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[GUIDE] Seeing the Forest for the Trees: The Ranger Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7541968" data-attributes="member: 68748"><p><strong>Lv. 2 Spells (Ranger Lv. 5)</strong></p><p></p><p><span style="color: deepskyblue"><strong>Pass without Trace</strong></span>: <em>1 action; V,S,M; Concentration</em>. +10 to the whole party’s Stealth checks means even the party’s walking tin cans with 10 DEX can succeed at them much of the time. Which is quite awesome when a stealthy approach is preferred.</p><p></p><p><span style="color: deepskyblue"><strong>Spike Growth</strong></span>: <em>1 action; V,S,M; Concentration; WIS</em>. 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.</p><p></p><p><span style="color: #0000ff"><strong>Lesser Restoration</strong></span>: <em>1 action; V,S</em>. Ends one disease, or one of blinded, deafened, paralyzed or poisoned. Good one to keep around.</p><p></p><p><span style="color: #0000ff"><strong>Silence</strong></span>: <em>1 action; V,S; Concentration</em>. This is great if you <span style="color: deepskyblue"><strong>fight spellcasters a lot</strong></span>. It’s pretty much death for them, as nearly all spells have a verbal component. Even if you don’t fight them constantly, you probably will occasionally at least, making this useful to keep on tap.</p><p></p><p><span style="color: darkviolet"><strong>Beast Sense</strong></span>: <em>1 action; S; Concentration</em>. Has its uses in scouting, but generally you should pass on it.</p><p></p><p><span style="color: darkviolet"><strong>Darkvision</strong></span>: <em>1 action; V,S,M</em>. Completely useless if you <span style="color: #ff0000"><strong>already have Darkvision</strong></span> somehow (race, Gloom Stalker). And even if you don’t, Goggles of Night are merely uncommon and require no attunement, so you’ll probably find some at some point.</p><p></p><p><span style="color: darkviolet"><strong>Healing Spirit</strong></span> <strong>(XGTE)</strong>: <em>1 bonus action; V,S; Concentration; WIS</em>. Well, you had to figure this one was getting nerfed sooner or later. This pumped out hilariously broken amounts of healing pre-errata, but now it’s not even worth taking for a lot of Rangers. If your <span style="color: red"><strong>WIS is less than 14</strong></span>, avoid this. If your <strong>WIS is 16 or higher</strong> then this becomes a mild upgrade over Cure Wounds that can be split among party members as they need it. It does still scale pretty well if you upcast it, so there is that.</p><p></p><p><span style="color: darkviolet"><strong>Protection from Poison</strong></span>: <em>1 action; V,S</em>. Generally inferior to<em> Lesser Restoration</em>. The advantage on saves against poison and resistance to poison damage is too situational to really matter.</p><p></p><p><span style="color: #ff0000"><strong>Animal Messenger</strong></span>: <em>1 action; V,S,M</em>. Cute, but no.</p><p></p><p><span style="color: #ff0000"><strong>Barkskin</strong></span>: <em>1 action; V,S,M; Concentration</em>. 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 <span style="color: darkviolet"><strong>Beast Master</strong></span> 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 <em>Hunter's Mark</em> and just doesn't measure up.</p><p></p><p><span style="color: #ff0000"><strong>Cordon of Arrows</strong></span>: <em>1 action; V,S,M; WIS</em>. Oh, my, this is just weak.</p><p></p><p><span style="color: #ff0000"><strong>Find Traps</strong></span>: <em>1 action; V,S</em>. Your Perception skill should find most traps without this spell.</p><p></p><p><span style="color: #ff0000"><strong>Locate Animals or Plants</strong></span>: <em>1 action; V,S,M</em>. No.</p><p></p><p><span style="color: #ff0000"><strong>Locate Object</strong></span>: <em>1 action; V,S,M</em>. No.</p><p></p><p><em>Gloom Stalker:</em></p><p></p><p><span style="color: #0000ff"><strong>Rope Trick</strong></span>: <em>1 action; V,S,M</em>. Guarantee the whole party a safe short rest. Nice.</p><p></p><p><em>Horizon Walker:</em></p><p></p><p><span style="color: deepskyblue"><strong>Misty Step</strong></span>: <em>1 bonus action; V</em>. 30-foot bonus-action teleport. It’s glorious, and you’ll use it a lot.</p><p></p><p><em>Monster Slayer:</em></p><p></p><p><span style="color: darkviolet"><strong>Zone of Truth</strong></span>: <em>1 action; V,S; WIS</em>. Useful for interrogations, sure, but how often will you conduct those?</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541968, member: 68748"] [B]Lv. 2 Spells (Ranger Lv. 5)[/B] [COLOR=deepskyblue][B]Pass without Trace[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. +10 to the whole party’s Stealth checks means even the party’s walking tin cans with 10 DEX can succeed at them much of the time. Which is quite awesome when a stealthy approach is preferred. [COLOR=deepskyblue][B]Spike Growth[/B][/COLOR]: [I]1 action; V,S,M; Concentration; WIS[/I]. 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. [COLOR=#0000ff][B]Lesser Restoration[/B][/COLOR]: [I]1 action; V,S[/I]. Ends one disease, or one of blinded, deafened, paralyzed or poisoned. Good one to keep around. [COLOR=#0000ff][B]Silence[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. This is great if you [COLOR=deepskyblue][B]fight spellcasters a lot[/B][/COLOR]. It’s pretty much death for them, as nearly all spells have a verbal component. Even if you don’t fight them constantly, you probably will occasionally at least, making this useful to keep on tap. [COLOR=darkviolet][B]Beast Sense[/B][/COLOR]: [I]1 action; S; Concentration[/I]. Has its uses in scouting, but generally you should pass on it. [COLOR=darkviolet][B]Darkvision[/B][/COLOR]: [I]1 action; V,S,M[/I]. Completely useless if you [COLOR=#ff0000][B]already have Darkvision[/B][/COLOR] somehow (race, Gloom Stalker). And even if you don’t, Goggles of Night are merely uncommon and require no attunement, so you’ll probably find some at some point. [COLOR=darkviolet][B]Healing Spirit[/B][/COLOR] [B](XGTE)[/B]: [I]1 bonus action; V,S; Concentration; WIS[/I]. Well, you had to figure this one was getting nerfed sooner or later. This pumped out hilariously broken amounts of healing pre-errata, but now it’s not even worth taking for a lot of Rangers. If your [COLOR=red][B]WIS is less than 14[/B][/COLOR], avoid this. If your [B]WIS is 16 or higher[/B] then this becomes a mild upgrade over Cure Wounds that can be split among party members as they need it. It does still scale pretty well if you upcast it, so there is that. [COLOR=darkviolet][B]Protection from Poison[/B][/COLOR]: [I]1 action; V,S[/I]. Generally inferior to[I] Lesser Restoration[/I]. The advantage on saves against poison and resistance to poison damage is too situational to really matter. [COLOR=#ff0000][B]Animal Messenger[/B][/COLOR]: [I]1 action; V,S,M[/I]. Cute, but no. [COLOR=#ff0000][B]Barkskin[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. 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 [COLOR=darkviolet][B]Beast Master[/B][/COLOR] 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 [I]Hunter's Mark[/I] and just doesn't measure up. [COLOR=#ff0000][B]Cordon of Arrows[/B][/COLOR]: [I]1 action; V,S,M; WIS[/I]. Oh, my, this is just weak. [COLOR=#ff0000][B]Find Traps[/B][/COLOR]: [I]1 action; V,S[/I]. Your Perception skill should find most traps without this spell. [COLOR=#ff0000][B]Locate Animals or Plants[/B][/COLOR]: [I]1 action; V,S,M[/I]. No. [COLOR=#ff0000][B]Locate Object[/B][/COLOR]: [I]1 action; V,S,M[/I]. No. [I]Gloom Stalker:[/I] [COLOR=#0000ff][B]Rope Trick[/B][/COLOR]: [I]1 action; V,S,M[/I]. Guarantee the whole party a safe short rest. Nice. [I]Horizon Walker:[/I] [COLOR=deepskyblue][B]Misty Step[/B][/COLOR]: [I]1 bonus action; V[/I]. 30-foot bonus-action teleport. It’s glorious, and you’ll use it a lot. [I]Monster Slayer:[/I] [COLOR=darkviolet][B]Zone of Truth[/B][/COLOR]: [I]1 action; V,S; WIS[/I]. Useful for interrogations, sure, but how often will you conduct those? [/QUOTE]
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