regarding healing items and spells a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 12: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Relentless HunterPHB'24 p121
Taking damage can't break your Concentration on Hunter's Mark.
Replace with:
ExpertisePHB'24 p121
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 14: Nature's VeilPHB'24 p121
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 16: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Precise HunterPHB'24 p121
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Added:
Your animal companions, mounts and/ or familiars have the same benefits
Level 18: Feral SensesPHB'24 p121
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Your primal reflexes give you free reactions times your Dex modifier(minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 19: Epic BoonPHB'24 p121
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Foe SlayerPHB'24 p121
The damage die of your Hunter's Mark is a d10 rather than a d6.
Change: Damage die is increased to 1d12. And in addition you can choose one of the following benefits:
-You can choose to either increase the base Piercing damage of your ranged weapons ammunition, times your Ranger level.
-You can do an Extra Attack as either an Action or Bonus Acrion with any melee or ranged weapon
- You can choose to imbue your Martial Ranged or Martial Melee weapons until your next turn, times Wisdom or Dex modifier (minimum of once), and you regain all expended uses when you finish a Long Rest, with one of the following elemental damage types, in which ignore the targets Resistance:
Acid
Cold
Fire
Force
Lightning
Necrotic
Poison
Psychic
Radiant
Thunder
NOTE: All elements are avaiable for player agency. Due to whatever spells, dealings/ pacts, items, weapons, equipment, playstyle, story, background, class etc. That fits them first and foremost. But even also the group and the DMs too as a bonus. Inside reasonable frames/ balance without going all haywire, in combination with the rule of cool.
I think if you are rewriting, this part needs to be fixed. I know there are a lot of threads concerning this as well. I think the issue is hunters mark. That needs to be revised and/or use something that is not using that spell. " Level 1: Favored Enemy"
The other fix is:
Level 2: Fighting StylePHB'24 p120
Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
The druidic fighting style does not scale as written. Add in some druid spells as the ranger gains in levels. e.g. level 1 at 3rd, an additional level 1 & a 2nd level at 5th.....
Agreed. That makes sense. Also for the Lvlv2 Feature. I wanted to list a bunch of different biomes with fitting Elements that you can choose to be resistant to for a long rest. Something along those lines. Kinda like the upcoming Winter Ranger that gets Cold resistance permanently. But thats specialized. Base class should be generalist though safeguard core aspects of what makes a Ranger.
And say for the lvl 2 feature. You are a white dragonborn that gets cold resistance and want to choose tundra though it has cold resistance as a biome specific.
The balancing could sure be Immunity to Cold. But that could be toned down to half a day or 1 combat. OR just choose a different biome for a different resustance if it fits the campaign/ adventure and character
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Just my take without going too off the rails. Constructive feedback are welcome.
Ranger
Base Class changes
Reasons?
Lackluster... Capstone. Its the END game and the Ranger gotta keep up in comparison with the other classes cap stones.
These changes hopefully refine and sharpens the focus on what a Ranger is and its role in the party. Coul have worked in a few animal, beast and plant goodies. But dont want to take too much identity away from the Beast Master, Drake Warden and other similar sub-classes
Level 1: SpellcastingPHB'24 p119
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored EnemyPHB'24 p120
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon MasteryPHB'24 p120
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2: Deft ExplorerPHB'24 p120
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Added:
You also get a number of times equal your Wisdom modifier (minimum of once) to choose a resistance against environmental hazards depending on the terrain and/ or weather ( if a mix of two or more, choose )
Level 2: Fighting StylePHB'24 p120
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3: Ranger SubclassPHB'24 p120
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 4: Ability Score ImprovementPHB'24 p120
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Level 5: Extra AttackPHB'24 p120
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: RovingPHB'24 p121
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Added:
You have Advantage on Saving Throws regarding Fall damage.
Or/ And.
While in non-combat, you can call in a Small animal of your choosing from the Monster Manual, official source book expansion regarding Monsters( or any 5e compatible source books ), to help scout the terrain ahead, each day times your Wisdom modifier
Level 7: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 8: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: ExpertisePHB'24 p121
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Replace with:
Relentless HunterPHB'24 p121
Taking damage can't break your Concentration on Hunter's Mark.
Change:
You no longer need Concentration on Hunter's Mark, freeing you up to concentrate on other Spells and Feats
Level 10: TirelessPHB'24 p121
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Added:
You also get Advantage on ability rolls regarding healing items and spells a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 12: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Relentless HunterPHB'24 p121
Taking damage can't break your Concentration on Hunter's Mark.
Replace with:
ExpertisePHB'24 p121
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 14: Nature's VeilPHB'24 p121
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15: Subclass FeaturePHB'24 p121
You gain a feature from your Ranger Subclass.
No Subclass Selected
Select a subclass to view its feature(s) here.
Level 16: Ability Score ImprovementPHB'24 p121
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Precise HunterPHB'24 p121
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Added:
Your animal companions, mounts and/ or familiars have the same benefits
Level 18: Feral SensesPHB'24 p121
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Your primal reflexes give you free reactions times your Dex modifier(minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 19: Epic BoonPHB'24 p121
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Foe SlayerPHB'24 p121
The damage die of your Hunter's Mark is a d10 rather than a d6.
Change: Damage die is increased to 1d12. And in addition you can choose one of the following benefits:
-You can choose to either increase the base Piercing damage of your ranged weapons ammunition, times your Ranger level.
-You can do an Extra Attack as either an Action or Bonus Acrion with any melee or ranged weapon
- You can choose to imbue your Martial Ranged or Martial Melee weapons until your next turn, times Wisdom or Dex modifier (minimum of once), and you regain all expended uses when you finish a Long Rest, with one of the following elemental damage types, in which ignore the targets Resistance:
Acid
Cold
Fire
Force
Lightning
Necrotic
Poison
Psychic
Radiant
Thunder
NOTE: All elements are avaiable for player agency. Due to whatever spells, dealings/ pacts, items, weapons, equipment, playstyle, story, background, class etc. That fits them first and foremost. But even also the group and the DMs too as a bonus. Inside reasonable frames/ balance without going all haywire, in combination with the rule of cool.
I think if you are rewriting, this part needs to be fixed. I know there are a lot of threads concerning this as well. I think the issue is hunters mark. That needs to be revised and/or use something that is not using that spell. " Level 1: Favored Enemy"
The other fix is:
The druidic fighting style does not scale as written. Add in some druid spells as the ranger gains in levels. e.g. level 1 at 3rd, an additional level 1 & a 2nd level at 5th.....
Agreed. That makes sense. Also for the Lvlv2 Feature. I wanted to list a bunch of different biomes with fitting Elements that you can choose to be resistant to for a long rest. Something along those lines. Kinda like the upcoming Winter Ranger that gets Cold resistance permanently. But thats specialized. Base class should be generalist though safeguard core aspects of what makes a Ranger.
And say for the lvl 2 feature. You are a white dragonborn that gets cold resistance and want to choose tundra though it has cold resistance as a biome specific.
The balancing could sure be Immunity to Cold. But that could be toned down to half a day or 1 combat. OR just choose a different biome for a different resustance if it fits the campaign/ adventure and character