Into the Woods We Go: The Ranger Guide

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#1

GladiusLegis

Dec 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.”
— A Game of Thrones

 

This guide is also available on Google Docs.

 

Table of Contents:
I. Introduction
II. Proficiencies, Attributes, Backgrounds and Class Features
III. Ranger Archetypes
IV. Races
V. Feats
VI. Spells
VII. Equipment
VIII. Multiclassing
IX. FAQ
X. Builds and Combos

 

This guide will use the following ratings:
Red is dead. A choice that either adds nothing of value to your character or might even actively hurt it.
Purple is a substandard choice. It might be useful in corner-case situations, but overall it's not worth the investment.
Black is average. You're not hurting your character by taking this, and it might even help in some situations, but there are better choices.
Blue is a good choice. It definitely helps your character in the majority of cases.
Sky Blue is a fantastic choice. An option you should strongly consider above most others.
Gold is mandatory. It's a rare rating that denotes something that is so good that you must take it, or you can't call yourself optimized.

 

This guide takes from the following sources:
PHB - Player’s Handbook
MM - Monster Manual
DMG - Dungeon Master’s Guide
EEPC - Elemental Evil Player’s Companion

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 overview

Rangers 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 weaknesses

Strengths:

  • The best of the martial classes against multiple enemies and hordes. Many of a Ranger's combat abilities are devoted toward attacking multiple foes in a turn, and to bolster that role, Rangers also have spells that can damage multiple foes.
  • Solid array of skills, as far as that goes. Their three skills from class are more than most classes aside from the Bard and the Rogue.
  • Solid spells. Although they have to learn them, instead of prepare them, Rangers are supported just fine in this department. In fact, spells are where much of the power in this class lies, including strong offensive and defensive buffs, conjurations, and area of effect damage spells.
  • When they ARE in their preferred environments and/or dealing with their favored enemies, they are as effective as anything else as far as their use of Survival and Perception goes and top-tier in the exploration tier of play.

 

Weaknesses:

  • Weak against single targets. A Ranger is not who you want to rely on in a fight against a boss enemy. Sure, Rangers have their ways to get their sustained damage-per-round figures up to a respectable amount, but their lack of nova abilities means they will never be as effective at dealing with the big game as Fighters or Paladins are.
  • While their spells are solid, they learn them instead of prepare them, making them less versatile than, say, the Paladin in that department. Moreover, Rangers learn the fewest spells in the game.
  • Many of their abilities, including their signature favored enemies and terrains and their stealthy features, are highly situational and don't always mesh well with a party setting, especially a combat-heavy setting where opportunities to advance scout are at a minimum.
  • When Rangers are NOT in their favored terrains or dealing with their favored enemies, their skill effectiveness and exploration ability is sharply lessened.
  • One particular build option, the Beast Master, is quite underpowered as a whole.
#2

GladiusLegis

Jul 20, 2015 16:43:27

II. Proficiencies, Attributes, Backgrounds and Class Features

 

Proficiencies

Armor: Basically everything except heavy armor. You're good to use shields, too. Good enough for you.
Weapons: All simple and martial weapons is as good as it gets.
Tools: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category.

 

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.)

  • Animal Handling (WIS): Has its uses, but you usually have better things to worry about. If you plan to be mounted this is a bit more useful.
  • Athletics (STR): Most Rangers will prefer to increase DEX rather than STR, but it still helps to be able to climb, jump and swim. If you ARE going to attack with STR, then this skill is much more important, as it will be your main defense against grapples and shoves. And if you're going Shield Master as a STR-based Ranger, this will be mandatory to get somehow, as it governs how effective your shove is.
  • Insight (WIS): Good for countering against lies and attempts to deceive you, so it’s a fairly important skill. With a strong a WIS as you're likely to have, you'll be effective at this.
  • Investigation (INT): Can be a useful skill, although INT is not a priority for you, so generally this one is on the back-burner.
  • Nature (INT): Its most significant use is for harvesting poisons. If you’re a Beast Master of a Giant Poisonous Snake, you can harvest that companion for Serpent Venom (which is pretty good, half of 3d6 damage even on a successful save, on all melee weapon hits for one minute) whenever it’s asleep. Depending on your DM you may even be able to harvest venom from beasts you summoned with Conjured Animals. You won’t be great at it, since your INT isn’t likely to be high, but proficiency at least gives you some chance at successful harvesting (DC 20). On the other hand, you can train during downtime for poisoner’s kit proficiency, instead, which eliminates the need for this skill unless you planned to somehow Expertise it. (Or … just have an Assassin or Wizard ally do the extracting.)
  • Perception (WIS): Take it. Period. End of sentence.
  • Stealth (DEX): Rangers without Stealth just aren't Rangers. And you at least want to get some use out of their stealthy features, situational as they might be.
  • Survival (WIS): This skill lets a Ranger do a lot of what Rangers are supposed to do, such as track, hunt, guide, assess what creatures are near, avoid hazards and predict weather. And as it's a WIS-based skill, it's enhanced by the Favored Enemy and Natural Explorer features. As such, it's essential.

 

Non-class skills: You can’t get these with your class options, but you might get these from your background or race:

  • Acrobatics (DEX): If you're DEX-based and can get proficiency in this somehow, do so. This is often a substitute for Athletics. It’s the DEX option for escaping from grapples and resisting shoves (but NOT for grappling or shoving yourself), and it can also do things like help you stay on your feet or on a tightrope.
  • Medicine (WIS): You'll be good at it if you take it, and it can come in handy if you need to play medic.
  • Sleight of Hand (DEX): While it has its uses, there are simply more all-around useful skills for Rangers to consider.
  • Arcana/History/Religion (INT): These skills are pretty useless for the most part, especially for you since your INT won’t be very high.
  • Deception/Intimidation/Persuasion/Performance (CHA): Rangers have all the Charisma of a wet paper bag and will thus have no use for these skills.

 

Attributes

Your 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:

  1. Dexterity OR Strength: Your attack attribute, which you want as your highest to start, and you want to get it to the maximum 20 as soon as possible. Most Rangers will go with DEX, and for good reason, as it makes for higher initiative, higher DEX save, the ability to get away with wearing less expensive armor, and much less MAD overall. Basically, if you’re going with STR instead, there’s two reasons for doing so. One is pure vanity: Dual-wielding non-finesse weapons. Meh, whatever floats your boat. The second is to actually use that STR for mechanically sound reasons: Builds based off feats such as Great Weapon Master, Polearm Master or Shield Master.
  2. Wisdom: Does a lot of things for the Ranger class. It determines the DC of certain Ranger spells. Many of the Ranger's favorite skills (especially Perception and Survival) are tied to this attribute. WIS saves are also important against mind-affecting conditions, which can get quite nasty. DEX-based Rangers can and should get this one up pretty high (especially if they're archers). Melee Rangers, especially if STR-based, can afford to make some concessions here, starting WIS at around 12 if need be; it helps them that a lot of other Ranger spells don't require a high WIS to be functional.
  3. Constitution: More hit points are always a good thing, and many of the nastiest things in the game require a CON save. In addition, concentration checks to maintain a spell are CON saves. Should be a strong third stat at the least; if you're melee this is likely as important or moreso than WIS. No lower than 12 in any case, and melee Rangers will want this at least a 14.
  4. Strength OR Dexterity: If you're a DEX-attacker, you can actually dump STR. On the other hand, a STR-attacker actually needs DEX at 14 to get the maximum AC possible out of medium armor. (This is why STR builds are far more MAD.)
  5. IntelligenceGenerally a dump stat, but using Nature or a Poisoner’s Kit to extract poisons is worth something, at least. You still can’t really afford to put anything more than a 10 here, though. Such as they are, your INT-based skills can work with Natural Explorer’s bonus, so there’s that.
  6. Charisma: If there's one thing all Rangers have in common, they're pretty antisocial. Charisma does absolutely nothing for this class, and you need to dump it.

 

Backgrounds

You 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.
Charlatan: Nope.
Criminal/Spy: Thieves' tools proficiency and Stealth (which in practice gives you another skill you may want) save this background. Criminal contacts can come in handy, but you're stuck with a skill in Deception that's useless to you.
Entertainer/Gladiator: Well, you get Acrobatics at least. Everything else sucks, though.
Folk Hero: Very solid, and pretty appropriate as well for the Ranger flavor-wise. You get Survival, which means you can take another skill you may want, and Animal Handling has its uses, if nothing else. Plus Rustic Hospitality is nice.
Guild Artisan/Guild Merchant: Insight is good. Persuasion is not. On the other hand, proficiency with a set of artisan's tools (or navigator's if Merchant) and guild membership's benefits are pretty nice.
Hermit: One decent skill in Medicine, but that's not enough to make up for the fact the rest of this is useless for a Ranger.
Noble/Knight: Two useless skills. Get out of here.
Outlander: Thematically appropriate and a top pick for a Ranger. Survival is one of your essentials (if you have it from your class, pick up Acrobatics), and Athletics is great especially if you're STR-based. Amazingly, the Wanderer benefits are not redundant with the Ranger's own terrain features, but rather complement them very nicely and even give the Ranger something to work with, exploration-wise, even if not in their favored terrain.
Sage: Ha. Ha. Ha. No.
Sailor/Pirate: Perception, woo! (Which should translate to a free pick of Acrobatics as you get Perception from your class already.) Athletics is also good, especially if you're STR-based. Also great tools proficiencies in navigator's tools and water vehicles, and both Ship's Passage and the Pirate's Bad Reputation certainly have their uses. A top background choice, for sure.
Soldier: You get Athletics, and that's about it as far as relevance to Rangers. Stick with Outsider or Sailor/Pirate.
Urchin: Much like Criminal/Spy, Stealth/free skill pick and thieves' tools proficency save this one. City Secrets is also nice if you want to be more of an "urban Ranger."

 

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.


Natural Explorer (Lv. 6, 10): You pick a favored terrain, and eventually two more, and you get what amounts to Expertise in all INT skills (bleh) and WIS skills (yay Perception and Survival) when dealing in your terrain. In addition, you get a lot of other benefits including normal travel through difficult terrain, never becoming lost, constant alertness, stealth at normal pace if you're alone, double the food from foraging (which can be rendered unnecessary with one of the Ranger's spell options), and more enhanced tracking. How useful this feature is depends on just how much of your campaign takes place in your favored terrains. It's certainly excellent if your campaign features your terrain often, but practically dead weight if you spend extended time away from it. To be fair, it's probably less situational than Favored Enemy, which is why it rates a step higher on balance.

 

Lv. 2

 

Fighting Style: Choose one among the following.

  • Archery: If you're going to attack primarily from range, then you take this without a second thought. The +2 to hit is especially sexy when it partially mitigates the penalty from the Sharpshooter feat's hit-for-damage trade.
  • DefenseMariner is strictly better for the types of Rangers who would’ve taken this style. That said, if you multiclass into Fighter, this is a solid second style ONLY IF you’re using a shield (otherwise, Mariner is, again, strictly better).
  • Dueling: The best choice if you plan to primarily use a single one-handed weapon, thanks to the flat damage bonus on each hit. Works with a shield.
  • Two-Weapon Fighting: Well, if you're going to dual-wield, then obviously you'll go for this style. Question is if you want to. Dual-wielding isn't exactly the strongest in 5e, although if you've got Hunter's Mark up against the biggest threat it does help.
  • Mariner (UA: Waterborne): You gain a swimming and climbing speed in light or medium armor and no shield, along with +1 AC. Strictly better than Defense for the types of Rangers who would’ve cared about that style before — namely Polearm Masters and Great Weapon Masters, who have no in-class access to Great Weapon Fighting. This is also a great second style for archers and dual-wielders who picked up a Fighter MC.

 

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 AwarenessHas 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 SightIn 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.

 

  • Commander's Strike: Value of this varies greatly depending on what allies you have. Terrific with a Rogue, still pretty good with a Paladin. Otherwise pass on this one.
  • Disarming Attack: Pretty good for a melee Ranger who faces a lot of powerful weapon-using opponents. Make sure you use your free object interaction for the round picking up the enemy’s weapon so they can’t take it back. For range, not nearly as good, unless you have a melee ally ready to pick up the enemy’s weapon for you.
  • Distracting Strike: Good if you have a Rogue in the party, in which case this will set up a free Sneak Attack. Otherwise, it’s pretty middling, since the advantage only lasts for one attack.
  • Evasive Footwork: Extra AC against Opportunity Attacks for your move that turn is OK. If you’re a Hunter who plans on taking Escape the Horde at Lv. 7, however, stay away from this.
  • Feinting Attack: Melee only. Uses your bonus action and the advantage only lasts on your next attack. Only worth a look at all if you have at least a few Rogue levels.
  • Goading Attack: Leave the defender schtick to Fighters who have the defenses and staying power for that sort of thing.
  • Lunging Attack: Melee only. No. Just … no.
  • Maneuvering Attack: Give an ally a free safe move to safety or into attack position. Very versatile and very nice.
  • Menacing Attack: This one’s great. Frightened until the end of your next turn is a pretty strong condition and duration. That means the enemy has disadvantage on all attacks and ability checks and can’t move closer to you, making this ideal for ranged and melee both. A high-priority pick for sure.
  • Parry: Actually can be done with a ranged weapon, believe it or not. Pretty solid pick for all DEX-Rangers to reduce damage from a hit. Those with the Defensive Duelist feat won’t care nearly as much, though. Hunters with Uncanny Dodge, too, but that’s not until Lv. 15.
  • Precision Attack: Should be priority No.1. Keeping this maneuver in the arsenal along with Superiority Dice on hand means you’re prepared just in case you rolled low on an attack, and you’ll stand a good chance of turning a miss into a hit. A huge boost to effective damage per round.
  • Pushing Attack: Can push up to 15 feet if they’re Large or smaller. Good especially for archers to keep separation. Even better if environmental hazards or a Wizard’s damaging wall spell is nearby.
  • Rally: You? A Ranger? Charisma? Ha. Ha. Ha.
  • Riposte: Melee only. If an enemy misses, it’s a reaction attack with your Superiority Die damage! Top pick for a melee character.
  • Sweeping Attack: Melee only. Some collateral damage (Superiority Die’s worth) on an adjacent second enemy. Pretty weak and insubstantial as far as “crowd control” abilities go.
  • Trip Attack: Knock prone any enemy Large or smaller. If you’re melee, you’d want to do this as soon as possible in your routine; if ranged, you want this as the finisher to avoid disadvantage for yourself and set up advantage for any melee allies. Either way, this one’s great. STR-based Shield Masters don’t need this, though.

#3

GladiusLegis

Jun 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.
Horde Breaker: The Ranger's overall strength in combat is against multiple enemies and hordes, and if you want to hone that strength to a sharp point (as opposed to being more versatile with Colossus Slayer), then this one's for you. The best thing about this feature is that the extra attack, although somewhat situational, is literally free; as in, it costs no bonus action or reaction.

#4

GladiusLegis

Jun 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.

  • Mountain: +2 to STR makes this the obvious subrace of choice for a STR-Ranger.
  • Hill: Decent for DEX-Rangers, with the extra hit point per level being quite nice, along with the +1 WIS. STR-Rangers should definitely go Mountain, though.

 

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.

  • Wood: Well, they say cliches exist for a reason. Easily a top Ranger choice with the extra speed, the WIS bonus and the ability to hide in light obscurity.
  • High: Don’t even think about it. The INT-based cantrip is worthless, and a bonus to INT isn't the best.
  • Drow: Sorry, Drizzt fans, but the Drow is a pretty suboptimal choice. The CHA bonus is worthless, you won't be able to use the Drow's Faerie Fire effectively because it's CHA-based, and while there are ways to get around Sunlight Sensitivity in a lot of cases, it can still be a pain in the butt. At least Darkness is stat-independent and can be effective.
  • Eladrin (DMG example): +1 INT isn't great, but at least Misty Step 1/short rest is worth something.

 

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.

  • Lightfoot: Hiding behind a Medium or larger ally is pretty nice, somewhat making up for its useless +1 CHA.
  • Stout: The +1 CON of this subrace is more useful overall, and plucking the Dwarf's anti-poison defenses is great, too.

 

Human: Meant to be the most versatile race. One particular variant delivers on that promise.

  • Default/Stock: +1 to all attributes, the bottom three of which aren't going to make a difference, is really quite tame.
  • Variant: The Variant Human, on the other hand, is absolutely fantastic, and in a game that uses feats, arguably the best race for this class considering its attribute needs. The bonus feat means you get a potentially build-making ability at Lv. 1 that other races have to wait until at least Lv. 4 to get, while being a full ASI ahead. That’s huge. And just having an extra feat on top of the other one, maybe two, you planned to take is also really beneficial. On top of that, you get two +1s you can put in any attributes you want, as well as a skill proficiency of your choice.

#5

GladiusLegis

Jun 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:

  • Sharpshooter: If you plan to make your living with missile weapons, it's literally a matter of when, not if, you're taking this feat. With the Archery fighting style, you might even take this feat before taking DEX boosts; it's that good. Ignoring cover up to three-quarters is terrific when fighting in the woods or areas where cover is plentiful, and even long-range attacks without disadvantage can be useful. And then, finally, there's the -5/+10 hit-damage trade that can add a lot of damage against relatively easy-to-hit enemies; especially nice with a DEX 20 and the Archery style to partially mitigate the penalty.

 

If using a crossbow:

  • Crossbow Expert: Taking this feat makes a pair of hand crossbows the archer's setup of choice. In fact, you may even take this one before taking Sharpshooter, although you'll want that feat as well, eventually. (It can be said that the advantage of going with the longbow instead is you have an extra feat or ASI.) But yes, this one is mandatory if you plan to use crossbows, and with a pair of hand crossbows, you'll get bonus-action attacks every round with your full DEX-mod added to the damage (and one more attack every round for Sharpshooter's damage bonus to do its thing). In addition, you can shoot someone at point-blank without disadvantage, which means you can handle a melee just fine.

 

If using a two-hander:

  • Great Weapon Master: Bonus-action attack when you either kill an enemy or crit makes you that much more damaging against hordes and bosses alike. Then there’s the -5/+10 hit-damage trade that can result in a huge damage boost if you’re buffed with advantage, Bless and the like. If you’re using a greatsword or maul this one’s pretty much mandatory; why else would you go with STR as your attack stat and use such a weapon? If you’re using a polearm, then Polearm Master is higher priority, but this feat in addition is still a nice pick because the -5/+10 works on that feat’s butt-end attack.

 

If using a glaive or halberd:

  • Polearm Master: Let’s face it, this feat is THE VERY REASON you went with STR for your attack stat and decided to pick up a glaive or halberd. Bonus action attack with the butt-end of your weapon automatically comes with your STR-mod attached, and is effectively like dual-wielding except at reach and thus even better. And then there's the OAs you get when an enemy enters your reach, which is particularly nice when in conjunction with the Sentinel feat. Or instead you can take Great Weapon Master for the damage boost.

 

If using a shield, STR-based:

  • Shield Master: Solid set of benefits, with some limitations on them all that keep this feat from true greatness. The bonus action to shove is great if you’re a STR-attacker with Athletics proficiency, creating free advantage for your ensuing Attack action if you choose the prone option — but remember that shove is limited to Large or smaller. Shield bonus to DEX save, likewise, great against single-target effects, but no use against area of effect abilities like a dragon’s breath. The last benefit gives you a partial Evasion-type effect when you make any DEX save (this one works against AoEs), using your reaction to take no damage; STR-attackers who are most likely to take this feat will only benefit from this every so often. Overall, still a very good pick, but just mind the limitations.

 

For dual-wielders:

  • Dual Wielder: +1 to AC while dual-wielding is pretty nice, and you now also get to dual-wield with weapons that aren't light (e.g. rapiers, longswords, battleaxes, warhammers, etc.) for an extra point of damage above the usual shortswords setup. Not a bad feat to take, for admittedly an unoptimal mode of attack to begin with.

 

General options:

  • Defensive Duelist: If you’re a melee DEX-Ranger with a finesse weapon, this is a solid pickup that far more often than not is going to turn a hit against you into a miss every round.
  • Lucky: A solid feat for anyone to consider if they have room to spare, with three free rerolls of d20s per day that can apply to attacks, saves, ability checks or even an enemy's attack roll.
  • Mounted Combatant: Might be worth a look for a Halfling Beast Master riding their companion as a mount.
  • Resilient (Constitution): Getting proficiency in CON saves, along with a +1 to CON itself, is as good a pick as any for you. CON is targeted often and by some of the nastiest stuff in the game. And then there's concentration saves so you stand a better chance of keeping that Hunter's Mark or that Conjure Animals active when you take damage.
  • Sentinel:If you played the Fighter in 4th Edition, this will look very familiar; this is essentially the 4e Fighter's Combat Challenge and part of Combat Superiority packaged into one feat. And while Rangers aren't quite as well suited to playing a defender role as Fighters, Paladins and Barbarians, getting or threatening more damage is still pretty nice (especially if the DMG marking rules are in effect). If you're a Polearm Master build, the value of this goes way up, as it takes on a whole new meaning with its OAs stopping enemy movement and keeping approaching enemies possibly out of reach from you.
  • War Caster: In conjunction with Resilient (CON) (which you should take before this one), the advantage on concentration saves can really help you maintain spells like Hunter's Mark or Conjure Animals when you take damage. The ability to perform somatic components with both hands full is also nice for dual-wielders and shield-users, in particular.

 

#6

GladiusLegis

Apr 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.
Goodberry: 1 action; V,S,M. Overall, the Ranger's "healing" spell of choice, as long as it's cast out of combat. The total healing amount just edges out a Cure Wounds cast with a 1st-level slot, and it can be spread out among allies as need. This spell also doubles as free food creation, which amusingly also means it renders the Ranger's enhanced foraging ability kind of redundant.

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. 
Ensnaring Strike: 1 bonus action; V; Concentration; Save. Restraining with piercing damage round-to-round when you hit with a weapon attack (melee or ranged) after casting this. Best used on Medium or smaller creatures that don't have high STR scores. A good one early on, although you'll want to retrain it as you face more Large enemies at higher levels.
Hail of Thorns: 1 bonus action; V; Concentration; Save. Ranged weapons only, your next attack that hits spreads thorns to all enemies within 5 feet of the enemy you hit. This is your first AoE spell to use against hordes, and generally a pretty good one for the early levels. You'll want to retrain it later as you get higher-level AoE spells with more radius and damage.
Jump: 1 action; V,S,M. This one is quite useful in a lot of scenarios, whenever you need to leap onto a tree branch for a better vantage point, or leap across a chasm, etc.
Longstrider: 1 action; V,S,M. Never underestimate the benefits of extra speed. That it doesn't require Concentration makes this particularly good to keep around.
Cure Wounds: 1 action; V,S. Well, if you want to play the Ranger with the "hands that heal," a la Aragorn, this is as close as you'll get to it. It's generally inferior to Goodberry, though. While it's true that this spell can get someone back up from a KO, unlike Goodberry, if your party relies on you to do that and give up an action that you should've been attacking, it was in dire straits to begin with. A Beast Master Lv. 15 or higher might consider this more closely, as a self-cure with this also helps their beast.
Alarm: 1 minute; V,S,M. Has its uses, but you can do without it.
Animal Friendship: 1 action; V,S,M; Save. Charm an animal for a day. Eh.
Fog Cloud: 1 action; V,S; Concentration. Creating a place to hide on a whim is neat, but, again, your opportunies are too few to give this a serious look.
Speak with Animals: 1 action; V,S. Interesting, probably fun, and can get decent information, but generally pass.
Detect Magic: 1 action; V,S; Concentration. Your repertoire of learned spells is limited and precious. Don't waste such opportunities on spells like this.
Detect Poison and Disease: 1 action; V,S,M; Concentration. No.

#7

GladiusLegis

Dec 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.
Spike Growth: 1 action; V,S,M; Concentration; Save. This is a terrific battlefield control spell for archers, who are likely to have the high WIS to put it to optimal use. Enemy hordes without a good Perception skill will die in bunches from the damage this spell can do, with your arrows or bolts picking off any survivors.
Lesser Restoration: 1 action; V,S. Ends one disease, or one of blinded, deafened, paralyzed or poisoned. Good one to keep around.
Pass without Trace: 1 action; V,S,M; Concentration. A massive group stealth buff, and you leave no tracks, either. This one's actually pretty good.
Darkvision: 1 action; V,S,M. Basically, if your race doesn't already have Darkvision, this is very helpful. If your race does, or you have an item granting you Darkvision otherwise, then it's useless.
Beast Sense: 1 action; S; Concentration. Has its uses in scouting, but generally you should pass on it.
Protection from Poison: 1 action; V,S. Generally inferior to Lesser Restoration. The advantage on saves against poison and resistance to poison damage is too situational to really matter.
Animal Messenger: 1 action; V,S,M. Cute, but no.
Barkskin: 1 action; V,S,M; Concentration. Trap. Shame what an old classic has been reduced to. By the time you get this, your AC will likely be 16 or higher already. A Beast Master might make use of this early, depending on their pet choice, but eventually even the beast's AC will scale to or past 16. And it's a Concentration spell besides, so it competes with Hunter's Mark, and just doesn't measure up. So, nah, pass.
Cordon of Arrows: 1 action; V,S,M; Save. The damage is a joke. Pass.
Find Traps: 1 action; V,S. Your Perception skill should find most traps without this spell.
Locate Animals or Plants: 1 action; V,S,M. No.
Locate Object: 1 action; V,S,M. No.

#8

GladiusLegis

Jul 20, 2015 16:24:36

Lv. 3 Spells (Ranger Lv. 9)

Conjure Animals: 1 action; V,S; ConcentrationWith 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.
Daylight: 1 action; V,S. Has its uses, but just doesn't make the cut.
Nondetection: 1 action; V,S,M*. Good when the situation warrants, but said situation is too infrequent to spend a learn on this one. Leave this to a full caster.
Plant Growth: 1 action/8 hours; V,S. Leave this one to Druids and Paladins of the Ancients.
Protection from Energy: 1 action; V,S; Concentration. Useful when it's warranted, but again, one best left to a caster with more flexibility.
Speak with Plants: 1 action; V,S. Interesting, but pass on this.
Water Breathing: 1 action; V,S,M. Again, one best left to more flexible casters. If you spend most of your time at sea this might be worth a look.
Water Walk: 1 action; V,S,M. Again, leave to other casters.

#9

GladiusLegis

Jul 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.
Grasping Vine: 1 bonus action; V,S; Concentration; Save. A fairly neat battlefield control spell, but one you don't really need.
Locate Creature: 1 action; V,S,M; Concentration. How about no.

#10

GladiusLegis

Jun 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.
Swift Quiver: 1 bonus action; V,S,M; Concentration. Limitless ammunition while it's in effect, plus two extra ranged attacks every round as a bonus action. The concentration requirement, unfortunately, means you can't have it running at the same time as Hunter's Mark or Conjure Animals, so it competes directly with those spells. And against an upcast 5th-level Conjure Animals for 16 wolves, this one absolutely pales in comparison DPR-wise. That said, this spell is still good to have on hand if you're facing a flying enemy (after all, Giant Owls aren't nearly as threatening) and/or an enemy with great AoE capability that can wipe out your wolf pack in one round. (But if neither of those apply, summon the wolves, please.)
Commune with Nature: 1 minute; V,S. The knowledge gained can be nice, but this is best left to Druids and Oath of Ancients Paladins, who have more flexibility.
Tree Stride: 1 action; V,S; Concentration. Can't deny the cool factor and the convenience at times, but your limited spell opportunities are best spent elsewhere.

#11

GladiusLegis

Jun 07, 2015 0:23:33

VII. Equipment

 

The basics:

  • Rapier (DEX-based, single weapon); 2 shortswords (DEX-based, dual-wielding); longsword (STR-based, Shield Master); OR glaive or halberd (STR-based, Polearm Master)
  • Longbow; OR hand crossbow (Crossbow Expert)

  • Shield (if not dual-wielding or Polearm Master)
  • Component pouch, for material spell components
  • Medium armor (chain shirt at Lv. 1). If you take DEX to at least 18, switch to studded leather. If you're STR-based, get breastplate once you can afford it.

 

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.

 

#12

GladiusLegis

Jun 18, 2015 18:26:25

VIII. Multiclassing

 

Basics to remember:

  • You need to meet the attribute prerequisites of ALL your planned classes, including your initial class. So, to multiclass as a Ranger, you’ll always need at least DEX 13 and WIS 13, in addition to the prerequisite of any other classes you want. Making it a little more difficult for Rangers to multiclass and limiting their class options.
  • Multiple instances of Extra Attack do not stack. Want three attacks? Take 11 Fighter levels. It’s the only way.
  • Ability Score Increases, and by extension feats, are considered class features at set levels like everything else. Which means in many cases, you may fall short of the five expected of most single-class characters’ progression. Sometimes being an ASI/feat short may be worth it, but more often it may not be. Being two or more ASI/feats short is almost never worth it. Consider the tradeoffs carefully, in any event.
  • You NEVER get the saving throw proficiencies of your new class. If you want another class’ save proficiencies to start, then you need to start as a member of that class.

 

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.)

 


What you give up:

 

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.

  • Lv. 20 Ranger for Lv. 1 dip: You give up that weak Ranger capstone, and that’s it. Plenty of Rangers will EAGERLY give this up for another class’ Lv. 1 gains.
  • Lv. 19 Ranger for Lv. 2 dip: You give up your last ASI or feat, your final learned spell, and one 5th-level spell slot (if you don’t multiclass with another caster). That is pretty significant. You want to make sure that what you gain at Lv. 2 (or Lv. 3 if you’re going further in your dip) is worth this sacrifice. Fighter’s Action Surge or Rogue’s Cunning Action? Yeah, I’d say that’s worth it. The Monk’s Lv. 2, on the other hand? Not worth it at all.
  • Lv. 18 Ranger for Lv. 3 dip: You give up Feral Senses, which is a solid feature, but nothing that can’t be traded away for another class’ robust Lv. 3 abilities (looking at Fighter and Assassin Rogue, in particular.)
  • Lv. 17 Ranger for Lv. 4 dip: Well, if you want to get back to your maximum number of ASIs/feats, here you go. Unfortunately, the price you pay for that is 5th-level Ranger spells, a few of which are pretty strong, and another learned spell. It’s up to you to decide whether such a trade is worth it.
  • Lv. 16 Ranger for Lv. 5 dip: You give up another ASI/feat, knocking you back to one less than the maximum. This is not a level you want to give up lightly. Remember that Extra Attack from another class does not stack. And while a full caster’s 3rd-level spell list might look good, it’s probably not enough to consider taking Lv. 5 in that class unless you’re going for something else a few more levels into that class. Thus, if you’re going to stop at a Lv. 5 dip, that class needs to have a particularly appealing feature beyond a new spell level or Extra Attack (the Rogue’s Uncanny Dodge might qualify); otherwise, don’t bother.
  • Lv. 15 Ranger for Lv. 6 dip: Hunters and Beast Masters both give up a fairly significant feature here, along with a learned spell, and (if you didn’t MC with another caster) a 4th-level spell slot. Not a level to be given up lightly. That Lv. 6 feature from your dip class had better be really strong.
  • Lv. 14 Ranger for Lv. 7 dip: You give up Vanish and your third Favored Enemy. Very easy level to give up for a Rogue MC that’s made it this far. (Vanish is mostly redundant with Cunning Action, and Rogue 7 gets Evasion.) Otherwise, Vanish does have its appeal, but isn’t anything that can’t be given up, and a third Favored Enemy is quite easy to sacrifice.

 

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.

  • Lv. 1: 3 cantrips (WIS-based), 1st-level Cleric spells in your arsenal, and a 1st-level Domain Benefit. You have several options there. Nature’s Acolyte of Nature can get you Shillelagh, which would open up an interesting option to use WIS as a melee attack stat. Light, Tempest and War are also solid choices.

 

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.

  • Lv. 1: 2 WIS-based cantrips (including possibly Shillelagh) and 1st-level Druid spells in your arsenal. A solid level, and can be more useful overall than the Ranger’s capstone.

 

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.

  • Lv. 1: Another Fighting Style can be quite good, and Second Wind is there when you need it.
  • Lv. 2: Action Surge, which will give you some sorely needed single-target burst damage capability. And once you have 11+ Ranger levels (Hunter archetype), getting off two Volleys or Whirlwind Attacks in one round can be very sexy.
  • Lv. 3: Battle Master is the best pick of archetype overall, with the healthy short rest-recharge arsenal (4 d8 Superiority Dice, 3 maneuvers). Alternatively, if you plan on going substantially beyond 3 Fighter levels, Eldritch Knight will look a lot more attractive for allowing you to pick up more spell slots beyond your Ranger levels(NOTE: RAW so far, multiclassing a Spell-less Variant Ranger together with the Battle Master Fighter gets you a truckload of Superiority Dice and maneuvers!)
  • Lv. 11: 3 attacks per Attack action. With 9 Ranger levels, you still have 3rd-level spells. If you went Eldritch Knight, you’ll still have a fair number of spell slots to play with.

 

Monk: A solid one-level dip for a Ranger to give you a little more versatility.

  • Lv. 1: Unarmored Defense can result in a higher AC than studded leather if you maxed out DEX and WIS (mostly true of an archer build). And Martial Arts gives you a quick, always ready melee option complete with a bonus-action attack every round.

 

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.

  • Lv. 1: Expertise in two skills and 1d6 Sneak Attack make for a solid replacement for your mediocre capstone. Start as a Rogue and get that extra skill and free thieves’ tools proficiency while you’re at it.
  • Lv. 2: Cunning Action, baby. Cunning Action.
  • Lv. 3Assassin — Assassinate for the surprise-round auto-crits! (If you plan on taking substantially more than 3 Rogue levels, Arcane Trickster might be worth a look, instead.)
#13

GladiusLegis

Dec 14, 2014 23:56:27

IX. FAQ

 

Coming soon

 

#14

GladiusLegis

Jun 18, 2015 17:20:43

X. Builds and Combos

 

I. Wood Elf, Hunter, Sharpshooter, longbow

Race: Wood Elf
Background: Outlander
Alignment: CG

 

Proficient skills: Perception (WIS), Insight (WIS), Stealth (DEX), Survival (WIS), Athletics (STR), Acrobatics (DEX)
Proficient tools: Musical instrument (one type)

 

Armor: Studded Leather
Weapon: Longbow

Other: Component pouch

 

Point buy array: 15, 15, 14, 10, 8, 8

 

Attributes and feats:
Lv. 1: STR 8, DEX 17, CON 14, INT 10, WIS 16, CHA 8
Lv. 4: STR 8, DEX 17, CON 14, INT 10, WIS 16, CHA 8, Sharpshooter
Lv. 8: STR 8, DEX 18, CON 15, INT 10, WIS 16, CHA 8, Sharpshooter
Lv. 12: STR 8, DEX 20, CON 15, INT 10, WIS 16, CHA 8, Sharpshooter
Lv. 16: STR 8, DEX 20, CON 16, INT 10, WIS 16, CHA 8, Sharpshooter, Resilient (CON)
Lv. 19: STR 8, DEX 20, CON 16, INT 10, WIS 18, CHA 8, Sharpshooter, Resilient (CON)

 

Fighting Style (Lv. 2): Archery
Hunter's Prey (Lv. 3): Colossus Slayer
Defensive Tactics (Lv. 7): Multiattack Defense
Multiattack (Lv. 11): Volley
Superior Hunter's Defense (Lv. 15): Evasion

 

Spells known (cumulative):
Lv. 2: Hunter's Mark, Goodberry
Lv. 3: Ensnaring Strike
Lv. 5: Spike Growth
Lv. 7: Silence
Lv. 9: Conjure Animals
Lv. 11: Lightning Arrow
Lv. 13: Conjure Woodland Beings, Freedom of Movement (replaces Ensnaring Strike)
Lv. 15: ??? (it's getting retrained at Lv. 17)
Lv. 17: Conjure Volley, Swift Quiver (replaces Lv. 15 spell)
Lv. 19: ???

#15

GladiusLegis

Dec 14, 2014 23:21:44

15. That's enough. Go ahead and post now if you want.

#16

CariadocThorne

Dec 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.
#17

GladiusLegis

Dec 15, 2014 12:23:58

Noted. Also added cleric and druid to multiclass.

#18

GladiusLegis

Dec 15, 2014 12:26:54

Everything is colored now.

#19

Stormborn20

Dec 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

Stormborn20 wrote:
#21

Stormborn20

Dec 15, 2014 12:45:33

GladiusLegis wrote:
#22

GladiusLegis

Dec 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.

#23

GladiusLegis

Dec 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.

#24

Stormborn20

Dec 15, 2014 20:11:04

GladiusLegis wrote:
#25

Coredump00

Dec 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, )

Only reason I can see to go past level 5, is to get to lvl 9 for Summon Animals....  Am  missing something?

#26

GladiusLegis

Dec 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.

#27

Conterter

Dec 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

#28

CariadocThorne

Dec 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.
#29

mellored

Dec 16, 2014 12:50:40
I don't see anything that iI disagree with.
#30

Conterter

Dec 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).

#31

GladiusLegis

Dec 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

Conterter wrote:
#33

GladiusLegis

Dec 17, 2014 8:46:42

CariadocThorne wrote:
#34

Conterter

Dec 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

#35

Yunru

Dec 17, 2014 9:09:23
Even then, Ranger 9/Fighter 11 vs. Ranger 20?
#36

GladiusLegis

Dec 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.)

#37

Yunru

Dec 17, 2014 9:18:19
Eldritch Knight would maintain your progression no?
#38

mellored

Dec 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.

#39

GladiusLegis

Dec 17, 2014 9:36:58

Yunru wrote:
(Reply to #31)

Coredump00

GladiusLegis wrote:
(Reply to #33)

Coredump00

GladiusLegis wrote:
#42

Yunru

Dec 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.
#43

GladiusLegis

Dec 17, 2014 11:01:43

Coredump00 wrote:
#44

GladiusLegis

Dec 17, 2014 11:08:14

Coredump00 wrote:
(Reply to #33)

CariadocThorne

GladiusLegis wrote:
#46

mellored

Dec 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.

#47

mellored

Dec 17, 2014 11:45:18

Either that or let it remain a mystery.

#48

GladiusLegis

Dec 17, 2014 11:47:28

CariadocThorne wrote:
(Reply to #45)

GladiusLegis

CariadocThorne wrote:
#50

Conterter

Dec 17, 2014 12:05:54

Defensive Tactics is a pretty big loss. Escape the Horde and Multiattack Defense are both really nice.

 

Meanwhile, you'd have four Druid levels where you're not gaining a single spell level. Also, a straight Ranger 13 is two levels away from Evasion. A Ranger 5/Druid 8, on the other hand. would be seven Rogue levels away from Evasion. (Getting it at Lv. 20, waaaay too late.)

#51

GladiusLegis

Dec 17, 2014 12:51:12

mellored wrote:
(Reply to #49)

CariadocThorne

GladiusLegis wrote:
(Reply to #50)

CariadocThorne

Conterter wrote:
#54

GladiusLegis

Dec 17, 2014 13:27:17

CariadocThorne wrote:
#55

Conterter

Dec 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.

 

#56

Coredump00

Dec 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)

 

 

#57

Conterter

Dec 18, 2014 0:51:52

CariadocThorne wrote:
#58

CariadocThorne

Dec 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.
#59

GladiusLegis

Dec 18, 2014 10:38:02

CariadocThorne wrote:
#60

1eejit

Dec 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

1eejit wrote:
(Reply to #59)

CariadocThorne

GladiusLegis wrote:
#63

Coredump00

Dec 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.)

(Reply to #60)

CariadocThorne

1eejit wrote:
#65

1eejit

Dec 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.
#66

Conterter

Dec 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.

#67

GladiusLegis

Dec 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.

#68

GladiusLegis

Dec 19, 2014 8:24:18

Conterter wrote:
#69

Coredump00

Dec 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

GladiusLegis wrote:
(Reply to #68)

CariadocThorne

GladiusLegis wrote:
(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?

#73

GladiusLegis

Jan 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.

#74

Ashrym

Jan 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.

#75

awaken_D_M_golem

Jan 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.

 

Ashrym wrote:
#76

Conterter

Jan 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
attack rolls against it.
If you are hidden—both unseen and unheard—when
you make an attack, you give away your location when
the attack hits or misses.

#77

Yunru

Jan 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.

#78

Coredump00

Jan 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

 

#79

jaappleton

Jan 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)

#80

mellored

Jan 31, 2015 9:07:09

jaappleton wrote:
(Reply to #80)

jaappleton

mellored wrote:
#82

mellored

Jan 31, 2015 9:22:57

jaappleton wrote:
#83

jaappleton

Jan 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.

#84

mellored

Jan 31, 2015 11:15:56

jaappleton wrote:
#85

Ashrym

Jan 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.

#86

HermanTheWize

Mar 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.

(Reply to #86)

FrogReaver

HermanTheWize wrote:
(Reply to #87)

Coredump00

FrogReaver wrote:
(Reply to #88)

HermanTheWize

Coredump00 wrote:
(Reply to #89)

Coredump00

HermanTheWize wrote:
#91

GladiusLegis

Apr 05, 2015 14:56:15

Finally added the stuff from the Elemental Evil Player's Companion.

#92

HermanTheWize

Apr 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

 

#93

Lilika

May 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.

#94

GladiusLegis

May 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

GladiusLegis wrote:
#96

SpedGuy

May 30, 2015 9:56:15

GladiusLegis wrote:
#97

GladiusLegis

May 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

GladiusLegis wrote:
(Reply to #98)

Ashrym

Lilika wrote:
#100

Devilbass

May 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?
#101

RCanine

May 31, 2015 19:53:42

Lilika wrote:
#102

Lilika

May 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

RCanine wrote:
#104

RCanine

May 31, 2015 21:40:01

Lilika wrote:
(Reply to #104)

Lilika

RCanine wrote:
(Reply to #104)

Ashrym

RCanine wrote:
(Reply to #105)

Ashrym

Lilika wrote:
#108

GladiusLegis

Jun 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.

#109

Phorem

Jun 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?

#110

GladiusLegis

Jun 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

Phorem wrote:
#112

Phorem

Jun 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:
Also, the first three cleric spell levels contain some of the flavor stuff you can't usually afford to take on the ranger spell list. ( the detects and protects and such). By getting them as prepared instead of learned I can customize the prepared spells to match a days planned activities and just pretend to still be in class ranger casting.

#113

Phorem

Jun 08, 2015 9:10:21

Coredump00 wrote:
#114

GladiusLegis

Jun 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

#115

Phorem

Jun 08, 2015 13:58:21

GladiusLegis wrote:
#116

GladiusLegis

Jun 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

Phorem wrote:
#118

Phorem

Jun 09, 2015 8:27:33

GladiusLegis wrote:
#119

GladiusLegis

Jun 10, 2015 15:18:14

Errata's up.

 

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

Phorem wrote:
(Reply to #119)

Ashrym

GladiusLegis wrote:
#122

GladiusLegis

Jun 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

GladiusLegis wrote:
#124

GladiusLegis

Jun 18, 2015 19:59:22

Yeah, I added it to the end of Section II a while ago.

#125

FrogReaver

Jun 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?

 

 

#126

GladiusLegis

Jun 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.

(Reply to #126)

FrogReaver

GladiusLegis wrote:
#128

GladiusLegis

Jun 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

GladiusLegis wrote:
#130

GladiusLegis

Jun 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.
 
Lv. 17 Ranger w/ longbow + Sharpshooter,  +8 vs. AC 22:
Keep in mind with Swift Quiver up, the Ranger does NOT get to add Hunter's Mark damage, so the damage is simply 1d8+5+10
.25*19.5 + .05*24 = 6.075 DPA
Damage added from Swift Quiver vs. AC 22 = 12.15
 
vs. 5th-level Conjure Animals, 16 wolves  (+4 w/ advantage) vs. AC 22:
(.2775-.0975)*7 + .0975*12 = 2.43 damage per wolf
Damage added from 16 wolves vs. AC 22 = 38.88
 
And, as I said, that's vs. AC 22. Most enemies you face don't have an AC even that high, of course, in which case the advantage of the conjurations is even more pronounced.
 
Swift Quiver still has its place against enemies who can fly (Giant Owls aren't nearly as threatening) and/or who have an AoE that can wipe out the wolves in one round. So for those reasons alone, it's probably still a solid black rating, at least. But if neither of those apply, I'm using that 5th-level slot for 16 wolves, period.

(Reply to #130)

FrogReaver

GladiusLegis wrote:
#132

GladiusLegis

Jun 21, 2015 9:42:38

Lv. 17 Ranger w/ longbow + Sharpshooter,  +8 vs. AC 17:
.55*19.5 + .05*24 = 11.925 DPA

Damage added from Swift Quiver (2 attacks) = 23.85
 
vs. 5th-level Conjure Animals, 16 wolves  (+4 w/ advantage) vs. AC 17:

(.64-.0975)*7 + .0975*12 = 4.9675 per wolf
Damage from 16 wolves = 79.48

 

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

GladiusLegis wrote:
#134

Vivaldi

Jun 21, 2015 10:50:45

What's better between a strength ranger or a dex ranger?  melee or ranged?

#135

GladiusLegis

Jun 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

Vivaldi wrote:
#137

Vivaldi

Jun 21, 2015 11:27:16

GladiusLegis wrote:
#138

GladiusLegis

Jun 21, 2015 11:31:07

Vivaldi wrote:
#139

Vivaldi

Jun 21, 2015 11:41:41

GladiusLegis wrote:
(Reply to #130)

Coredump00

GladiusLegis wrote:
#141

Phorem

Jul 14, 2015 6:48:03

GladiusLegis wrote:
#142

GladiusLegis

Jul 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

GladiusLegis wrote:
#144

LordCorwin

Jul 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

GladiusLegis wrote:
#146

GladiusLegis

Jul 22, 2015 10:29:48

Depends on your table but I just downgraded the Conjure spells' ratings for a reason.

#147

Yunru

Sep 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.
#148

mellored

Sep 02, 2015 7:00:50

Yunru wrote:
#149

Yunru

Sep 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.
#150

EnPassant

Sep 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

Yunru wrote:
#151

GladiusLegis

Sep 12, 2015 11:51:57

EnPassant wrote:
#152

Edgerunner

Sep 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

GladiusLegis wrote:
#154

GladiusLegis

Oct 01, 2015 10:19:25

EnPassant wrote:
(Reply to #154)

EnPassant

GladiusLegis wrote:
#156

GladiusLegis

Oct 01, 2015 14:34:11

EnPassant wrote:
#157

GladiusLegis

Oct 01, 2015 14:35:22

EnPassant wrote:
(Reply to #157)

EnPassant

GladiusLegis wrote:
(Reply to #153)

bid

EnPassant wrote: