I am making a 9th level ranger with a group that never tried 5th and I have some experience in doing adventures league. We were doing a 3.5 campaign and the group decided to switch over to 5th.
I am unclear what spells I should get outside of hunters mark. I only get 6 at the moment and so many look useful
Group will have a druid, barbarian, bard, rogue and me
Since no one in your party has heavy armor, Pass Without Trace is especially good. Especially for the RP aspect, because it makes your entire party very good at sneaking around, which is a fun party strategy to add to your arsenal. It's already one of the more popular spells for Rangers to take, and it really suits your party composition, too. The only thing is that you should find out whether or not the druid is choosing the spell, because there's no need for two people in the party to have the spell. I would recommend that you take the spell and the druid not take the spell because of your relatively low Wisdom score which makes you especially suited to casting spells where your Wisdom score is irrelevant.
Unless the Druid is doing the Circle of Dreams, it might be worth it to take Healing Spirit and/or Cure Wounds to increase your party's healing capabilities (Healing Spirit if you prefer healing people before they're down, Cure Wounds if you prefer waiting until they're down to heal them).
Unless the Druid is doing Circle of the Shepherd, the spell Conjure Animals could be a good one to take. If the Druid is Circle of the Shepherd, let that spell be his specialty. Although he might like the idea of both of you casting that spell at the same time and really driving your DM bonkers with all of the animals running around the battlefield.
Because Ranger and Druid share so many spells, it's important to find out what spells the Druid plans on taking ,and how he or she plans on using them.
Fog Cloud, Ensnaring Strike and Spike Growth are handy for crowd control. The druid is capable of casting some of those, but in my opinion they want to be using their concentration on Faerie Fire.
Another party member with Cure Wounds is always a good thing to have when things get rough, but the druid and the bard probably have healing covered. Healing Spirit is another option for healing, but the druid has access to it to and it's a very divisive spell since it's capable of an extreme amount of healing outside of combat.
You don't want to double up on Healing Spirit, but it's probably better for the Ranger to be using concentration and a spell slot on Healing Spirit than it is for the Druid to do that. You need to work that out with the Druid and with the party and the DM (because of Healing Spirit's ridiculous out of combat healing).
Doubling or tripling up on Cure Wounds is fine, though.
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Hello
I am making a 9th level ranger with a group that never tried 5th and I have some experience in doing adventures league. We were doing a 3.5 campaign and the group decided to switch over to 5th.
I am unclear what spells I should get outside of hunters mark. I only get 6 at the moment and so many look useful
Group will have a druid, barbarian, bard, rogue and me
Since no one in your party has heavy armor, Pass Without Trace is especially good. Especially for the RP aspect, because it makes your entire party very good at sneaking around, which is a fun party strategy to add to your arsenal. It's already one of the more popular spells for Rangers to take, and it really suits your party composition, too. The only thing is that you should find out whether or not the druid is choosing the spell, because there's no need for two people in the party to have the spell. I would recommend that you take the spell and the druid not take the spell because of your relatively low Wisdom score which makes you especially suited to casting spells where your Wisdom score is irrelevant.
Unless the Druid is doing the Circle of Dreams, it might be worth it to take Healing Spirit and/or Cure Wounds to increase your party's healing capabilities (Healing Spirit if you prefer healing people before they're down, Cure Wounds if you prefer waiting until they're down to heal them).
Unless the Druid is doing Circle of the Shepherd, the spell Conjure Animals could be a good one to take. If the Druid is Circle of the Shepherd, let that spell be his specialty. Although he might like the idea of both of you casting that spell at the same time and really driving your DM bonkers with all of the animals running around the battlefield.
Because Ranger and Druid share so many spells, it's important to find out what spells the Druid plans on taking ,and how he or she plans on using them.
I second Pass Without Trace, it's extremely powerful for exploration.
Fog Cloud, Ensnaring Strike and Spike Growth are handy for crowd control. The druid is capable of casting some of those, but in my opinion they want to be using their concentration on Faerie Fire.
Silence and Absorb Elements are handy for dealing with enemy spellcasters.
Another party member with Cure Wounds is always a good thing to have when things get rough, but the druid and the bard probably have healing covered. Healing Spirit is another option for healing, but the druid has access to it to and it's a very divisive spell since it's capable of an extreme amount of healing outside of combat.
You don't want to double up on Healing Spirit, but it's probably better for the Ranger to be using concentration and a spell slot on Healing Spirit than it is for the Druid to do that. You need to work that out with the Druid and with the party and the DM (because of Healing Spirit's ridiculous out of combat healing).
Doubling or tripling up on Cure Wounds is fine, though.