Rangers can actually be pretty dangerous

Post/Author/DateTimePost
#1

Lord_Ventnor

Aug 26, 2014 1:23:04

So, I've seen a few threads deriding the Ranger as one of 5e's weaker classes, and said threads universally discuss the Hunter specialization. I think that the Beast Master specialization should be talked about as well, and Rangers with a Beast Buddy can be pretty threatening.

 

For one, having a Beast Buddy allows them to attack 3 times in an action at Level 11. Sure, 2 of the attacks come from the Beast, but said beast is adding the Ranger's proficiency bonus to their attack and damage rolls, which can help pile on the pain. Plus, said beast attacks can knock foes prone if you've selected a Panther or Wolf companion. And they're not even the most dangerous companion a Ranger can have!

 

In the DM basic rules, there are the statistics of a Giant Badger. Giant Badgers are medium 1/4 CR beasts, so they can be selected as a Ranger Animal companion. Giant Badgers can also make a multiattack as an action. This means that Rangers can make three attacks at level 5 (1 from their modified extra attack feature and 2 from the giant badger). At level 11, this increases to 5 attacks. And this isn't even including if the Ranger is dual wielding or not.

 

Anyway, all I'm saying is that Rangers can be pretty dangerous if they make the right friends.

#2

Orzel

Aug 26, 2014 3:16:10

The Beastmaster's beasts deal a lot of damage.

The issue is their terrible defenses.

Their ACs grows very slowly since it is based on proficiency.

And their HP are low too.

So a DM can easily off your buddy.

 

My fixes would be:

 

Beasts can wear armor.

Beast have HP equal to their base HP or four times your ranger level + your Charisma modifier.

 

 

#3

JohnLynch

Aug 26, 2014 3:24:12

What rule stops animal companions from wearing armour?

#4

Orzel

Aug 26, 2014 3:46:06

JohnLynch wrote:
#5

Jaden.Shadowcraft

Aug 26, 2014 4:59:55

In our game, I have earned a magickal collar for my animal companion that gives him an AC of 13 + his dexterity modifier.

 

With the current status of the rules, that means my animal companion has the following stats:

 

Nightshade
Medium beast, unaligned


Armor Class 15
Hit Points  24
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)


Skills Perception +6, Stealth +8
Senses passive Perception 16

Languages —
Challenge 1/4 (50 XP)


Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can take a bonus action to make one bite attack against it.

 

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 4) slashing damage.

#6

Slyck314

Aug 26, 2014 8:33:29
I think I would allow a ranger to train his animal to use armour based on the downtime guidelie fore learning proficiencies.
#7

Kalani

Aug 26, 2014 9:06:46

Barding is available in the rules. It costs 2x as much IIRC. However, as stated previously - this does not mean that beasts gain proficiency with said armor. I do however, believe there will be animal training rules in the DMG, akin to what was present in 3.5. In 3.X, animals could be trained to have X tricks. Combat-trained animals could also be granted armor proficiencies at DM discretion, if the beast was trained in its use.

 

I see no problem with using the Downtime Rules to train their beast to wear armor. After a period of training, the beast gains armor proficiency.

#8

tallric_kruush

Aug 26, 2014 9:18:53

It's just a shame that the beast doesn't do more, considering all the hassle this entails. I realize not everyone is an optimizer, but the animal companion is a bit underwhelming. I don't think the Ranger would feel like he was pulling his weight, at our table. I haven't seen one in action, so I could be wrong. Anyway, that's not for this thread.

 

I'd simply allow an Animal Companion to wear barding as is, without requiring downtime training or the like. Cut that poor BM Ranger a break.

#9

Brodomir_Rumblegut

Aug 26, 2014 9:23:54

Kalani wrote:
#10

mellored

Aug 26, 2014 9:37:18

Orzel wrote:
#11

tallric_kruush

Aug 26, 2014 9:46:20

Fluff wise, I wonder how many people are irked by the idea of sending animal after animal to its death as the party's meat shield?

 

Being a softy for animals, I'd likely fluff this feature in a way that had my dead companion actually disappears, like an arcane familiar. The mechanics of obtaining a new companion would simply be the hoops through which I'd have to jump to resummon my companion. The creature would be a fey or celestial creature of some sort, to account for its disappearing act. I'd feel less squeamish about sending my animal into the jaws of death if it weren't really dying every time.

 

I'm a bit sedated, at the moment, and likely posting off topic ramblings. I promise I'll now let the thread resume it's appropriate course.

#12

Setzer_G

Aug 26, 2014 9:52:45

I agree, Tallric, in a way. If a Paladin's Steed is now a spell or a Familiar a physical manifestation, there isn't anything to say that the Giant Badger in question isn't a physical manifestation, too. 

 

I am reminded of the 4th ed video for Monster Manual 2

 

https://www.youtube.com/watch?v=5KqjOGdOMtA

 

1:10 iswhere the clip in question is, completely relates to the topic, including badgers

#13

Lord_Ventnor

Aug 26, 2014 9:54:35

One of the things I think is neat is that at level 7, the Ranger can have his beast use the Help Action as a Bonus Action.

 

Let me repeat; you're giving one of your allies advantage as a bonus action. That can be pretty darn useful.

(Reply to #13)

tallric_kruush

Lord_Ventnor wrote:
#15

h347h50

Aug 26, 2014 10:23:40

Thrown in temparary HP base skilles in the mix and the pet is less squishy.

#16

souldoubt

Aug 26, 2014 10:32:39

tallric_kruush wrote:
#17

Pumpkinman

Aug 26, 2014 11:28:02

Don't forget the beast can share from spells starting at level 15.  And nothing stops adding a beast master feat to your game.

(Reply to #9)

Lord_Ventnor

Brodomir_Rumblegut wrote:
#19

Kalani

Aug 26, 2014 11:38:39

tallric_kruush wrote:
#20

FFSAA

Aug 26, 2014 12:35:43

Yeah, uh, sorry to break it to you but those are 4 wasted ranger levels if you take Beast Master as your feat chain.  It's worse than what a caster gets for 1 spell slot on Animate Dead.

 

I mean, seriously, this is a huge step back, AGAIN, from 3E where companions would at least get evasion at higher levels.  This thing is just going to flop over dead to the very first AE the party gets hit by.  Useless.

#21

Saelorn

Aug 26, 2014 14:39:15

I must have missed it. If the animal normally has multi-attack, and the ranger commands it to use an attack, does it get the full multi-attack? And then at higher levels, it can normally attack twice, so it gets two full sweeps of its multi-attack?

#22

Kalani

Aug 26, 2014 14:41:40

Saelorn wrote:
#23

masterfat78

Aug 26, 2014 14:48:06

Kalani wrote:
(Reply to #22)

Saelorn

Kalani wrote:
#25

Kalani

Aug 26, 2014 15:06:02

Saelorn wrote:
(Reply to #24)

Lokiron

Saelorn wrote:
#27

Psikerlord

Aug 26, 2014 15:43:57

 

Yeah having read rangers and many potential pets, I think theyre fine, actually. The pet should get death saves and hd healing etc like a pc imo, which seems within within the rules. Take sentinel feat and anytime your pet is attacked, you get a free hit. Or be a halfling or gnome and ride your pet, get the mounted combat feat, you can force an attacker to target you instead of your pet to help keep it alive. Badgers get burrow, winged snake can fly/poison from memory, wolf knocks prone. Hunters mark and spike growth spells for extra dmg, goodberry (lasts 24 hrs, any time you dont use all yr slots, make goodberries before long rest) for extra pet healing, pass without trace is so sweet, possibly pick up a level of druid for a wider spell selection/rituals/cantrips if you want more flexibility. I can defo see rangers being competitive enough in combat, and with some nice out of combat options.

#28

Lokiron

Aug 26, 2014 15:59:41

The Flying Snake looks like a good choice for an evasive beast. Also has a very accurate attack and poison without a save - is that a mistake?

 

The Giant Centipede also has good (for a beast) base AC and chance to paralyze with its poison - that might be fun.

 

The Giant Crab has the best AC of all the options (I think), and has a free grapple on a hit - the hit rate is not so good, though.

 

The Giant Frog looks fun as you get to swallow small enemies :P

 

The Giant Poisonous Snake is quite dextrous and has 10 ft. reach on its attack. Poison of course.

 

The Giant Wolf Spider is available if you want to be really creepy.

 

Of course, proning, pack tactics, and multiple attacks are useful features.

(Reply to #28)

Saelorn

Lokiron wrote:
#30

Atheosis

Aug 26, 2014 16:29:02

Their AC and hit points just need to scale with level better.

Psikerlord wrote:
#31

masterfat78

Aug 26, 2014 16:29:50

Saelorn wrote:
(Reply to #28)

Lord_Ventnor

Lokiron wrote:
#33

souldoubt

Aug 26, 2014 17:16:14

I'm kind of tempted to nix the size restriction.  I see no reason not to let rangers have Large sized beast companions, as long as they're aware of the restrictions this places on them (can't fit into certain spaces).

#34

animeus

Aug 26, 2014 17:21:41

Lord_Ventnor wrote:
#35

Orzel

Aug 26, 2014 18:07:05

animeus wrote:
#36

TiaNadiezja

Aug 26, 2014 18:08:50

Has anyone gotten a good companion sheet made for the Ranger yet?

#37

masterfat78

Aug 26, 2014 18:42:10

I didnt play in the alpha but the ranger does seem like it needed another round of refinements. Its not unplayable but its defenatly one of the least appealing classes to me.