5. Archetypes/Conclaves.
There are eight available archetypes (conclaves, subclasses) for the ranger. The choice is constrained both by the type of wisdom attack you adopt (section 2) and the choices you make for race/lineage and feats (section 3). If you are using Shillelagh, you are making a melee weapon attack. If you are using Magic Stone in a sling it is a attack with a ranged weapon, even though it is also a spell attack. If you are using a scaling attack cantrip it is a spell attack, but is not with a weapon.
Summary of archetype recommendations based on wisdom attack:
- Shillelagh: Swarmkeeper, Horizon Walker, Gloomstalker (better if you don’t have darkvision), Fey Wanderer, Monster Hunter, Beastmaster (TCOE), Drakewarden (FTOD), Hunter
- Magic Stone with sling: Swarmkeeper, Fey Wanderer, Monster Hunter, Hunter, Beastmaster, Drakewarden (FTOD)
- Close-range attack cantrips [i.e. Primal Savagery, Thorn Whip, or cantrips that require a save such as Poison Spray] Swarmkeeper, Beastmaster (TCOE), Drakewarden (FTOD), Hunter
- Ranged attack cantrips: Swarmkeeper, Beastmaster (TCOE), Drakewarden (FTOD)
Six of the archetypes do not require the use of your bonus action in order to work. These are a good choice for characters who might already have committed their bonus action:
- those using Magic Stone to attack;
- goblins;
- those wanting to fight with polearm master or two-weapon fighting (both of which are suboptimal for this build in any case);
- those wanting a regular shove action either through Shield Master or Telekinetic;
- multiclass rogues, etc.
Hunter
For a wisdom ranger, Hunter is really only effective for a
melee build, as the
ranged builds all have disappointing levels. Nevertheless, if only using the PHB this is the best option. The Hunter allows choices of combat abilities at levels 3, 7, 11, and 15. The best choice depends on your wisdom attack, and whether you are using Shillelagh, Magic Stone, close-range attack cantrips, or ranged attack cantrips.
- Shillelagh. (3) Colossos Slayer will be used more often than than Giant Killer. (7) Escape the Horde. (11) Whirlwind. (15) Evasion.
- Magic Stone. (3) Colossus Slayer is better than Horde Breaker, which uses up your ammunition. (7) Multiattack Defense, unless you are concerned about fear attacks, in which case take Steel Will. (11) Volley, bad as it is, is your best bet. (15) Evasion.
- Close-range attack cantrips. (3) Giant Killer. (7) Escape the Horde. (11) Whirlwind. (15) Evasion.
- Ranged attack cantrips. (3) Giant Killer. (7) Multiattack Defense or Steel Will. (11) there is no good choice. (15) Evasion.
All the options at level 7 are reasonable. Escape the Horde fights many; Multiattack Defense is more effective against bosses. Steel Will gives advantage on fear saves, which is always good. With a high wisdom, your saves will be higher than many. At level 15, Evasion is easily the most powerful option, though it comes online very late in the game.
Beastmaster
It is generally agreed that the
PHB implementation of the Beastmaster was unsuccessful, and that the beast was simply too fragile to be effective in combat, and the sacrifice of one’s own attack was disadvantageous most of the time. At the same time, having a crocodile or a buffalo as a pet is fun, and small rangers could even be bonded to a beast they could ride as a mount. The official revision was to introduce a different kind of beast-pet in TCOE which is both more durable and more easily replaced/replenished, and which didn’t require optimizing by flipping through looking for particular beasts with particular abilities: players choose from a generic template and add colour at will. My Beast of the Land might look like a hyena or a spider, but its abilities were the same. TCOE represents a substantial improvement, though it does expose a weakness as well (see section 7, under Beast Bond) that means any Beastmaster ranger needs to discuss implementation with their DM. The Beastmaster only works with
Shillelagh or
sling/Magic Stone builds, and is less good for
those with a good use of their bonus action. It is possible to use the TCOE Beastmaster with one of the scaling
attack cantrips. For a
character that is small, the advantage of an independent mount makes for a constrained but interesting possibility.
The PHB version gave you a beast from the Monster Manual (3), which as an action you can command to attack; after level 5 that command can include a weapon attack from you. Exceptional Training (7) allows your beast’s attacks to be magical (errata), and allows you to use your bonus action to get your beast another non-combat action, including Help, which can give you advantage on your attack. Bestial Fury (11) gives it two attacks, coming online at the same time as the Fighter’s third attack. Share Spells (15) is a bit underwhelming, and for combat purposes only really applies to Absorb Elements and Pass Without Trace.
TCOE changes things so that it is not a wild animal, but a “primal beast”, which can be exchanged for a different type with each long rest. Much more robust, though it loses the man-and-his-bear Grizzly-Adams feel if the classic Beastmaster. Primal Companion (3) lets you command your beast either with a bonus action or using one of your attacks with the Attack action. While the creature is still only capable of one action per turn, that represents considerably more flexibility for the ranger and (importantly for this build) means that you can cast a spell with your Action and still have an attack from your beast. Exceptional Training (7) allows your beast’s attacks to be magical, but the bonus action benefit from the PHB is something you’ve had going since level 3, so it can like you are not getting much, even though you got it early. Bestial Fury (11) still gives the primal beast another attack, and Share Spells (15) remains underwhelming. Unless it’s an aquatic campaign, you’re not going to use Beast of the Sea. Beast of the Sky can be ridden by small characters and has a good chance to knock an enemy prone; Beast of the Sky does comparable damage but has flyby, which makes it similar to an owl familiar.
Gloomstalker (XGTE).
This is an excellent choice for a
race without darkvision, and works best with
Shilelagh as the wisdom attack. Though it can work with
Magic Stone, your bonus action will be casting that spell almost every round. The key combat ability is Dread Ambusher (3), which lets you add your WIS bonus to initiative and have a particularly effective first round of each combat with weapon attacks. Gloom Stalker Magic provides additional spells, and rope trick (5), fear (9) and greater invisibility (13) are all respectable. Iron Mind (7) gives proficiency in Wisdom saves, a valuable bonus for resisting fear and charm effects. Stalker’s Flurry (11) allows an extra weapon attack, if either weapon attack from Extra Attack misses. Shadowy Dodge (15) gives a use for your reaction to impose disadvantage on an incoming attack.
Fey Wanderer (TCOE).
This is a very dynamic option that supports a wisdom build that has invested in at least one Charisma skill, such as a Soldier or a Half-Orc, both of whom have access to Intimidation as default. Both
Half Elf and
Aasimar wisdom rangers will possibly have +2 on the Charisma checks already, and this gives an additional bonus. It requires either
Shillelagh or
Magic Stone for the attack cantrip. Dreadful Strikes (3) gives a small amount of extra damage. The wording is clear that such damage can be applied only once per turn to each target, so it supports attacks against multiple opponents in the same turn. That will happen more often when attacking with Magic Stone, which is a nice consequence. It would also synergize with Polearm Master’s second attacks, if you are in melee with more than one opponent. Fey Wanderer Magic again gives an additional spell with each new spell level gained, with the best options coming at level 5 (misty step) and 9 (dispel magic). Otherworldy Glamour (3) allows you to add your wisdom bonus to Charisma skill checks, and gives proficiency in an additional charisma-based skill. Beguiling Twist (7) allows you to turn an attack that might have created a charmed of frightened condition against an enemy. It can therefore support a party member’s attack (if your party’s spellcaster tries to charm an enemy and it saves, you can refocus the magic on another enemy), or invert an enemy attack (if an opponent tries to charm or frighten your party and someone makes a save, you can direct the attack back on an opponent, including the one that cast it. This has the potential for a lot of fun. Fey Reinforcements (11) gives you the spell summon fey, and lets you cast it without the expensive material component and without needing to maintain concentration (though for a reduced duration). Misty Wanderer (15) allows you to cast misty step without a spell slot and to bring an ally with you. All of this is fun, and comes with a “Feywild gift”, such as antlers or always smelling like homebaked cookies.
Swarmkeeper (TCOE)
This is probably the best option for a wisdom ranger using
attack cantrips, and it is very effective for
Shillelagh and
Magic Stone builds as well. Central to the archetype is the existence of a personal swarm. The text is clear that the player can define the nature of the swarm – it does not need to be insects or spiders or rats – but for a good character, it does require some thinking on how to envision the swarm without it disgusting passersby and villagers. Nobody goes up to and talks to the man with the beard of bees. The woodland animals and birds that assist Snow White could be a swarm, as could swirling mists enveloping the ranger or a half dozen hummingbirds hovering just over the ranger’s shoulders. But you need something you and the character can live with. Gathered Swarm (3) gives a bonus to each successful attack (not even limited to once per turn): extra piercing damage, or a possible 15’ push, or a 5’ move for yourself. All of these are effective. The 15’ move requires a strength save, and so good for repositioning casters (perhaps adjacent to an ally), and the 5’ move for yourself would allow you to disengage form an enemy without opportunity attacks against you and to break a grapple. Conceptually there may be a challenge to explain why your locusts are helping the ray of frost attack, but that is solvable. These effects are all enhanced by Mighty Swarm (11). Swarmkeepers Magic again adds another spell per spell level, including faerie fire (3) web (5) and gaseous form (9). It also teaches you Mage Hand, which will synergize well with the
Telekinetic feat, extending its range to 60’ and allowing it to operate unseen. Writhing Tide (7) allows limited and very slow flight for a minute, but it does not require concentration. Swarming Dispersal (15) allows you to give yourself resistance to any attack and to teleport 30’, all with a reaction.
Drakewarden (FTOD)
Introduced in Fizban's, the Drakewarden is a variation on the Beastmaster using the TCOE variation. Unlike the Beastmaster, you must use your Bonus action to command it to do anything, and so it has less flexibility than the Primal Companion. Nevertheless, thanks to Bond of Fang and Scale (7), the drake becomes a (non-flying) mount for small and medium characters: that gives it a distinct advantage over the Beastmaster for
medium-sized characters. Perfected Bond (15) makes the drake Large size and able to fly while mounted.
Two of the archetypes require the use of your bonus action in order to work. They are generally a poor choice for characters who might already have committed their bonus action.
Horizon Walker (TCOE)
The Horizon Walker is a fantastic concept – the lone traveller who crosses the planes – and this implementation does not live up to that potential. It is a very effective combat build however, with some fun and powerful abilities for a wisdom ranger using
shillelagh or
sling/Magic Stone. Horizon Walker Magic adds some great spells (misty step at 5, fear at 9, banishment at 13). Detect Portal (3) is almost useless: even if the DM is placing portals in your way, you can only check for them once per short rest. The real meat, however, comes with Planar Warrior (3) where you can use a bonus action to add damage to a weapon attack (+1d8, +2d8 after 11) and all the damage becomes the rarely resisted force damage. Ethereal Step (7) lets you become cast etherealness once per short rest that lasts a single turn: whereas you must see your destination with Misty Step, walls, floors, and prison bars are no longer a barrier. Distant Strike (11) allows you to hit multiple opponents with separate attacks, teleporting between them. The image of flicking around the battlefield hitting up to three opponents is cool, but requires some tactical thinking as you split your before each teleport to position yourself most advantageously. Since Planar Warrior only affects one target, the extra damage does not synergize perfectly. Spectral Defense (15) uses a reaction to give you resistance to any one type of damage from an attack after the attack has landed. While the build is effective for a dex-build archer, it is certainly viable for a Shillelagh build, but comes on very late compared to the rogue’s Uncanny Dodge, which is similar.
Monster Slayer (TCOE)
In some ways this is a revision of the hunter, offering fewer build choices along the way but allowing greater flexibility between melee and ranged attacks. It requires weapon attacks and so requires a
Shillelagh or
sling/Magic Stone build. The additions to the spell list from Monster Slayer Magic are fine but not especially compelling until Banishment at 13. Hunter’s Sense (3) allows you to identify potential weaknesses in an opponent, useful for identifying the way past boss opponents (and a Telepathic ranger could silently convey this information to allies). How often this will come into play depends on the campaign, but it could make-or-break the pursuit of a high-level opponent. Slayer’s Prey (3) allows a bonus action to mark an opponent which then suffers +1d6 damage. Unlike the Horizon Walker’s Planar Warrior, it does not need to be repeated each turn, which means if you seek out opponents that will take multiple turns to kill, you have your bonus action for other things. It doesn’t require concentration, and so stacks with Hunter’s Mark. Supernatural Defense (7) gives you +1d6 on saves and grapple escapes from the designated target of Slayer’s Prey (again encouraging the monster slayer to bypass minions and head for the boss). This becomes a pre-emptive attack with Slayer’s Counter (15). Magic-User’s Nemesis (11) gives you a focused defense against spellcasting enemies.