The Ranger
The ongoing question is: What is a ranger? Throughout the editions, it has overlapped with other classes, been a warrior, a rogue, a druid, a barbarian and even a little bit of wizard. It has had favored enemies, favored terrain, animal companions, and multiple weapon styles. It has been a strong spellcaster, a weak spellcaster, and a non-spellcaster. So where does this all lead?
With survey about the newest UA ranger out, it made me decide to pull this back out. I posted it on the wizards site, but then the shutdown began. These were my thoughts. Please give me any feedback.
I posit that the ranger needs to be first examined without mechanics to determine what the point is. There seem to be three themes that come up repeatedly that resonate with many players as to why they find the class compelling, whether it is mechanically the best or the worst (and it has been both, many times).
Broadly, these are: a connection to nature, flexibility, and survival.
Nature’s Warrior: First and foremost, the ranger has a strong connection to nature. Whether they are paragon guardians of the forest or cullers of the herd, exploiters of the wild or guardians of civilization, rangers have long understood the natural world in a way few others can. More than a druid (who is nature’s caretaker), the ranger is nature’s warrior, be it through cooperation or exploitation. (Many of us older players are stuck on the Aragorn-all-rangers-must-be-good vibe, possibly even more than the lawful-stupid paladin archetype. It is a beautiful thing to recognize that rangers of Malar can exist, as well as cannibalistic Halfling rangers).
Flexibility: Back in the dawn of time, it was very difficult for characters to have abilities from a number of sources, and rangers called to those of us who wanted to cover a range of situations. In many ways, that was the ranger’s true defining niche—a niche that has disappeared over the editions as more flexibility entered the game as a whole. What this means, is that we need to come up with different ways for rangers to be flexible. This may make it a more complex class than some of the others, with trickier resource management, but it is probably ok to have one warrior that is more challenging. (Arguably the paladin is on par for resource management, but really they are more focused on nova damage than flexibility, so it is a distant comparison).
Survivor: Whether in the wilderness or combat, the ranger is tough. They may be able to take more punishment, or they may be able to avoid it (through stealth, trickery, or avoidance). Endurance of the elements and control of the situation and conditions around them are the hallmarks of a good survivalist. Countless times the ranger is the last one standing at a near-TPK, or better yet the one who circumvents the potential TPK in the first place.
DESIGNER’S NOTE ON THE BUILD: The build is inspired by the UA rangers, the rangers (and other classes, kits, prestige classes and paragon paths) from each edition, and many of the thoughts and ideas brought up in discussion on these boards.
There is not a spell-less variant (though the warden could happily go his whole career without using a spell slot for spells). If you want a wilderness warrior who doesn’t cast spells but has maneuvers, make a dex-based outlander rogue/fighter or any number of other possible “rangers.”
Mechanically, a few things define this class. The unique one is the expenditure of hit dice for more options than simply healing. Rangers use their internal fortitude and ability to “cowboy up” is ways that traditional fighters and rogues simply cannot. It may bring up (and hopefully eliminate) the “hit points are meat” debate.
Similarly, rangers use concentration for many effects other than spells, a result of their intense focus.
The other unifying mechanic (often connected to the first) is flexibility. The base chassis is able to alter features with time and effort, and each of the archetypes has options to react on the fly to new situations. Mostly, they are tactically fluid with ways to alter the landscape of a battle (whether literally or metaphorically).
Depending on feedback, I will repost this without designer’s notes and such, as well as with more fluff description (rather than the quasi-historical analysis of the class).
In all honesty, I would be tempted to call this class The Woodsman, or The Wanderer, or possibly The Explorer, and have the first archetype be called The Ranger, but sacred cows and all. Without further ado, the class:
The Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 2d6 per ranger level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 2d6 (or 7) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength and Dexterity OR Wisdom OR Constitution (see below)
Skills: Proficient in Survival, plus choose three from, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
• Leather armor
• (a) two martial melee weapons or (b) 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
The Ranger
Expending Hit Dice: The ranger’s toughness often allows him or her to adapt more quickly or survive hardships better than other characters. When a feature references expending hit dice, it is on a one for one basis (thus a single-classed ranger will have double the hit dice of other classes). Unless otherwise noted, using the hit die is part of the action that triggered it. The expended hit die does not recover any hit points unless otherwise noted.
Primeval Archetype: (Level 1) Choose the Stalker, Shaman or Warden Primeval Archetype. You gain your second saving throw based on this choice (this feature cannot grant a third saving throw proficiency).
Natural Explorer: (Level 1) As the class feature in the Player’s Handbook with the following exception. Rangers can quickly adapt to new situations by quickly reconnoitering the surroundings, testing the local conditions, and relating it all to the interconnectedness of the natural order. At the end of a short or long rest, you may expend a hit die to switch terrain types. You choose a native terrain from the list provided. You may always revert to your native terrain without spending a hit die (though you still need a rest).
DESIGNER’S NOTE: This ability to change terrain will allow a ranger to feel more like a wanderer of the world than someone who should best stay in their homeland where they have a stronger advantage.
Fighting Style: (Level 2) As the class feature in the Player’s Handbook with the following exception. With time and understanding of their environment, rangers are able to adapt to their surroundings. Perhaps in studying the rocky badlands around you, you recognize that the lines of sight are too short for archery, and that defense will be more useful. You practice with the terrain and push your body to adapt to different conditions. After a long rest, the ranger may expend a hit die to change fighting style.
DESIGNER’S NOTE: This does not add power, as they still cannot have more than one at once through this feature. Instead, it allows flexibility. More often than not, a player will have a preferred style anyway (possibly linked to preferred magic weapons), but this gives the chance to prepare as a good survivalist does.
Spellcasting: (Level 2) As the class feature in the Player’s Handbook with the following exceptions. All rangers know the druidcraft cantrip. Additionally, they may prepare spells in the same way as the paladin, but with wisdom as the casting stat.
DESIGNER’S NOTE: This encourages higher wisdom scores, especially for the spirit shaman, who already favors wisdom, and should feel more like a spellcaster than the others (while the warden is less likely to have spell versatility). The druidcraft just feels like the almost mundane activities of a ranger (weather prediction, altering the area, perhaps to make a camp more comfortable, etc.). It might be better to make a woodcraft cantrip of some sort that involves hiding trails, masking scents and concealing the smoke from fires, but this seemed easier.
Primeval Awareness: (Level 3) You increase your connection to the land around you. You can spend an action to expend one ranger spell slot. Until your next long rest (or until you use this feature again), you gain an awareness of the landscape, extending for one mile per level of the spell slot expended. In your favored terrain, this range increases by two miles. You cannot be surprised in an area of awareness.
Additionally, you can focus on the subtle signs in an area for one minute at any time during the duration. This allows you to determine the presence of (and differentiate between) the following types of creatures in the area of awareness: aberrations, celestials, dragons, elementals, fey, fiends and undead. You can determine general direction relative to you (north, south, east or west).
Each archetype provides an additional benefit in the area of awareness.
DESIGNER’S NOTE: Not only does the increased level of knowledge gained by this feature encourage its use, it also fits the theme of a ranger being aware of and prepared for danger. With each archetype gaining additional benefits, it will also influence play style, as it adds elements of the ambuscade feature of the UA ranger.
Survivalist: (Level 4) You gain expertise (per the rogue ability) in the Survival skill.
DESIGNER’S NOTE: I’m not even positive when this would help, but in those situations, the ranger should be the best.
Ability Score Increase: (Level 4, 8, 12, 16 and 19) As described in the Player’s Handbook
Hunter’s Quarry: (Level 5) As a bonus action select a creature you can see within 90 feet. As long as you maintain concentration, that creature is your quarry (even if they leave the initial range). You deal an extra 2d6 damage to the target (3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level) whenever you hit it with a weapon attack. You also gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate your quarry.
DESIGNER’S NOTE: This is an easier to achieve, more specific, half-powered version of what the rogue gets (sneak attack), at the expense of two resources (bonus action and concentration), both of which are useful to the ranger in other ways (see the archetypes). This gives them a damage boost that is more flavorful than an extra attack, but not so strong to make them a true striker (as they are really more of a versatile survivor).
It also replaces favored enemy. It has always seemed odd mechanically to focus on killing one type of creature over others (and has always been somewhat tough to make useful as a DM). It seems more like a background issue than a class feature. Much like favored terrain, it is strange to make the versatile, flexible character focus on a single type of opponent.
Poultices: (Level 7) As described in Unearthed Arcana, though they can be used on any creature type (with the possible exception of undead and constructs, at the DMs discretion).
Land’s Stride: (Level 8) As described in the Player’s Handbook
Hide in Plain Sight: (Level 10) As Vanish in the Player’s Handbook
DESIGNER’S NOTE: The name is a recent tradition, and fits the description of Vanish better.
Natural Antivenin: (Level 11) As described in Unearthed Arcana
Rugged: (Level 14) At the end of a short rest, you regain a hit die.
Feral Senses: (Level 18) As described in the Player’s Handbook
The ongoing question is: What is a ranger? Throughout the editions, it has overlapped with other classes, been a warrior, a rogue, a druid, a barbarian and even a little bit of wizard. It has had favored enemies, favored terrain, animal companions, and multiple weapon styles. It has been a strong spellcaster, a weak spellcaster, and a non-spellcaster. So where does this all lead?
With survey about the newest UA ranger out, it made me decide to pull this back out. I posted it on the wizards site, but then the shutdown began. These were my thoughts. Please give me any feedback.
I posit that the ranger needs to be first examined without mechanics to determine what the point is. There seem to be three themes that come up repeatedly that resonate with many players as to why they find the class compelling, whether it is mechanically the best or the worst (and it has been both, many times).
Broadly, these are: a connection to nature, flexibility, and survival.
Nature’s Warrior: First and foremost, the ranger has a strong connection to nature. Whether they are paragon guardians of the forest or cullers of the herd, exploiters of the wild or guardians of civilization, rangers have long understood the natural world in a way few others can. More than a druid (who is nature’s caretaker), the ranger is nature’s warrior, be it through cooperation or exploitation. (Many of us older players are stuck on the Aragorn-all-rangers-must-be-good vibe, possibly even more than the lawful-stupid paladin archetype. It is a beautiful thing to recognize that rangers of Malar can exist, as well as cannibalistic Halfling rangers).
Flexibility: Back in the dawn of time, it was very difficult for characters to have abilities from a number of sources, and rangers called to those of us who wanted to cover a range of situations. In many ways, that was the ranger’s true defining niche—a niche that has disappeared over the editions as more flexibility entered the game as a whole. What this means, is that we need to come up with different ways for rangers to be flexible. This may make it a more complex class than some of the others, with trickier resource management, but it is probably ok to have one warrior that is more challenging. (Arguably the paladin is on par for resource management, but really they are more focused on nova damage than flexibility, so it is a distant comparison).
Survivor: Whether in the wilderness or combat, the ranger is tough. They may be able to take more punishment, or they may be able to avoid it (through stealth, trickery, or avoidance). Endurance of the elements and control of the situation and conditions around them are the hallmarks of a good survivalist. Countless times the ranger is the last one standing at a near-TPK, or better yet the one who circumvents the potential TPK in the first place.
DESIGNER’S NOTE ON THE BUILD: The build is inspired by the UA rangers, the rangers (and other classes, kits, prestige classes and paragon paths) from each edition, and many of the thoughts and ideas brought up in discussion on these boards.
There is not a spell-less variant (though the warden could happily go his whole career without using a spell slot for spells). If you want a wilderness warrior who doesn’t cast spells but has maneuvers, make a dex-based outlander rogue/fighter or any number of other possible “rangers.”
Mechanically, a few things define this class. The unique one is the expenditure of hit dice for more options than simply healing. Rangers use their internal fortitude and ability to “cowboy up” is ways that traditional fighters and rogues simply cannot. It may bring up (and hopefully eliminate) the “hit points are meat” debate.
Similarly, rangers use concentration for many effects other than spells, a result of their intense focus.
The other unifying mechanic (often connected to the first) is flexibility. The base chassis is able to alter features with time and effort, and each of the archetypes has options to react on the fly to new situations. Mostly, they are tactically fluid with ways to alter the landscape of a battle (whether literally or metaphorically).
Depending on feedback, I will repost this without designer’s notes and such, as well as with more fluff description (rather than the quasi-historical analysis of the class).
In all honesty, I would be tempted to call this class The Woodsman, or The Wanderer, or possibly The Explorer, and have the first archetype be called The Ranger, but sacred cows and all. Without further ado, the class:
The Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 2d6 per ranger level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 2d6 (or 7) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength and Dexterity OR Wisdom OR Constitution (see below)
Skills: Proficient in Survival, plus choose three from, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
• Leather armor
• (a) two martial melee weapons or (b) 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
The Ranger
Level | Class Feature |
1 | Primeval Archetype, Natural Explorer |
2 | Fighting Style, Spellcasting |
3 | Primeval Archetype Ability, Primeval Awareness |
4 | Ability Score Increase, Survivalist |
5 | Hunter’s Quarry |
6 | Primeval Archetype Ability |
7 | Poultices |
8 | Ability Score Increase, Land’s Stride |
9 | Primeval Archetype Ability |
10 | Hide in Plain Sight |
11 | Natural Antivenin |
12 | Ability Score Increase |
13 | Primeval Archetype Ability |
14 | Rugged |
15 | Primeval Archetype Ability |
16 | Ability Score Increase |
17 | |
18 | Feral Senses |
19 | Ability Score Increase |
20 | Primeval Archetype Ability |
Primeval Archetype: (Level 1) Choose the Stalker, Shaman or Warden Primeval Archetype. You gain your second saving throw based on this choice (this feature cannot grant a third saving throw proficiency).
Natural Explorer: (Level 1) As the class feature in the Player’s Handbook with the following exception. Rangers can quickly adapt to new situations by quickly reconnoitering the surroundings, testing the local conditions, and relating it all to the interconnectedness of the natural order. At the end of a short or long rest, you may expend a hit die to switch terrain types. You choose a native terrain from the list provided. You may always revert to your native terrain without spending a hit die (though you still need a rest).
DESIGNER’S NOTE: This ability to change terrain will allow a ranger to feel more like a wanderer of the world than someone who should best stay in their homeland where they have a stronger advantage.
Fighting Style: (Level 2) As the class feature in the Player’s Handbook with the following exception. With time and understanding of their environment, rangers are able to adapt to their surroundings. Perhaps in studying the rocky badlands around you, you recognize that the lines of sight are too short for archery, and that defense will be more useful. You practice with the terrain and push your body to adapt to different conditions. After a long rest, the ranger may expend a hit die to change fighting style.
DESIGNER’S NOTE: This does not add power, as they still cannot have more than one at once through this feature. Instead, it allows flexibility. More often than not, a player will have a preferred style anyway (possibly linked to preferred magic weapons), but this gives the chance to prepare as a good survivalist does.
Spellcasting: (Level 2) As the class feature in the Player’s Handbook with the following exceptions. All rangers know the druidcraft cantrip. Additionally, they may prepare spells in the same way as the paladin, but with wisdom as the casting stat.
DESIGNER’S NOTE: This encourages higher wisdom scores, especially for the spirit shaman, who already favors wisdom, and should feel more like a spellcaster than the others (while the warden is less likely to have spell versatility). The druidcraft just feels like the almost mundane activities of a ranger (weather prediction, altering the area, perhaps to make a camp more comfortable, etc.). It might be better to make a woodcraft cantrip of some sort that involves hiding trails, masking scents and concealing the smoke from fires, but this seemed easier.
Primeval Awareness: (Level 3) You increase your connection to the land around you. You can spend an action to expend one ranger spell slot. Until your next long rest (or until you use this feature again), you gain an awareness of the landscape, extending for one mile per level of the spell slot expended. In your favored terrain, this range increases by two miles. You cannot be surprised in an area of awareness.
Additionally, you can focus on the subtle signs in an area for one minute at any time during the duration. This allows you to determine the presence of (and differentiate between) the following types of creatures in the area of awareness: aberrations, celestials, dragons, elementals, fey, fiends and undead. You can determine general direction relative to you (north, south, east or west).
Each archetype provides an additional benefit in the area of awareness.
DESIGNER’S NOTE: Not only does the increased level of knowledge gained by this feature encourage its use, it also fits the theme of a ranger being aware of and prepared for danger. With each archetype gaining additional benefits, it will also influence play style, as it adds elements of the ambuscade feature of the UA ranger.
Survivalist: (Level 4) You gain expertise (per the rogue ability) in the Survival skill.
DESIGNER’S NOTE: I’m not even positive when this would help, but in those situations, the ranger should be the best.
Ability Score Increase: (Level 4, 8, 12, 16 and 19) As described in the Player’s Handbook
Hunter’s Quarry: (Level 5) As a bonus action select a creature you can see within 90 feet. As long as you maintain concentration, that creature is your quarry (even if they leave the initial range). You deal an extra 2d6 damage to the target (3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level) whenever you hit it with a weapon attack. You also gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to locate your quarry.
DESIGNER’S NOTE: This is an easier to achieve, more specific, half-powered version of what the rogue gets (sneak attack), at the expense of two resources (bonus action and concentration), both of which are useful to the ranger in other ways (see the archetypes). This gives them a damage boost that is more flavorful than an extra attack, but not so strong to make them a true striker (as they are really more of a versatile survivor).
It also replaces favored enemy. It has always seemed odd mechanically to focus on killing one type of creature over others (and has always been somewhat tough to make useful as a DM). It seems more like a background issue than a class feature. Much like favored terrain, it is strange to make the versatile, flexible character focus on a single type of opponent.
Poultices: (Level 7) As described in Unearthed Arcana, though they can be used on any creature type (with the possible exception of undead and constructs, at the DMs discretion).
Land’s Stride: (Level 8) As described in the Player’s Handbook
Hide in Plain Sight: (Level 10) As Vanish in the Player’s Handbook
DESIGNER’S NOTE: The name is a recent tradition, and fits the description of Vanish better.
Natural Antivenin: (Level 11) As described in Unearthed Arcana
Rugged: (Level 14) At the end of a short rest, you regain a hit die.
Feral Senses: (Level 18) As described in the Player’s Handbook