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| #1GladiusLegisDec 14, 2014 23:19:50 | Into the Woods We Go: The Ranger Guide
“You're no ranger, Jon, only a green boy with the smell of summer still on you.”
This guide is also available on Google Docs.
Table of Contents:
This guide will use the following ratings:
This guide takes from the following sources: UA:X - Unearthed Arcana (title of article)
I. Introduction
What's a Ranger?The common motif about the Ranger in D&D is a skilled hunter, tracker and woodsman, most at home on the fringes of civilization and the first line of defense against threats from the wilds. It was loosely based on Aragorn from Lord of the Rings, originally.
The other details have varied from edition-to-edition, to the point that it's often debated as to what a Ranger is really supposed to be.
The 1e AD&D Ranger was able to cast low-level Magic-User spells (in addition to Druid spells) and use all the items that a Magic-User could. It also was especially effective at killing Giants (with HUGE damage bonuses against them), had the stealth abilities that's still associated with the class to this day, and was pretty much impossible to catch by surprise and was often effective at having the party get the jump on enemies. Its combat skills were also as solid as ever, capping out at the same number of attacks as the Fighter, but just at a couple levels later. It also had to be of Good alignment or risk losing all its abilities (a convention most closely represented now by the Oath of Ancients Paladin).
The 2e Ranger was something of a curiosity. Because right before the release of 2e, a Drow Ranger named Drizzt Do'Urden, the ultimate Mary Sue of the Realms, was renowned for his ability to dual-wield scimitars. Ignoring the fact that Drizzt dual-wielded because he was Drow (who had an enhanced ability to dual-wield in 1e), the makers of 2e decided instead to give that ability to the Ranger, thus setting the stage for the next few renditions of that class as THE dual-wielding class — an arbitrary addition to its identity. The Ranger's Giant-killing abilities were extended instead to a choice of "racial enemy" or "favored enemy," which made the 2e Ranger more effective against a certain type of foe, although not NEARLY as much so as the 1e Ranger was against Giants, being just a +4 bonus to attack (not damage) rolls. The stealth parts of the Ranger remained, as did the alignment restrictions and the Druid spells (the Mage spells were removed). The 2e Ranger was considered mostly solid in performance (it was still mostly a Fighter-plus, after all, minus weapon specialization/mastery), if not uninspired and dissonant in its design.
In 3e, the Ranger could select multiple favored enemies as they leveled for the first time, although the way those damage bonuses scaled was ineffective (you basically had to commit to a strong enemy type you most likely never faced at 1st level to max out that bonus). It also, for the first time, removed the alignment restriction, because it was determined that a character shouldn't need to be Good-aligned to be an effective tracker. Although, the 3e Ranger wasn't effective at much of anything, really. It got "free" dual-wielding, a carryover from 2e, but dual-wielding was a weak style in 3e in general, and the Ranger's free dual-wielding never got any better. Also, all classes got the ability to use Stealth to a certain degree, making the Ranger less special in that category, and its spell list left a lot to be desired. The 3e Ranger, as a result, was considered one of the weakest classes, if not THE weakest.
3.5's revision to the Ranger gave it a solid boost, with favored enemies that scaled MUCH better and removed the "pick the strongest enemy you're going to face at Lv. 1 or else" dilemma, and for the first time actually gave the Ranger an option to focus on archery instead of dual-wielding. (Amazingly, Rangers had long been associated with archery in mind, but never specificially in deed to this point.) The 3.5 Ranger also got more skill points to be more versatile out of combat and in exploration and scouting, and gave it more effective spells as well. Eventually, it got another indirect buff with the Scout class, which was like a Ranger without the Druidic-type spellcasting and an ability to be effective in combat on the run; with the Swift Hunter feat it was possible to effectively gestalt the best of the Ranger and Scout abilities when multiclassing between the two classes.
4e kind of took the idea of the Scout as a non-magical warrior of the wilds and ran with it for its Ranger class. Or, rather, tried to. The 4e Ranger was, for the first time, purely a Martial class, with no spellcasting. And boy, was it effective. It was by far the strongest Striker class in that edition, with the real possibility of killing Elites with a single nova if optimized properly. Unfortunately, it was also really boring flavor-wise. The "warrior of the wilds" flavor just wasn't really there; the 4e Ranger's claim to fame was to be the archer or dual-wielder who just did damage and lots of it. Again, effective without a doubt, but also really boring. Stealth was also not a much-exercised option in 4e, further reducing the 4e Ranger to basically the big-damage combat unit. The Essentials subclasses, Hunter and Scout, came along later to add some modicum of its magical origins back into the Ranger concept, although the spellcasting of old wasn't there; the magic was represented more by the stances reflecting animal names.
Now with the coming of 5e, the Ranger gets another makeover. For the first time since 1e, dual-wielding is not an assumed aspect of the class; and for that matter neither is archery. Both of those are still options, to be sure, but are no more a part of the Ranger class' identity than the Fighter's. The features give it an emphasis on use of skills in their preferred environments, some abilities to stealth and scout that other classes don't get, and while favored enemies make their return, the impact of those are lessened. Spells also make a return to the Ranger's arsenal, better than ever. The overall results, as you'll see, are mixed.
Mechanical overviewRangers are back to being a half-caster in 5e. Which actually isn't nearly as bad as that was in earlier editions. They top out at the same number of spell slots at Lv. 1-4, and only one less at Lv. 5, as the full casters do. Furthermore, as the effectiveness of spells is determined by proficiency bonuses that increases for all classes equally, a spell cast by a Ranger is just as effective as that same spell cast by a Druid or Wizard. In addition, Rangers also have a much stronger spell arsenal overall than in the past, and as you'll discover, that is a major saving grace of the class.
Rangers now learn spells instead of prepare them from a list as they used to; they are now more like the Sorcerer and Bard in that respect than the Cleric and Paladin, and they only learn a few of them. So spells must be chosen with care.
Rangers have always been multiple-attribute dependent (MAD), and that hasn't changed in 5e. Although MAD isn't quite as debilitating this time around as it was in the past, it still means that Rangers are limited on the feats they can take, and must pick those wisely.
The class features for the Ranger are, to put it mildly, a mixed bag of highly situational talents. Many of their abilities seem to be geared toward solo play rather than party play, or at least a role in which they're scouting well ahead of the party all on their own. And if you're coming over from 4e, the Ranger is no longer the ticking nova bomb of this edition; indeed, against single-targets the Ranger is rather lacking compared to the Fighter or Paladin. Instead, the Ranger is now geared more toward fighting off multiple foes and hordes (think 4e's Essentials Hunter), and it is the most effective of the martial classes at doing that. Whether that's a talent worth noting, YMMV.
Strengths and weaknessesStrengths:
Weaknesses:
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| #2GladiusLegisJul 20, 2015 16:43:27 | II. Proficiencies, Attributes, Backgrounds and Class Features
ProficienciesArmor: Basically everything except heavy armor. You're good to use shields, too. Good enough for you.
Saving Throws: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA). Yours are Dexterity and Strength. DEX is arguably the weakest common save, since all it really protects you from is damage (as opposed to CON and WIS which deal in most of the game's really nasty effects). STR is the most common "uncommon" save, by far, so good for you there, but the consequences of failing STR saves typically amount to little more than prones and forced movement ... usually not the worst things in the world.
Skills: You get more than most classes, being able to pick three from your list. Although as you'll see, those three you get from your class will likely be all but spoken for. (Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.)
Non-class skills: You can’t get these with your class options, but you might get these from your background or race:
AttributesYour biggest decision will be whether you want to attack with Dexterity or with Strength. That will also determine what array you'd prefer to use, assuming point buy is an option. DEX-Rangers are less MAD on the whole; in fact, they can literally get away with 15, 15, 15, 8, 8, 8. STR-Rangers, on the other hand, are much more MAD (they still need some DEX for Armor Class in medium armor) and will have to take an array more like 15, 14, 14, 12, 8, 8.
The attributes in order of how you'll want to prioritize them:
BackgroundsYou can customize your background with help from your DM, but here are the "official" backgrounds.
Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it (including a non-class skill). This is a good way to pick up, say, Acrobatics for you DEX-Rangers.
Acolyte: Insight is good, but everything else is so not Ranger-worthy. You don't even get any tool proficiencies.
Class Features
Lv. 1
Favored Enemy (Lv. 6, 14): One of the Ranger's long-time signatures makes a return, but this time around it has nothing to do with combat until the class' capstone at Lv. 20. Instead, it gives you advantage to track your favored enemies with Survival and advantage on those useless INT knowledge skills about them, along with one language of said enemy. Which wouldn't be too bad if grading based on the exploration tier it's obviously meant to fulfill, but you only get three of these your entire career (or up to six humanoid races), making this feature the very definition of situational.
Lv. 2
Fighting Style: Choose one among the following.
Spellcasting: With many of the Ranger's leveled class features being highly situational, it is the spellcasting that is the one MAJOR saving grace for the class, power-wise. Despite being only a half-caster, the Ranger gets much of its combat prowess, utility and exploration from a spell list that really is quite solid. With that said, however, the mechanics of the Ranger's spellcasting feature are arguably the weakest in the game. They learn only a very limited amount of spells; similar in manner to the Bard, Sorcerer and Warlock but not even as many as they do. So the Ranger must pick spells wisely and eliminate many options right off. Even compared to, say, the Paladin, the Ranger's spellcasting is very lacking in versatility. And as for material components, it's a component pouch or bust.
Lv. 3
Ranger Archetypes will be described under their own section.
Primeval Awareness: Has its uses in some situations. Like if you want to make sure certain creatures are present in the area there and now (as opposed to just living there a la Survival checks). Or when you suspect you might be on the doorstep of some undead, fiends, celestials, aberrations, etc., and you have no time to spare making Survival or Perception checks lest you get ambushed or they escape. Or if you have a spell slot at the end of the day, and you already used any other end-day spells you wanted, and you just want to make sure you’re in a safe rest area. Very situational, to be sure, but it’s there if you need to use it.
Lv. 4 (8, 12, 16, 19)
Ability Score Improvements: You get the standard 5 that everyone else who isn't the Fighter or Rogue gets. You're a pretty MAD class overall, so you'll likely just have room for a couple of feats.
Lv. 5
Extra Attack: Obviously great; at this level it literally doubles the power of your Attack action. Like every other major weapon-using class that isn't the Fighter, this caps at two attacks.
Lv. 8
Land's Stride: Move normally through nonmagical difficult terrain, along with advantage on saves vs. magical plants that impede your movement. This one's decent enough.
Lv. 10
Hide in Plain Sight: In party play, you’d typically use this if you’re on night watch in an area with nowhere else to hide otherwise, getting surprise rounds if you detect approaching enemies with Perception and manage to stay hidden. Otherwise, this feature is clearly meant for either solo play, advance scouting or an entire party of Rangers. And even in those cases, it's very limited, since it takes a full minute to set up and you have to stay still and not take actions. Aside from night watch, you could use this for eavesdropping on a hostile warband's meeting or something similar, when you already somehow figured out the location of said meeting in advance and arrived there to camouflage yourself before they arrived. If you're in a team of Rangers this would be useful for setting up an ambush. Much like Favored Enemy, this feature is the very definition of situational.
Lv. 14
Vanish: Essentially get one part of the Rogue's Cunning Action — the hiding part — 12 levels later than the Rogue. Along with the added bonus of covering up your tracks. Better late than never, I suppose. (Really, it's a decent enough ability, particularly for longbow archers who can use it to get consistent advantage.)
Lv. 18
Feral Senses: Attack creatures you can't see normally, along with auto-detecting invisible enemies within 30 feet. This one's actually pretty good.
Lv. 20
Foe Slayer: Finally, at the capstone, your Favored Enemy gets a combat application. And it's actually pretty nice, being a WIS modifier's bonus to any one attack roll or damage roll on each of your turns. It's best to save this until you miss with an attack on your turn, to possibly change it into a hit, and only apply this bonus for damage if you hit with all your attacks that turn. Sounds good, so what's the problem? Well, being attached to Favored Enemy, it has the same problem Favored Enemy has: It's the very definition of situational. Furthermore, not all Rangers are going to max out their WIS entirely (especially not melee Rangers, and most likely not STR-Rangers), which can also reduce the impact of this capstone. All in all, you might want to consider grabbing a single level of another class to round out your Ranger.
*** Spell-less Variant (UA: Class Design Variants)
This version of the Ranger seeks to emulate the spirit of the 4e Ranger and any other attempt at a Ranger in the past that did not cast spells. Obviously, this version does not get the Spellcasting feature at Lv. 2 and instead gains the following features at the following levels.
Overall, I’d have to say that while the spell-less variant of the Ranger is a valiant attempt, it is not quite as effective as the regular spellcasting Ranger. For all the faults of the Ranger's spellcasting feature itself, there's simply nothing the spell-less variant gets that will match the likes of Hunter's Mark, Conjure Animals, Lightning Arrow, Conjure Volley, Silence, Spike Growth, Goodberry, Swift Quiver, and so forth.
Lv. 2
Combat Superiority: The Spell-less Ranger version of Combat Superiority is decent enough. You start with the same number of superiority dice per short rest as the Battle Master Fighter does (four) and eventually (albeit a couple levels later) end up with the same amount as well. Unlike the Battle Master, the dice are fixed at d8s, but that isn't too bad. You learn fewer maneuvers than the Battle Master (only two to start, then one more each at Lv. 5/9/13/17), but as anyone who has tried to plan out a high-level Battle Master will tell you, that isn't exactly a disadvantage considering how diminishing returns those extra maneuvers are after you get the two or three you really like. Don't expect the damage potential of the default Spellcasting Ranger with Hunter's Mark from this, but some extra damage and neat control effect on a hit here and there is definitely workable.
Maneuvers NOTE: Many of these can be used with ranged weapons as well as melee weapons. Spell-less Archer Rangers will want to keep that in mind. The ones that are melee only will be denoted as such.
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| #3GladiusLegisJun 18, 2015 17:31:20 | III. Ranger Archetypes
Basically, your choice is whether you want to be a better warrior in your own right, or have a pet. The two archetypes play out very differently.
Hunter: This is essentially the more combat-oriented Ranger build, and at each stop along the way in this archetype, you get a choice of how you want to tailor your combat abilities. This archetype is meant to reflect the tactics the Ranger uses to fight against his or her most targeted enemies, moreso than the old Favored Enemy bonuses of the previous editions did. Overall, this is typically the more effective of the Ranger archetypes.
Lv. 3, Hunter's Prey Pick one of the following.
Colossus Slayer: This one is geared toward single-target damage with its extra once-per-turn 1d8 damage on an enemy that's already injured. A solid pick for both melee and ranged that makes you more effective in focus-fire assaults against strong enemies. Also, the important thing to note about this damage being once per turn, as opposed to per round, is that it also applies on your Opportunity Attacks or other reaction attacks you make, making those more threatening. (Especially nice if you use the DMG marking rules.) Giant Killer: A reaction attack after an enemy Large or larger hits or misses you. Sounds good, right? It does ... until you realize that the enemy has to be within 5 feet of you, and if a creature is Large or larger, chances are pretty good they have reach. Even if you ended your turn bearing down on the enemy, there's a chance it can attack one of your allies instead from its position. If you have the Sentinel feat, you can still get an attack in that situation and make this feature actually work for you indirectly, but what does it say about a feature that requires a feat to be remotely useful? If you're an archer, don't even think about this one. |
| #4GladiusLegisJun 07, 2015 12:20:26 | IV. Races
Common races Dwarf: +2 to CON is a big deal, along with advantage on saves vs. and resistance to poison, and Darkvision. Bonus proficiencies in an artisan's tools are a neat little bonus.
Elf: All Elves get a +2 to DEX, so make that your attack stat. Immunity to magical sleep and advantage vs. charms are very good, as are Darkvision, Trance and automatic proficiency in the all-important skill Perception.
Halfling: +2 to DEX, so you know which route to go with your attack stat. Lucky is straight-up awesome, protecting you from that dreaded natural 1, and moving through occupied spaces opens up a lot of options on the battlefield. Halflings can also ride their animal companions as a mount (provided it's a Medium animal), making the Beast Master option somewhat more useful for them.
Human: Meant to be the most versatile race. One particular variant delivers on that promise.
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| #5GladiusLegisJun 19, 2015 21:21:21 | V. Feats
Rangers are pretty MAD overall, so they're likely going to limit themselves to one or two feats (maybe three if a Variant Human). So it's important to pick wisely.
For archers:
If using a crossbow:
If using a two-hander:
If using a glaive or halberd:
If using a shield, STR-based:
For dual-wielders:
General options:
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| #6GladiusLegisApr 05, 2015 14:38:24 | VI. Spells
You are a class that has to learn spells, rather than prepares them, thus limiting your versatility as compared to a class such as the Druid, Cleric or Paladin. Furthermore, you learn the least amount of spells in the game, so you must pick wisely. (At most you'll know around two spells per spell level on average.) Also, you can retrain a spell after every level you gain, and you might be making use of that at times.
For your convenience, spells will have their components listed, along with their action type (action, reaction, bonus action) and if they require Concentration. An "M" with an asterisk (*) means that the material component has a cost and/or is consumed by the spell, which means you need more than just your component pouch. Also, since not all Rangers will max Wisdom, a spell listing will also denote if it can be saved against.
Lv. 1 Spells (Ranger Lv. 2) Hunter's Mark: 1 bonus action; V; Concentration. This spell might as well be (and probably should've been) a class feature. It is the Ranger class' staple damage boost, applying to every single weapon attack you make against the target you marked with this. Every other Concentration spell you consider will have to be measured against this one. You can mark a new target after you killed a prior one as long as you're still concentrating on this spell, using another bonus action. (It's why Rangers are rather bonus-action heavy.) Beast Bond (EEPC): 1 action; V,S,M, Concentration. It took a while, but Beast Masters (well, melee-based ones at least) finally get their staple offensive buff. Your companion gets advantage on all attacks vs. enemies next to you, greatly mitigating what was one of the beast’s biggest drawbacks. If your companion is a Wolf you don’t need this, but this spell opens up some other appealing choices besides the Wolf now. At Lv. 11, with the two attacks from Bestial Fury in play, you may straight-up prefer to concentrate on this one instead of Hunter’s Mark. Absorb Elements (EEPC): 1 reaction; S. Reduces elemental-type damage as a reaction, then lets you make a strong, elemental-powered attack when it's your turn. Pretty good, indeed. |
| #7GladiusLegisDec 15, 2014 10:50:32 | Lv. 2 Spells (Ranger Lv. 5) Silence: 1 action; V,S; Concentration. This is pretty much death to spellcasters, as nearly all spells have a verbal component. |
| #8GladiusLegisJul 20, 2015 16:24:36 | Conjure Animals: 1 action; V,S; Concentration. With the ad hoc nerf of conjurations in general from July’s Sage Advice, this spell isn’t the auto-pick it used to be. The DM actually gets the final word on what animals appear when you cast this, which means you can no longer rely on getting a full pack of wolves in combat. Still a great selection with endless utility, though. If your DM gives you more of a say in what animals show up then this is still probably mandatory. Lightning Arrow: 1 bonus action; V,S; Save. If you liked Hail of Thorns, you’ll absolutely love this one. While the area of effect (10’ radius) is much smaller than that of Conjure Barrage, Lightning Arrow’s advantage is that it’s used as part of your usual attack routines — it can even be used as the first shot of a Volley for some mean stacking AoE damage! The initial attack deals half damage on miss and can crit like anything else (and a 4d8 plus any extra dice from upcasting, doubled on a crit, is no joke). The AoE damage after also happens on hit or miss, making this very reliable. (It’s debateable whether Sharpshooter damage trade applies on the initial attack.) Conjure Barrage: 1 action; V,S,M; Save. 3d8 (save for half) is a bit on the low side damage-wise, but the 60-foot cone is a pretty large area of effect. Archer Hunters will want to stick with Lightning Arrow, but for Beastmasters, or for melee Rangers keeping a thrown weapon on hand, this is actually preferable — even if this never hits the heights an Archer Hunter with Lightning Arrow + Volley can hit, and no one’s going to accuse you of obsoleting an Evoker any time soon. Wind Wall: 1 action; V,S,M; Concentration; Save. Really good defensive spell against hordes of Small or smaller enemies, who can’t pass through it. Also good against hordes of enemies who use ranged attacks short of boulders or siege engines. Flame Arrows (EEPC): 1 action; V,S; Concentration. Clearly for archers, this spell adds the same amount of damage on each hit that Hunter’s Mark does, except said damage can be applied to any enemy with no extra bonus action costs (so looks particularly appealing to Crossbow Experts). The duration means you can cast this spell well within advance of an anticipated combat. Has its place in fights against multiple foes, though hardly a gamechanger. |
| #9GladiusLegisJul 20, 2015 16:36:57 | Lv. 4 Spells (Ranger Lv. 13) Freedom of Movement: 1 action; V,S,M. Ignoring difficult terrain is good, automatic escapes from grapples is great, and immunity to paralyzed and restrained is bloody fantastic. A key defensive buff, moreso since it doesn't require Concentration. Conjure Woodland Beings: 1 action; V,S,M; Concentration. Again, with July’s Sage Advice that puts the DM in control of the creatures that show up, this spell takes a pretty big hit from its once-almighty status. Probably not a bad thing for the game in the case of this spell, though, because summoning 8 Pixies, truth be told, was hilariously broken. None of the other things you can summon with this spell compares to Conjure Animals’ options in combat, so this one rates lower on balance; that said, a DM letting a Dryad appear every now and then for some Goodberries still makes this a solid choice. Stoneskin: 1 action; V,S,M*; Concentration. The old classic gives resistance to all the typical weapon damage types from nonmagical weapons, which protects you from a lot of things even at high CRs. Only the 100 gp cost per casting keeps this from being an unqualified recommendation. However, a Beast Master should practically consider this mandatory, especially once they get Share Spells. |
| #10GladiusLegisJun 21, 2015 6:58:00 | Lv. 5 Spells (Ranger Lv. 17) Conjure Volley: 1 action; V,S,M; Save. The Ranger's best anti-horde spell, and it's a good one. Damage is actually slightly above that of a Fireball upcast with a 5th-level slot, with twice the radius (which equals 4 times the area of effect). No Ranger at this level, melee or ranged, should go without this spell; a melee Ranger should still keep a thrown weapon handy for this. |
| #11GladiusLegisJun 07, 2015 0:23:33 | VII. Equipment
The basics:
Noteworthy magic items Remember that a character can only be attuned to three magic items at one time. If an item requires attunement, it will be noted, along with other important properties like rarity and types of armor/weapon.
Weapons Weapon +1/+2/+3: Uncommon/rare/very rare. In practice, the humble basic magic weapon will be your best option in a lot of cases. A weapon that gives a bonus to hit and damage will actually do more for your DPR figures than most other fancier magic weapons that do not have such bonuses (especially the hit bonus). That it doesn’t require attunement is an added plus. Oathbow: Very rare; Longbow; Attunement. Basically, a bosskiller weapon. Gives you advantage against one enemy until they're dead, along with a hefty damage boost (3d6) on each hit. That easily makes up for the lack of straight plusses to hit/damage in such fights and then some. Not as strong battle-to-battle as a straight +X weapon, but definitely awesome at its purpose. Scimitar of Speed: Very rare; Scimitar; Attunement. If you’re a melee DEX-Ranger going sword-and-board, this is the way to get your bonus attack. It’s also a +2 hit/damage weapon. Very solid. Sunblade: Rare; Longsword; Attunement. It’s literally a lightsaber! It’s nominally a longsword, but it’s finesse, making it fair game for a DEX-attacker to use. +2 to hit and damage, plus 1d8 extra damage vs. undead. Vorpal Sword: Legendary; Any sword that deals slashing; Attunement. +3 hit/damage weapon, so top of the line there, and on top of that you get to ignore damage resistance. Plus your crit can deal either death or big extra damage, depending on the enemy. Pretty well worth the attunement slot, all things considered. If you’re DEX-based, your only Vorpal option is the scimitar, if you were wondering.
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| #12GladiusLegisJun 18, 2015 18:26:25 | VIII. Multiclassing
Basics to remember:
Strive for 5:
A general look at all the classes will show you that the class’ 5th level is where a MASSIVE power jump occurs, particularly offensively. Warrior-type classes get their Extra Attack at that level. Full spellcaster classes get 3rd-level spells, the first real powerful level of spells. For Rogues, that’s when Sneak Attack really starts taking off. While all classes have their other major and significant levels, Lv. 5 is the first and most important of them all.
Ergo, if you’re going for a multiclass build of any sort, your first goal is to hit Lv. 5 in one class ASAP, likely your major. Pretty much without exception. Which means if you’re starting and majoring as a Ranger, you want to be a Ranger 5 and get Extra Attack before you even think of branching out.
If you started as Lv. 1 in another class (which does have its merits for some builds, notably Fighter and Rogue dips), then you need to take your next 5 levels in the Ranger class. Getting to Lv. 5 one level behind is probably tolerable, at worst you limit yourself to just one level of inadequacy. Falling two or more levels behind in that department, on the other hand, is a terrible idea.
Example of above: If dipping Fighter, starting as a Fighter gets automatic CON save proficiency without giving up anything else (you gain your extra skill back when multiclassing into Ranger). That’s great! But your next 5 levels should be all Ranger. You’ll get Extra Attack at character Lv. 6, then, which is a level late, but probably tolerable for most. As tempting as Action Surge looks at Fighter 2, hold off on it until you took your 5 vital Ranger levels. (After all, Action Surge works much better with Extra Attack in play, anyway.)
When planning a multiclass build for the long term, all the way to Lv. 20, it’s important to look at your primary class’ last few features, counting backwards from Lv. 20, and compare them to the levels from your secondary class(es)’ to see if it’s a build worth pursuing.
Potential Multiclass options:
Cleric: One-level dip here can get you cantrips and 1st-level Cleric spells (which are stat-compatible being WIS-based), along with a potentially nice 1st-level Domain benefit. If you start as a Cleric, you get Wisdom save proficiency, which is better than DEX on the whole, and you still get your extra skill back when you MC Ranger.
Druid: Much like the Cleric, get WIS-based cantrips (including possibly Shillelagh for WIS-based melee) and 1st-level Druid spells. Also like with the Cleric, you might want to start Lv. 1 as a Druid to get Wisdom as a save proficiency.
Fighter: If you plan a multi here, it’s pretty much strictly better to start as a Fighter. You get Constitution as a save proficiency, the best “common” save to get, and you get your extra skill proficiency back when you MC into Ranger. Easy as cake to enter for all Rangers who have the DEX 13 prerequisite covered.
Monk: A solid one-level dip for a Ranger to give you a little more versatility.
Rogue: Best to start as a Rogue if you're heading this route, since you get one more skill to start, then another one still when you MC Ranger. Both start off with DEX save proficiency, so no change there.
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| #13GladiusLegisDec 14, 2014 23:56:27 | IX. FAQ
Coming soon
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| #14GladiusLegisJun 18, 2015 17:20:43 | X. Builds and Combos
I. Wood Elf, Hunter, Sharpshooter, longbow Race: Wood Elf
Proficient skills: Perception (WIS), Insight (WIS), Stealth (DEX), Survival (WIS), Athletics (STR), Acrobatics (DEX)
Armor: Studded Leather Other: Component pouch
Point buy array: 15, 15, 14, 10, 8, 8
Attributes and feats:
Fighting Style (Lv. 2): Archery
Spells known (cumulative): |
| #15GladiusLegisDec 14, 2014 23:21:44 | 15. That's enough. Go ahead and post now if you want. |
| #16CariadocThorneDec 15, 2014 3:33:03 | I would have thought expertise and sneak attack at level 1 or cunning action at level 2 would be worth mentioning for smaller rogue dips.
Monk isn't the worst MC option either. You already have the DEX and WIS requirements if you're planning to MC from ranger, and a few levels of monk offers the potential for higher AC than light or most non-magical medium armour (once you max WIS and DEX), more weapon options for DEX rangers (here's your dual-wielded laces, handaxes, light hammers, or hell, even spears for that matter), increased movement, unarmed bonus attacks, you can kick people in the face rather than having to drop your bow and go for a sword, and of course, you're still dangerous when you've just escaped from the evil tyrants jail cell and haven't found your weapons yet. Also, you didn't mention greatweapon master for glaive/halberd builds, and (unless I've missed something) they are both heavy weapons, so you get to combine this with polearm master on those weapons. |
| #17GladiusLegisDec 15, 2014 12:23:58 | Noted. Also added cleric and druid to multiclass. |
| #18GladiusLegisDec 15, 2014 12:26:54 | Everything is colored now. |
| #19Stormborn20Dec 15, 2014 12:33:21 | Nature is a good skill to have if you are planning on harvesting poison from your beast companion. Not only is it practically mandatory then, but I would strongly consider dipping into Rogue for the expertise. Similarly, spells like detect poison and locate creature are quite useful for a poison ranger. |
| (Reply to #19)GladiusLegis |
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| #21Stormborn20Dec 15, 2014 12:45:33 |
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| #22GladiusLegisDec 15, 2014 14:54:36 | OK, good points. And Serpent Venom is pretty good (half damage on successful save helps a lot).
Still, you can train in use of a Poisoner's Kit during downtime, instead. You can't Expertise it with a Rogue dip, but it does effectively buy you the most significant part of an extra skill proficiency for free. |
| #23GladiusLegisDec 15, 2014 16:51:48 | Come to think of it, the DMG's Monsters by Environment table (Appendix B) might actually come in handy for a Ranger who uses poisons as well. You could make the case that a Ranger can apply his "Expertise" from Natural Explorer to harvesting poison from a creature if that creature is native to one of his favored terrains. |
| #24Stormborn20Dec 15, 2014 20:11:04 |
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| #25Coredump00Dec 15, 2014 21:30:36 | Hmmm... seems once you start MCing into Rogue, it makes it hard to continue with Ranger.
I am playing a PC I planned to take to Ranger5/Rogue5; but now looking beyond that, I can't see much reason to continue with Ranger. Most of the higher level Ranger abilities are the same as the low leverl Rogue abilities (uncanny dodge, Evasion, Escape the Horde, Vanish, ) |
| #26GladiusLegisDec 15, 2014 22:01:25 | Rangers have some really good 4th- and 5th-level spells, too. (e.g. Conjure Woodland Beings + pixie cheese, Freedom of Movement, Conjure Volley, Swift Quiver.) That's the main draw, really. Multiattack (esp. Volley) is pretty nice, too.
Rogue kinda has the opposite problem, to be honest. They get all those abilities you mentioned early, but then nothing else really impressive except more Sneak Attack dice until their archetype capstones at Lv. 17. |
| #27ConterterDec 16, 2014 6:42:49 | Can you please englight me: If i use volley can i use horde breaker too and target a) an enemy I target with volley (if i target more than one creature) b)a creature i didn't target with volley c) i can't use horde breaker if I use volley |
| #28CariadocThorneDec 16, 2014 8:02:00 | a, I think. As long as you attacked more than just the one creature with volley. Basically, you can't direct all your attacks at the same target including your horde breaker. |
| #29melloredDec 16, 2014 12:50:40 | I don't see anything that iI disagree with. |
| #30ConterterDec 17, 2014 6:50:46 | The more I look at rangers the more i think it's a strong class (or i fail to see the reason everyone keep saying is a weak one). From my little experience many mobs are a bigger treath than a big one, so volley (it has 5 square cube aoe centered on 1 creature)+horde breaker is an impressive at will feature. Also from what i could see from DM bracers of archery +longbow is a good combo, this makes halfing or wood elf + vanish sexy for your bonus action. I also have second toughts on hide in plain sight: you can use it every night when it's your turn to guard the camp=free surprise round on anyone trying to attack your teammates (if your perception is high enough). |
| #31GladiusLegisDec 17, 2014 8:27:52 | Eh, the "Ranger is weak" thing kind of died out once people started playing the class extensively. At least for the Hunter, anyway. (Beast Master does have issues.) The current complaints are typically more about the design principles of the class; how Favored Enemy and Natural Explorer are as situational as they are, not getting enough favored enemies and terrains, the capstone being tied to favored enemies, and such.
That's a use of Hide in Plain Sight I never considered. It could probably be the most common use of it. Might be worth a bump to black at least?
I'm also starting to read more and more accounts of how Primeval Awareness isn't as useless as I first thought. |
| (Reply to #30)CariadocThorne |
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| #33GladiusLegisDec 17, 2014 8:46:42 |
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| #34ConterterDec 17, 2014 9:10:31 | I really dislike all those situational features and those have been the very reason i never thought about play a ranger before (even if it was my favorite class in 3.5 and 4th). In regards of hide in plain sight, the sad things is that at lvl 10 you probably have many ways to have a safer sleep for your party plus you can just cast pass without trace so i'll still rate it purple (aka still better than a kick in the ***). The things that make ranger worth playing to me are the hunter features, archery fighting stile and conjuration spells. p.s. great job with the guide |
| #35YunruDec 17, 2014 9:09:23 | Even then, Ranger 9/Fighter 11 vs. Ranger 20? |
| #36GladiusLegisDec 17, 2014 9:12:43 | Casting more than just 1 Conjure spell a day is nice?
(Ranger 20 isn't the best, though, because weak capstone. Ranger 19/X 1 is the way to go, typically.) |
| #37YunruDec 17, 2014 9:18:19 | Eldritch Knight would maintain your progression no? |
| #38melloredDec 17, 2014 9:19:41 | I still think they are possibly the weakest class (beastmaster is the clear weakest). Though balance is much better in this edition, even more so then 4e. And the fact that there's alot more situational power, means that rangers will still have a chance to shine every once in a while.
Though, IMO, their biggest strenght is their versatility. Good single target damage with hunter's mark, and good multi-target damage with conjure volly.
That and i want to know what happens if you throw a halfing with conjure volly, who has his own conjure volly of feathers. |
| #39GladiusLegisDec 17, 2014 9:36:58 |
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| #42YunruDec 17, 2014 10:41:30 | Yeah, the Ranger can hide at level 10 while on watch. Whilst a Bard, Wizard or anyone else with access to it can just throw up a Leomund's Tiny Hut. |
| #43GladiusLegisDec 17, 2014 11:01:43 |
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| #44GladiusLegisDec 17, 2014 11:08:14 |
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| (Reply to #33)CariadocThorne |
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| #46melloredDec 17, 2014 11:31:22 | It's not a useless ability. But it's still fairly niche to use your spell slot on. Sure, if you have left over ones at the end of the day it's not bad. But 90% of the time i would rather spend my extra slots on goodberry.
As for larger area, it depends on what your using it for.
Smaller area is more precise information. "There's a dragon on this side of the city" vs "There's a dragon somewhere in the city, or maybe lurking outside". But a larger area is more likely to trigger. |
| #47melloredDec 17, 2014 11:45:18 | Either that or let it remain a mystery. |
| #48GladiusLegisDec 17, 2014 11:47:28 |
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| #50ConterterDec 17, 2014 12:05:54 |
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| #51GladiusLegisDec 17, 2014 12:51:12 |
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| (Reply to #49)CariadocThorne |
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| (Reply to #50)CariadocThorne |
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| #54GladiusLegisDec 17, 2014 13:27:17 |
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| #55ConterterDec 17, 2014 13:27:42 | the ability to ista-know if there are undeads in a doungeon, town before enter in it at lvl 3 is not bad imho. I'd rate it black if they 'll add monstrosities, most of them have nasty effects.
Anyway can someone tell which are the best choice for favored enemy and natural explorer? I am too lazy to thing about it, i'd say undead, dragon and fiend but how many times you need to make a good survival check to track a dragon? and with undead you don't learn any new language. Also grassland looks like one of the most common terrain but most of the benefits are useless on grassland (hard to think you'll get difficult terrain in it etc.) I think scrolling the monster manual will give some answers but i'm not good at it.
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| #56Coredump00Dec 17, 2014 15:17:17 | Hmmmm..... What this discussion is showing me, is the class is pretty well designed. It has a mix of Fighter/Rogue/Druid which you just can't match by multiclassing to get them.
You can get kinda close, and if only concerned with aspects of two of the classes, then MC may be a worthwhile choice. But I can't honestly say it is just 'better' either way.
The sad part, is that pretty much all of the good/cool/useful aspects of the class are the ones shared with fighter-rogue-druid. The "Ranger" abilities are either weak or boring. (mostly both)
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| #57ConterterDec 18, 2014 0:51:52 |
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| #58CariadocThorneDec 18, 2014 3:59:04 | With the ranger/fighter combo I was thinking more of the battlemaster's maneuvers rather than the extra attack at level 11. Sadly, the wording of the maneuvers prevents the pure cheese of expending one superiority dice to effect multiple targets with a volley. I still like the idea of shooting weapons out of people's hands, knocking them flying (special arrows like fowling blunts maybe), frightening them (screamer arrows) and so on.
I started this discussion as a big fan of rangers despite what I perceive as front loading of the main class features. Now I'm wavering. If your idea of a ranger is a kind of arcane archer warrior druid, it is still probably a very good class (although I'm still unconvinced by the damage spells like lightning arrow, conjure volley and conjure barrage, especially compared to what full spellcasters can do at the levels you get those spells). However, this discussion has made me re-examine the ranger, and I'm now convinced that if (like me) your idea of a ranger is more like Aragorn or even Legolas, then a combination of barbarian and fighter with the outlander background actually works better. Between barbarian and outlander, you actually cover a lot of the non-magical features of the ranger. Some things can actually be done better, like tracking while moving fast, and moving stealthily at normal speed (which a ranger only does when alone, and in one of his chosen terrains). There are trade-offs, like having to wait for those, only getting features like disadvantage on OA's when raging (although at an earlier level), but I think the advantages (like regular damage reasistance while raging, getting to dash as a bonus action while raging, earlier evasion, advantage on DEX saves to take full advantage of evasion, and so on) along with the slight boost in general fighting ability (especially if strength based) make it work. Fighter then provides the fighting style, tasty extras like action surge, and extra ASI's to help with a fairly MAD type of character, especially if you want feats. You even get stuff like speak with animals and commune with nature as rituals. That said, ranger remains my favourite class for dipping, with a skill at level 1, fighting style at level 2 and horde breaker at level 3, not to mention a couple of handy utility spells (which you can pretend aren't really magic if you want) like longstrider and hunters mark. Oh, and I know summoning spells are great in this edition, but personally, I always imagine a ranger as someone who gets things done himself, not someone who calls a bunch of faeries to do it for him. Nothing against faeries, it just seems like cheating for someone who's supposed to be the consumate lone-wolf. I mean, if the freak love child of Bear Grylls, Chuck Norris and Legolas needs to summon pixies for help beating the bad guys, my world is based on lies. |
| #59GladiusLegisDec 18, 2014 10:38:02 |
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| #601eejitDec 18, 2014 11:27:37 | The reason I don't like your guides is I feel you're too dismissive of many ideas. So you end up presenting overly narrow build options (as with the assassination guide). |
| (Reply to #60)GladiusLegis |
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| (Reply to #59)CariadocThorne |
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| #63Coredump00Dec 18, 2014 12:26:33 | I don't see him as dismissing other builds, as much as defending the advantages of the Ranger builds. What I see happening is Gladius stressing the aspects that make Rangers better, which he seems to believe is the purpose of writting a Ranger guide. If you are not interested in those aspects of a character... then other choces will make more sense.
For example, I wanted to build an archer, so am going more Ranger/Rogue; he defended the Ranger Archer by stressing the advantages of spell casting. I want to stress the 'archer' aspect, so am willing to forgo some of the spellcasting. Which is better...?? Who knows. But Gladius is going to push for the Ranger-centric version. (I apologize if my assumptions are off-base, its just how it appears to me.) |
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| #651eejitDec 18, 2014 23:33:31 | Bard, particularly Lore, should be good for an even split or maybe a 6 dip. You can take no-save spells from one of the lists (Bard) to avoid DC problems. Ranger 5 to start, then some Bard, then back to ranger for at least level 8 in total. You get a bunch more spellcasting, potentially including any ranger spells you may otherwise miss. A melee ranger/bard could even pick up some nice paladin smites. |
| #66ConterterDec 19, 2014 0:40:48 | In my opinion the problem with the ranger is that there are too many situational power and overal the class features aren't that great. you are almost forced into only a limited number of build or you can't be on par with your party members.
I don't think will be gamebreaking if they change the ranger to allow it to get more (if not all) terrain proficiences and favored enemy. Anyway my advice is to try to visualize the ranger as a whole, once you have an idea of what spells you'll get (most of them are goodfor utility) and you compare it to a multiclassed toon at the same level you may change your idea. |
| #67GladiusLegisDec 19, 2014 8:21:25 | Added Bard to MC, although noted that it requires heavy investment in what's typical the Ranger dump stat to qualify. Basically, go Lv. 6 for the Additional Magical Secrets or go home. |
| #68GladiusLegisDec 19, 2014 8:24:18 |
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| #69Coredump00Dec 19, 2014 12:13:41 | I think something needs to be done to give the Ranger something worthwhile and unique to that class. More terrain//enemies could help; but making them more useful would be a big step. |
| (Reply to #67)1eejit |
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| (Reply to #5)ScuroNotte | What's your opinion of the Mobile feat if you are playing with a grid and a melee character. I'm actually a duel wielding Ranger Hunter with Horde Breaker currently? |
| #73GladiusLegisJan 04, 2015 22:34:08 | It's probably black or thereabouts. There are just better feats to take on a character that shouldn't take any more than two or three at most. Plus the Hunter gets features that partially accomplish similar things. |
| #74AshrymJan 05, 2015 1:56:42 | I noticed an error in the druid multi-classing. "Lv. 2: Circle of the Land — Natural Recovery. Recover a 1st-level spell slot every short rest, basically." Natural recovery is used during a short rest but can only be used once before requiring a long rest, effectively once per long rest during a short rest.
Regarding Primeval Awareness: "For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain)". Outside of favored terrain there is a 1 mile stipulation. Inside of favored terrain there is a maximum range of up to 6 miles with no minimum stipulation. This can be 1 mile, 5 1/2 miles, or possibly 300 feet based on that interpretation. I could see a DM debating intent of a minimum of 1 mile but it's not RAW or required to be 6 miles. This allows for better control than a person thinks. For example, the safe camping spot or determining if the creature is home are usable functions. It can also be used if the group knows they are being followed to see if they have evaded the enemy; or the ranger can do something brazen in favored terrain like spend a slot for 1 mile, spend a slot for 2 miles, spend a slot for 3 miles and then has a rough estimate of distance. Knowing what types of creatures are in the area can also give a clue on what spells the spellcasters in the party might consider preparing for the following day. It's situational, but not utter junk. If you are tracking your favored terrain you know direction, number, size, and how long ago they passed; using primeval awareness let's you know if they are still in the area if you are closing in. It meshes with tracking and I would move it to black, tbh, just for tracking. It seems like the best use for it.
Regarding favored enemy and favored terrain: Both of these abilities seem to largely be fluff with some minor benefits to go with them.
If the first favored terrain is the bulk of the campaign setting starting point and the 2 additional are added in nearby areas or where the campaign moves it's not too bad. It's the equivalent of expertise on several skills but only in certain areas. Invariably, those areas seem to be grasslands and forest, and usually mountains or coast depending on the campaign in my experience, but many don't coexist (lie arctic and desert and swamp don't generally coexist) so it seems like a home-field advantage ability, give or take, most of the time. I also find the ability is often simply there to conserve resources and not necessary, but as mentioned above it seems to mesh with primeval awareness and tracking well.
Favored enemies are almost nothing but flavor until the capstone. Advantage on tracking and information checks doesn't do much good when I'm already good at tracking and it's a situational bonus. So far, the best use I've found for the ability is to select a lot of humanoids whom I expect would be typical at any level. This gives me up to 6 additional languages known, so an awesome translator and eavesdropper. This also gives me a bit of a bonus on cultural information about some of the civilized humanoids. It's the closest ability I see for a "city" terrain feature using the favored enemy system that way. Add the urchin background and that's a basic urban ranger.
Regarding hide in plain sight and vanish: Hiding in plain sight allows hiding where it could not otherwise be done, without concentration, without a spell slot, and with a very big bonus. Prep time and not moving are a huge drawback but this is beyond what other classes can do. It's an obvious ambush ability and evasion tactic that's effective in that intent. There's also nothing stopping it from stacking with the pass without trace spell for an insane bonus. There's more commando feel and it will make you an awesome hidden sentry. Vanish requires a place to hide, like cunning action does, but the ranger can create that himself with the fog cloud spell and use feral senses so he's attacking with advantage, hiding after making attacks, and when he is attacked it's normally with disdvantage. This is similar to the devil's sight / darkness combination except the ranger has bonuses to sneaking around. Vanish also removes the trail without a spell slot.
The class seems to have a lot of abilities that seem weaker on the surface than they really are when used in conjuction with each other and a rounded class. It's also nice that the key abilities are DEX and WIS because that supports a lot of relevant skills and saves. I am not a fan of the capstone, but I am not above splashing a level of rogue for more skills and expertise.
My 2 cents on what I've seen in the guide so far. Looks pretty good to me and thought I'd share more on what works for me.
EDIT: I forgot to add buy poison. It works well with volley. |
| #75awaken_D_M_golemJan 06, 2015 13:44:54 | Yeah it seemed to me you could use it as a proximity alert. 6 mile Dude: I got something 1 mile Dude: I don't ... (waits) ... oh now I got it too.
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| #76ConterterJan 20, 2015 11:22:07 | "Like Whirlwind Attack, Volley is a single attack with multiple attack rolls" Just saw that on tweeter. Any idea of how to make the most out of this? everything I thought at so far, like true strike and fighter manouvres, works with next attack roll so it won't apply to the whole attack. edit:you can probably find a dm that let you get advantage on all attack if you are hidden: U n s e e n A t t a c k e r s a n d T a r g e t s When a creature can’t see you, you have advantage on |
| #77YunruJan 20, 2015 12:45:12 | Anything that effects the damage roll will affect the damage that every creature takes. Unfortunately most things are either "one creature" or "next creature you hit", both of which would only apply to one creature. |
| #78Coredump00Jan 20, 2015 12:56:23 | Take 2 levels of Paladin, and cast Divine Favor Stand near a Paladin with Crusader's Mantle Bless means more of those attacks hit Sharpshooter means you can do this from 600' away. (That would mess with an advancing army.... troops all standing next to each other.... ) Greater invis to get advantage
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| #79jaappletonJan 31, 2015 8:18:51 | If my DM were to allow it, how viable would a Ranger be with GWF style? (I know I can go Fighter 1 and get it anyway, but let's assume he lets me take it straight up as a Ranger) |
| #80melloredJan 31, 2015 9:07:09 |
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| #82melloredJan 31, 2015 9:22:57 |
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| #83jaappletonJan 31, 2015 9:34:42 | Was thinking Half-Orc, actually. By not having a shield and going melee, I figure Relentless Endurance would help quite a bit due to the lack of a shield and unable to take Defensive Duelist. |
| #84melloredJan 31, 2015 11:15:56 |
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| #85AshrymJan 31, 2015 12:42:37 |
If the DM doesn't go for allowing the fighting style then a 1-level dip into fighter gives access to it, heavy armor, and a second fighting style is still available for another +1 AC from the ranger. I think the default assumption for GWM rangers is the defense fighting style. It's just AC over rerolling and works well enough. MAD is still the real issue. 15, 14, 13, 12, 10, 8 human variant, for example, gets 16, 14, 14, 12, 10, 8 and 4 ASI's spent could be STR 20, DEX 14, CON 16, INT 10, WIS 14, CHA 8 plus 2 feats including the human bonus so it's workable if the idea is GWM plus whirlwind attack, IMO. I would probably take colossus slayer, multiattack defense, whirlwind attack, and uncanny dodge for archetype abilities and polearm master plus great weapon master for feats on a build like that. My concern with MAD classes and builds is that the opportunity costs for a 3rd or 4th feat looks painful. At least rangers have some defensive options in the hunter style. |
| #86HermanTheWizeMar 21, 2015 12:08:56 | If you were going to multiclass after Ranger 5, what 3 level 1 spells and single level 2 spell would you take? Assume you're the only healer in your group. |
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| #91GladiusLegisApr 05, 2015 14:56:15 | Finally added the stuff from the Elemental Evil Player's Companion. |
| #92HermanTheWizeApr 09, 2015 10:00:43 | Can you coment on the modifying classes page, specificaly the Ranger part.
Link Here: http://dnd.wizards.com/articles/features/modifying-classes
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| #93LilikaMay 10, 2015 19:56:29 | I am working on a Str Ranger Beast Master, and it seems that if you run a Giant Badger as your pet (Multi-Attack). With Beast Bond you could do some pretty good damage, especially at lvl 11+. I haven't run all the numbers yet, but its two attacks with advantage 1d6+4 and 2d4+4 at lvl 3. By lvl 11 you can do this with your bonus action. I know you meantioned Beast Bond and said it made Beast Mastery a little better, but I think it might actually make it comparable. You lose a multi-target ability and a small extra damage ability, but you can more single target damage and utility. |
| #94GladiusLegisMay 26, 2015 20:14:36 | I'm fairly sure you can't actually use the Giant Badger's multi-attack as your "attack" with the Beast.
Anyway, finally updated this thing with the Spell-less Ranger variant, appended on the end of the class features section. |
| (Reply to #94)HermanTheWize |
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| #96SpedGuyMay 30, 2015 9:56:15 |
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| #97GladiusLegisMay 30, 2015 10:22:19 | Yeah, I didn't catch the Shillelagh part the first time. So it's actually a sound build concept, sorry there.
That said, I certainly would not take the Magic Initiate feat for it. Dip a Cleric (Nature) or Druid level, instead. All you'll lose in the end there is the Ranger's weak capstone. |
| (Reply to #94)Lilika |
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| (Reply to #98)Ashrym |
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| #100DevilbassMay 31, 2015 19:41:11 | How then does bestial fury interact with a companion's multiattack? Surely it doesn't get its full multiattack twice? |
| #101RCanineMay 31, 2015 19:53:42 |
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| #102LilikaMay 31, 2015 20:07:39 | "Certain in features, such as the Extra Attack feature of the Fighter, allow you to make more than one attack with this action." This is found in the rules for attack action. I would say the Giant Badger's Multiattack falls under the category of a feature that allows more than one attack from the attack action. |
| (Reply to #101)Ashrym |
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| #104RCanineMay 31, 2015 21:40:01 |
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| (Reply to #104)Lilika |
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| #108GladiusLegisJun 02, 2015 18:41:29 | Mind you all, I'm very much OK with letting the Giant Badger multiattack for their attack action. Beast Masters need all the help they can get. And that tweet's good enough for me. |
| #109PhoremJun 07, 2015 12:26:54 | I am trying to build a multiclass Ranger Archer.
I am currently considering either Ranger 13/Fighter 4/Rogue 3 (i.e. Battlemaster build with assassin splash) or a Ranger 13/Cleric 5/ Rogue 2 (cleric would be war domain).
I was hoping the guide would have some more thoughts on war domain cleric MC. The war priest ability for extra attacks and the channel divinity with the +10 to hit seem like they could work with the archery very well. I am a variant human and already have sharp shooter, using the channel divinity with the -5 to hit +10 to damage trade from sharp shooter seems like an awesome shot when it counts.
MCing with a full caster class means more spell slots for the liited ranger spells if I focus that way too. However I do also like the idea of the trick shots from the battlemaster too (like precision shot or menacing shot).
Any thoughts? |
| #110GladiusLegisJun 07, 2015 12:45:50 | I really don't see the appeal in taking more than a single Cleric level. That +10 channel divinity on just one hit per short rest is kinda weak in your hands. You're not an Assassin or Paladin or anyone who would really benefit from that.
The Ranger/Fighter/Rogue build, however, is a pretty solid concept. Although I'd start with a Rogue or Fighter level first, then take 5 straight Ranger levels, then go from there. |
| (Reply to #109)Coredump00 |
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| #112PhoremJun 07, 2015 16:49:42 | My wisdom is 16. I plan to boost dex to 20 first. With the 16 wis I would get 3 war priest attacks. With 5 full caster levels I would be an 11th level MC caster with up to 6th level slots (could cast conjure woodland beings 6 times a day). Still haven't decided between war cleric or battlemaster, Edit: |
| #113PhoremJun 08, 2015 9:10:21 |
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| #114GladiusLegisJun 08, 2015 12:57:08 | The Ranger 13/Fighter 4/Rogue 3 build can get you tons of auto-crits against an entire group of enemies. Action Surge on that surprise round for even more auto-crits galore. And add a Lightning Arrow that round for even more fun. It's got its own sweet little niche.
That combo doesn't come online until Lv. 16, but until then you'll still be a solid nova Assassin against a single target. I'd go:
Rogue OR Fighter 1 (depending if you want extra skill or CON proficiency, respectively) -> Ranger 5 (Hunter, Colossus Slayer) -> Fighter 2 -> Rogue 3 (Assassin) -> Ranger 12 -> Fighter 4 (Battle Master) -> Ranger 13 |
| #115PhoremJun 08, 2015 13:58:21 |
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| #116GladiusLegisJun 08, 2015 16:18:40 | Why is your DEX only 15 as a Variant Human? Did you roll, and did you roll that badly? |
| (Reply to #115)Coredump00 |
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| #118PhoremJun 09, 2015 8:27:33 |
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| #119GladiusLegisJun 10, 2015 15:18:14 |
Biggest change Ranger-wise is that the Beast Companion CAN use Multiattack ... but only when you get Bestial Fury at Lv. 11.
Which means the Giant Badger just sucks now. Oh well. :/ |
| (Reply to #118)jaappleton |
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| (Reply to #119)Ashrym |
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| #122GladiusLegisJun 18, 2015 19:03:33 | Heh, I just realized that so far, by RAW, you get 8 Superiority Dice if you're at least a Spell-less Ranger 2/Battle Master Fighter 3.
Taken to the extremes, S-L Ranger 17/BM Fighter 3 and BM Fighter 18/S-L Ranger 2 both get 10 Superiority Dice and Relentless. If you're the Fighter-heavy build, those dice are all d12s, too.
I'm not quite sure if that's imbalanced or not, yet. It's definitely interesting to point out, though, in case WOTC rolls out other classes, subclasses or alternative class features that involve Combat Superiority in the future ...
EDIT: The way I'd probably write the rule is cut the initial dice gain from MC-ing to get Combat Superiority a second time in half. So you gain only two dice the second time, which is still better than what the Martial Adept feat gets you. |
| (Reply to #122)Phorem |
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| #124GladiusLegisJun 18, 2015 19:59:22 | Yeah, I added it to the end of Section II a while ago. |
| #125FrogReaverJun 18, 2015 21:34:49 | I've been contemplating a greatsword wielding hunter ranger. Any thoughts?
I'm thinking early game take variant human and great weapon master.
Get 16 str 14 dex and 14 con
When hunters mark is running that is 3d6 + str mod damage. Use hunters mark primarly against a few larger foes. Against smaller enemies just attack and hope to kill them so that you get the bonus action attack with great weapon master.
Overall I think this is a pretty solid ranger build. Thoughts?
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| #126GladiusLegisJun 18, 2015 21:57:11 | Should be OK. I'd rate it above a STR-based dual-wielder, for sure. Take the Mariner Fighting Style. |
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| #128GladiusLegisJun 18, 2015 22:14:14 | Greatsword build will have a slight first-round edge, with the Polearm build taking that bonus action off to use Hunter's Mark. Second round on, Polearm build will have the advantage of off-hand Hunter's Mark damage. |
| (Reply to #128)FrogReaver |
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| #130GladiusLegisJun 21, 2015 6:48:39 | As I mentioned in the Longbow DPR thread, it turns out I (and a lot of people) have been overrating Swift Quiver all this time.
Let's take an absurdly high AC, say, 22. |
| (Reply to #130)FrogReaver |
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| #132GladiusLegisJun 21, 2015 9:42:38 | Lv. 17 Ranger w/ longbow + Sharpshooter, +8 vs. AC 17: Damage added from Swift Quiver (2 attacks) = 23.85 (.64-.0975)*7 + .0975*12 = 4.9675 per wolf
At a lower AC, the comparison is even more lopsided in favor of the 16 wolves. Even 8 wolves (3rd-level slot) adds substantially more DPR. |
| (Reply to #132)FrogReaver |
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| #134VivaldiJun 21, 2015 10:50:45 | What's better between a strength ranger or a dex ranger? melee or ranged? |
| #135GladiusLegisJun 21, 2015 10:59:09 | I'd say DEX-ranged is the best type of Ranger, overall. It's the build that plays best to the class' strengths and also does the best to minimize its weaknesses. |
| (Reply to #134)FrogReaver |
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| #137VivaldiJun 21, 2015 11:27:16 |
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| #138GladiusLegisJun 21, 2015 11:31:07 |
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| #139VivaldiJun 21, 2015 11:41:41 |
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| (Reply to #130)Coredump00 |
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| #141PhoremJul 14, 2015 6:48:03 |
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| #142GladiusLegisJul 14, 2015 15:55:30 | I read the multiclass spellcasting table just fine, thanks. I just don't consider you truly "ahead" until you can start casting spells at that spell level. Having more spell slots, or slots above the level of spells you can actually cast, is neat, but it alone is not a selling point. |
| (Reply to #142)Phorem |
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| #144LordCorwinJul 20, 2015 21:02:40 | Anyone tried to pull off this epic rules-lawyering yet?...
Ranger's Companion states that the beast you choose upon gaining the ability at 3rd level is maximum medium-size and no higher than 1/4 CR. The last paragraph discussing what happens when you get your next one should this one die, however, offers no such limitations.
I might should have warned all you RAW purists to be sure to be sitting down before I pointed that out. Sorry. |
| (Reply to #130)Phorem |
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| #146GladiusLegisJul 22, 2015 10:29:48 | Depends on your table but I just downgraded the Conjure spells' ratings for a reason. |
| #147YunruSep 02, 2015 4:17:36 | Note that since Whirlwind and Volley are all one attack, they share the same damage roll. Could be useful with anything that boosts damage, especially given the more powerful stuff only applies to a single damage roll. |
| #148melloredSep 02, 2015 7:00:50 |
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| #149YunruSep 02, 2015 11:25:02 | Yup, they're one attack with multiple attack rolls, nothing about multiple damage rolls, so that bit's as normal. |
| #150EnPassantSep 11, 2015 11:39:12 | @OP
Really, you should consider the placement of Lightning Arrow in the spell list due to concentration and strength. Not only is Lightning Arrow in a loaded third level with options like Wind wall and the conjure spells (barrage and animals) but Hail of thorns is being underrated by you. Using a third level spell slot, the 3d10 (16.5 damage) average is only marginally lower than Lightning Arrow's on-hit main damage average (18) with the 4d8. Note, that if you miss an attack, you don't get Colossus Slayer or other buffs (like Hex, allied damage bonuses, etc.) anyway, meaning if you miss, it's half damage (no bonuses whatsoever) and then the spell is gone. The comparison is really:
Lightning arrow 5d8+6 (28.5 Damage) on hit + 2d8 (9) in an area (dex saves)
vs.
Hail of thorns 3d10 (dex saves) +1d8+6 (27 damage) on hit + 3d10 (16.5 damage) in an area (dex saves)
If the initial target saves, then you have what could be considered a significant difference in power, and in cases where the 5' of extra range is helpful then Lightning arrow can shine, but the difference in damage is so marginally low in a hit v. hit scenario than I cannot understand why you'd rate it light blue, especially given the fact that it breaks your concentration and the fact that Hail of thorns beats it cleanly in AOE damage (and you can EASILY make the case that lightning arrow's extra AOE range will be more of an allied hazard than Hail).
Really, you have to weigh the spell continuously against the strength of Hunter's mark. If you don't deem it worth enough to break Hunter's Mark concentration (in the long run) it's not worth using. For that reason, any spell that takes concentration that doesn't provide a wholly unique, powerful benefit should be brought down a peg. For this reason, I HIGHLY suggest you bringing up Wind wall and Conjure barrage above Lightning arrow, given the fact that you get hail of thorns earlier, is a better area of effect damage spell (cleanly beats Lightning arrow in any category besides main target damage) and it's far more flexible, able to be cast with any spell slot and using up the cheapest of your allocatable spells. Wind wall is a uniquely powerful utility tool and Conjure barrage doesn't require concentration (not to mention it's their first wide area of effect spell) which is extremely important given how many concentrated spells Rangers have that are just too good to ignore.
So, my summary:
Hail of thorns needs to go up to light-blue for Archery-based hunters (above goodberry, as the alternative for Beast Bond) and it should be made pretty clear the differences (and choice) between Lightning arrow and Hail of Thorns is completely predicated on spell choice, flexibility, and damage focus (AOE or Single-target).
Lightning arrow needs to be demoted to blue, or at least brought under Wind Wall, namely because Lightning Arrow will be a redundant power for most should they keep Hail of Thorns (which I feel is probably optimal for spell choice, flexibility, and overall strength) and because of Wind Wall's ability to circumvent damage resistance to piercing by dealing bludgeoning damage, being COMPLETELY safe to allies (as you can route the wall in any manner you choose which is amazing) and having extremely high utility potential.
Also... Show
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| #151GladiusLegisSep 12, 2015 11:51:57 |
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| #152EdgerunnerSep 25, 2015 12:13:18 | Great Thread!!! I am using this for a future Hunter Archer build and have some questions.
I would eventually like a mix of Hunter/Fighter/Assassin Archer.
Beside Sharpshooter and Alert... are there any other Feats I shoulod take? I am not including Crossbow Expert here because I am still researching it and honestly.... it feels like cheating to use 2 hand crossbows (are any other skills/feats required to use two hand crossbows without any disadvantages?)
If I dip 2 lvls into fighter should I do this at lvls 1 and 2?
Should I go deeper into Assassin for another ASI and Uncanny Dodge?
If I do both of the above... am I at any disadvantage for going to lvl 13 Hunter for that 4th lvl spell?
Once I get to lvl 10..... I am theorycrafting Fighter2/Hunter5/Assassin3 should I continue to go Rogue lvls until 5 or should I go back to Ranger and grab those other 2 rogue lvls later? |
| (Reply to #151)EnPassant |
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| #154GladiusLegisOct 01, 2015 10:19:25 |
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| (Reply to #154)EnPassant |
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| #156GladiusLegisOct 01, 2015 14:34:11 |
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| #157GladiusLegisOct 01, 2015 14:35:22 |
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| (Reply to #157)EnPassant |
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| (Reply to #153)bid |
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