Yet another ranger thread. How to rewrite rangers low level features to be more usefull and generalized.

Post/Author/DateTimePost
#1

Horwath

Sep 11, 2015 7:49:04

I think that ranger is a good class, but for it to shine requires a lot of DM charity, more than any other class.

As they rewritten sneak attack to work against almost everything so should favored terrain and favored enemy be rewritten.

 

here is change to rangers starting skills, armor proficiencies and lvl 1-3 features and their upgrades.

 

  • Armor proficiency; light
  • Skill training at 1st level; survival, perception, stealth, nature, plus one of the following; animal handling, athletics, insight, investigation, medicine.

 

1st level;

  • Favored enemy; removed.
  • Natural explorer;

you can navigate, forage and track while staying alert to danger.

You can move stealthy at a normal pace.

Difficult terrain does not slow down your group overland travel.

  • expertise; you gain expertise in survival and one other ranger class skill you have training.

2nd level;

  • endurance; you have advantage on all constitution checks and saves in regard with any extended strenuos activity; holding breath, forced march, heat/cold exposure, thirst and starvation,
  • fighting style; changed list to, archery, great weapon fighting, two weapon fighting, mariner.

3rd level;

  • primeval awareness; removed
  • track; you gain advantage on all survival checks made for tracking.

6th level;

  • favored enemy and natural explorer features removed,
  • expertise; you gain expertise in two more ranger class skills that you have trained.

10th level;

  • Natural explorer improvement; removed.
  • Gods endurance; after the end of short rest you can roll DC 10 constitution save(endurance feature applies to this save), if you succed your short rest counts as long rest.  You can try this save again later after another short rest, but the DC is 20. Third time DC is 30, 4th time DC is 40 etc... You must complete 3 normal normal long rests(8hrs) in a row to reset the DC back to 10.

14th level;

  • Favored enemy improvement; removed.
  • You gain proficiency in constitucion saves.

 

#2

Mistwell

Sep 11, 2015 12:37:56

Things I'd like the Ranger to get the following, all of which I think adds to their existing theme (Skilled in natural settings, able to detect and avoid traps, skilled trackers, good at hiding, quick to react and travel over short or long distances, and particularly against a favored enemy).

 

1) Skills: Add Medicine to their list of skills, and increase the number trained to four instead of three. Add Expertise in one of your Ranger skills (your choice): Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival, and now Medicine. 

2) Traps: Advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the prescence of traps. Advantage on saving throws made to avoid or resist damage from traps.  The ability to search for traps while traveling at a normal pace, instead of only at a slow pace.  Proficiency in thieves tools to disable traps (but not open doors).

3) Primival Awareness: once/short rest ability (no spell slot needed), applies to any creature type you select (not just those listed) and let it give you a general direction to the creature for one round.

4) Tracking: Advantage on Wisdom (Survival) checks to track anything (instead of just your favored enemy).

5) Favored Enemy: Advantage on attacks against your favored enemey, usable once per short rest.

6) Hiding: Can try to hide when only lightly obscured from the creature from which you are hiding.

7) Speed: Add roficiency bonus to Dexterity (Initiative) checks, and increase regular speed by 5'.

 

That should be added to the base Ranger.  Not sure which levels they should be added to, when it's a new ability, but most of these are low level additions.

 

#3

Elfcrusher

Sep 11, 2015 12:49:43

I sort of like the idea of rangers detecting traps, but I think it should be limited to certain types, and I dont know how to do that in an elegant, clear way.  So pit traps, trip wires, snares, falling nets, etc. would count.  Poisoned locks, magic-based traps, things that trigger from opening doors and lids, etc. would not count.

 

How you do you define the difference, though?  Restricting it to "outdoors" doesn't include stuff that should be included, and might include things that should be excluded.

#4

Horwath

Sep 11, 2015 13:51:49

I wanted to give rangers as much skills as rogue, but different. Nature and survival oriented.

 

Trapper ranger could be made through new archetype or with one level of rogue multiclass or with skilled feat.

 

Idea was to remove/alter natural explorer and favored enemy from very specific and narrow to allround, always applicable set of features.

 

#5

Einlanzer

Sep 13, 2015 10:42:02

Horwath wrote: