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Would love input on changes made to Ranger

ScuroNotte

Explorer
Ranger Core Levels Features

1.
Fighting Style, Natural Explorer
2. Expertise, Spell Casting
3. Archetype, Swift of Foot
4. Ability Score Improvement
5. Extra Attack
6. Alacrity, Natural Explorer
7. Archetype
8. Ability Score Improvement, Land's Stride
9.
10. Evasion, Vanish
11. Archetype
12. Ability Score Improvement
13.
14. Nature’s Stamina
15. Archetype
16. Ability Score Improvement
17.
18. Feral Senses
19. Ability Score Improvement
20. Primal Master

 
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ScuroNotte

Explorer
Expertise
At 2nd level, gain expertise in Survival and Stealth


Natural Explorer
Select 2 terrains at first level and another 2 at 6th level
Learn 1 language spoken by a creature that inhabits each terrain

Spells
Progression and number known as a Paladin. Using Wisdom as spell casting ability. Number known is level plus Wisdom modifier. No oath spells. (at least at this time)

Swift of Foot
Gain extra 10 feet of movement

Alacrity
Add Ranger Proficiency bonus to Initiative checks


Fighting Style

Add Great Weapon

Two Weapon Style - Add that offhand attack becomes part of Attack action at Ranger 9th level.


Nature's Endurance
At 14thlevel, Select one of the following:
1. Your ability to survive both harsh climates and encounters with various creatures have strengthened your core. You gain proficiency in Constitution saving throws.

2. You developed great mental strength indealings with aberrations, celestials, dragons, elementals, fey, fiends, and undead who have attempted to charm, frighten, or possess you. You gain proficiency in Wisdom.



Vanish
Add Dash as a Bonus action

Primal Master
Your ability to survive the forces of nature and living amongst the creatures with innate magical abilities have strengthen your fortitude. You gain resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder.
 
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ScuroNotte

Explorer
HUNTER

3rd Hunter’s Prey (Colossus Slayer)
Your tenacity can wear down the most powerful of foes. When you hit acreature with a weapon attack, the creature takes an extra 1d8 damage if it’sbelow its hit point maximum. You can deal this extra damage only once per turn.


3rd - Select ONE
Art of War

Your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Bowman's Expert
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When a hostile creature's movement provokes an opportunity attack, you can use your ranged weapon attack versus a melee weapon attack.

7th - Select ONE
Multiattack Defense -
No Change
Escape the Horde - No Change

11th - Select ONE
Whirlwind Attack

Added movement to attack action, You attack each creature within half of your movement or your remaining movement, which ever is less, in a straight line. Roll for each attack separately.
Volley
No Change

15th - Select ONE
Foe Slayer

Add Wisdom modifier to One attack and one damage roll to any creature once per turn
Stalker's Fury
You have the ability to make your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability
 
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ScuroNotte

Explorer
Beast Master



3rd Level Ranger's Companion
Choose a beast the is no larger than Medium and maximum CR of1/4. Add your proficiency bonus to its AC, Attack rolls, and damage rolls as well as saving throws and skills it is proficient in. Its hit points maximum equals its normal maximum or 4 times your Ranger level, which ever is greater.

As you progress in levels, the companions CR rating and size increase as well. It can either be to selecting a new companion or the maturation of the selected companion animal. For example, a wolf eventually "grows" into a Winter wolf.

Level CR Size
3rd Level 1/4 Medium or smaller
6th Level 1/2 Large or smaller
9th Level 1 Large or smaller
13th Level 2 Large or smaller


The companion animal can increase its ability scores with your level of progression. When your companion reaches 6th, 12th and 18th level, you can increase one of it's ability scores by 2, or two of it's ability scores by 1. As normal, you can't increase an ability score above 20 using this feature. Or you can select an appropriate feat, such as Alert, Athlete, Charger, Durable, Grappler, Mobile, Moderately Armored, Observant, Resilient, Sentinel, or Tough.

It can use 1 or more hit dice after a short rest, up to its maximum number of hit dice. For each hit dice spent in this way, roll the die and add your constitution modifier It regains some Hit Dice after a long rest.
 
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ScuroNotte

Explorer
Beast Master


7th level Exceptional Training
On any of your turns, you can command it to Dash, dodge, Disengage, or Help.
Additionally, on your turn, you can use a bonus action to set your companion loose in combat. You can initially use a bonus action to let it loose on one target, then let it continue attacking other creatures it selects on its own. Unless you use another bonus action to command it otherwise. It uses it's own initiative. Until the end of combat your companion will continue to attack any hostile creature without the need of your command. During this time, it will not use Dodge or Help. It may Dash on its own to reach a creature in combat or Disengage on its own if Critically injured. You can use an action to control your companion.


11th Bestial Fury
It can use 2 attacks. Or it uses multiattack if it possess it. It can also wear Light Armor.


15th Share Spells
When cast a spell that targets yourself, it also affects your beast if it is within 30ft.
 
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jodyjohnson

Adventurer
Expertise
At 2nd level, gain expertise in Survival and Stealth


Natural Explorer
Select 2 terrains at first level and another 2 at 10th level
Learn 1 language spoken by a creature that inhabits each terrain

If the PHB ranger had been printed like this I wouldn't have batted an eye.

Spells
Progression and number known as a Paladin

I assume you mean Spells known equal Wisdom plus half level rounded down. Added Charisma as a required stat would not be an improvement. The spell slots look identical. The major difference here is the additional Oath spells for Paladin, those are the main increase for spells known. Otherwise only a 1 or 2 spell difference

Swift of Foot
Gain extra 10 feet of movement

Alacrity
Add Ranger Proficiency bonus to Initiative checks

No issues.


Fighting Style

Add Great Weapon

Two Weapon Style - Add that offhand attack becomes part of Attack action at Ranger 9th level.

Great Weapon Style seems over-rated. I would consider this a trap, especially since I would house rule PAM and GWM off the bat. I would go another direction with a fix for Two Weapon Fighting.

Nature's Endurance
At 14thlevel, Select one of the following:
1. Your ability to survive both harsh climates and encounters with various creatures have strengthened your core. You gain proficiency in Constitution saving throws.

2. You developed great mental strength indealings with aberrations, celestials, dragons, elementals, fey, fiends, and undead who have attempted to charm, frighten, or possess you. You gain proficiency in Wisdom.

Proficiency in Constitution saves will help with Hunter's Mark.

Vanish
Add Dash as a Bonus action

Primal Master
Your ability to survive the forces of nature and living among the creatures with innate magical abilities have strengthen your fortitude. You gain resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder.

I don't feel like this late game stuff matters much but always on resistance is pretty good.
 

jodyjohnson

Adventurer
HUNTER

3rd
Art of War

Your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Skirmisher's Stealth
You combine speed and stealth to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal you position. At start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.

7th
Whirlwind Attack

Added movement to attack action, You attack each creature within half of your movement. Roll for each attack separately.
Volley
Increased diameter from point of attack to 15 feet

11th
Multiattack Defense - No Change
Escape the Horde - No Change

15th
Foe Slayer

Add Wisdom modifier to All attacks and damage rolls to any creature
Stalker's Fury
You have the ability to make your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability

There's a feel of letting the rest of the party soak all the enemy attacks and then the ranger just prances around and murderates everything. Moving the 11th level abilities down to 7th and making them better seals it.

I was with some of the stealthing but the collective effect makes a kiter or a ghost and as a DM I'd tire or both very quickly.
 

jodyjohnson

Adventurer
I under stand that some tables want to move the Ranger to the top of the damage per turn pecking order. This build accomplishes the task at the expense of someone's else favorite class moving to the back of the bus.

Encounter pacing has a large effect of the way the classes compare but the reliance and abundance of at-will abilities here let the Ranger be top of the heap in most of them even if the single target spike damage isn't the best.
 

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