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| #1THEMNGMNTSep 12, 2015 14:17:11 | The ranger is a hot topic right now. Like many of you, I’m passionate about this class, and feel there’s something not quite right with the PHB ranger or any of the UA variants. The class isn’t broken, but it does need a tune up. Many of you have had great suggestions on how to improve the ranger. I’ve cherrypicked what I think are some of the best ideas and gathered them together here. If you see something that you thought of, then the credit is yours and not mine.
The key components for this version of the ranger are a ton of skills and utility powers that make the ranger the ultimate survivor, hunter’s quarry as the defining combat ability, and three subclasses: a spellcaster, a beast master, and a martial striker.
Fire away, Internet!
(Note: Edited to incorporate your feedback.)
CLASS FEATURES As a ranger, you gain the following class features.
Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, Medium armor, shields Weapons: Simple weapons, martial weapons Tools: Herbalism kit, Traps and snares Saving Throws: Constitution, Dexterity Skills: Choose two from Animal Handling, Athletics, Insight, Investigation
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background. • Leather armor • (a) two shortswords or (b) two martial melee weapons or (c) a martial weapon and a shield • (a) a dungeoneer’s pack or (b) an explorer’s pack • (a) a longbow and a quiver of 20 arrows or (b) a martial weapon
HUNTER’S QUARRY At 1st level, you can do additional damage once per turn utilizing quarry dice. You gain quarry dice at a rate equal to the rogue’s Sneak Attack feature.
At 5th level, choose from one of the following features. Choose a second feature at 10th level, and a third feature at 15th level. · Hunter’s Companion: As a bonus action, you may share some or all of your quarry dice to your beast companion, which is applied to your beast’s next attack. · Hunter’s Allies: As a bonus action, you may share some or all of your quarry dice with any ally you can see, which is applied to your ally’s next attack. You can share with a number of allies equal to your Wisdom modifier (minimum 1). · Hunter’s Offense: As a bonus action, you may split your quarry dice among multiple enemies. You may target as many enemies as you have attacks. Your attacks may use any combination of melee, thrown, or ranged weapons. Drawing, sheathing, or loading any weapon as part of Hunter’s Offense is a free action. · Hunter’s Defense: As a bonus action, you can utilize your quarry dice to reduce damage on yourself or any ally within 5 feet. You may do this a number of times equal to your Wisdom modifier (minimum 1). This ability refreshes after a short rest or a long rest. · Hunter’s Accuracy: As a bonus action, you may trade all of your quarry dice to reroll a missed attack with advantage. You may do this a number of times equal to your Wisdom modifier (minimum 1). This ability refreshes after a short rest or a long rest. · Hunter’s Bane: As a bonus action, you may trade all of your quarry dice to impose one of the following conditions on your target: blinded, prone, or restrained. The save DC is equal to your 8 + your Wisdom modifier + your proficiency bonus. You may do this a number of times equal to your Wisdom modifier (minimum 1). This ability refreshes after a long rest.
At 20th level, when an enemy within sight hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack.
NATURAL EXPLORER This class feature is similar to “Natural Explorer”, with all of the benefits described in the PHB. However, you gain the benefits within any environment, once you have spent a long rest within that environment.
Additionally, at 1st level, you gain proficiency in Nature within any environment, once you have spent a long rest within that environment. At 9th level, you become proficient regardless of the environment. However, if you spend a long rest within that environment, you gain Expertise in Nature, which doubles your proficiency bonus.
NATURAL AMBUSHER At 1st level, you gain proficiency in Stealth within any environment, once you have spent a long rest within that environment. At 9th level, you become proficient regardless of the environment. However, if you spend a long rest within that environment, you gain Expertise in Stealth, which doubles your proficiency bonus. At 14th level, you can use the Hide action as a bonus action on your turn.
NATURAL TRACKER At 1st level, you gain proficiency in Survival within any environment, once you have spent a long rest within that environment. At 9th level, you become proficient regardless of the environment. However, if you spend a long rest within that environment, you gain Expertise in Survival, which doubles your proficiency bonus.
Additionally, you can replicate the effects of certain spells through your knowledge of the natural world. These effects function much like rituals, taking 10 minutes each. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). This ability refreshes after a long rest. · At 5th level, you can replicate the effects of the following spells: locate animals or plants, locate object, pass without trace · At 13th level, you can replicate the effects of the following spells: locate creature
NATURAL HEALER At 1st level, you gain proficiency in Medicine. At 9th level, you gain Expertise in Medicine, which doubles your proficiency bonus.
Additionally, you can replicate the effects of certain spells through your knowledge of the natural world. These effects function much like rituals, taking 10 minutes each. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). This ability refreshes after a long rest. · At 2nd level, you can replicate the effects of the following spells: cure wounds, detect poison and disease · At 5th level, you can replicate the effects of the following spells: lesser restoration, protection from poison, cure wounds (2nd level) · At 9th level, you can replicate the effects of the following spells: cure wounds (3rd level) · At 13th level, you can replicate the effects of the following spells: cure wounds (4th level) · At 16th level, you can replicate the effects of the following spells: greater restoration, cure wounds (5th level)
EXTRA ATTACK At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
ABILITY SCORE IMPROVEMENT Gained at 4th, 8th, 12th, 16th, and 19th level.
HUNTER’S TRAIL At 3rd level, choose one of these ranger archetypes: Trail of the Spirit, Trail of the Wild, or Trail of the Stalker.
TRAIL OF THE SPIRIT You gain the ability to cast spells utilizing the druid’s spell list and the ranger’s spell list. Your spell progression is identical to that of the ranger from the PHB. The save DC is equal to your 8 + your Wisdom modifier + your proficiency bonus.
TRAIL OF THE STALKER You may choose from a fighting style as described in the PHB.
STALKER’S STRIDE At 5th level, your speed increases by 10 feet. At 8th level, moving through nonmagical difficult terrain costs you no additional movement. At 14th level, you gain advantage on saving throws against effects that impede movement.
UNCANNY DODGE At 6th level, when an attack that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
EVASION At 9th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
STALKER’S ESCAPE At 11th level, opportunity attacks against you are made with disadvantage.
TRAIL OF THE WILD You gain a beast companion. As you gain in power, so does your companion. Choose a beast that is no larger than Medium and has a CR of ½ or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. When the beast’s hit points drop to 0 or lower, it flees the battle and does not return until after you have taken a long rest.
BEASTIAL COMMAND Utilizing Concentration, your animal companion can take its full range of actions, including Attacks, under your command. If your Concentration is broken, the beast acts to defend and protect itself in a manner consistent with its nature, including fleeing.
BEASTIAL VIGOR You may spend your Hit Dice to heal your beast companion. Conversely, the beast companion may spend its Hit Dice to heal you.
BESTIAL SENSES At 3rd level, your beast acts as if under the effect of a permanent Speak with Animals spell, but only for you. At 9th level, you may see and hear through its eyes and ears, but during that time you are blind and deaf to your own surroundings.
WILD EMPATHY At 5th level, you may use your rapport with nature to replicate the effect of the Animal Friendship and Speak with Animals spells. At 8th level, you can replicate the Animal Messenger spell. This ability refreshes after a long rest.
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| #2melloredSep 12, 2015 15:49:50 | 3 attacks, sneak attack, reaction attack (with sneak attack?) and fighting style? too much. |
| #3THEMNGMNTSep 12, 2015 18:19:45 | Thanks, mellored. I always respect and appreciate your insight and advice on balance and mechanics. I've edited the above to tone down the offensive firepower. Let me know what you think. |