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This Land is My Land: A Guide to the Wisdom Ranger
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<blockquote data-quote="Kobold Stew" data-source="post: 8489409" data-attributes="member: 23484"><p><strong>2. Getting a Wisdom Attack</strong>.</p><p></p><p>The first question that needs to be asked is how the wisdom ranger is going to get a cantrip that provides a wisdom-based attack. The answer will come from class abilities, race/lineage, feats taken instead of an ASI, or multiclassing (see section 7). You don’t need to have a wisdom attack at level 1 (i.e. from Race/Lineage): with a 14 dexterity, you can easily manage until you gain a fighting style that gives you one at level 2, and if you start at a higher level and are playing with feats, you might choose to wait to take Magic Initiate at level 4.</p><p></p><p>The choice of your wisdom attack shouldn’t be made in isolation: whether you are going to focus on melee or ranged attacks, and what archetype you are going to pursue are all inter-related choices. Maybe you don’t have a decision yet; that’s fine. But if a particular archetype or race/lineage appeals to you, that might change the choice you make for your attack cantrip. And vice-versa.</p><p></p><p><strong>a. Race/Lineage</strong> (level 1).</p><p>Both <strong><span style="color: rgb(84, 172, 210)"><strong>Variant Human</strong></span></strong> (PHB) and <span style="color: rgb(84, 172, 210)"><strong>Custom Lineage</strong></span> (TCOE) give the option of a feat selected at first level (see below).</p><p></p><p>The <strong>Kobold</strong> (MOTM) may choose a sorcerer cantrip as part of their Kobold Legacy, and they can choose the casting stat. This means that a Kobold Ranger can use wisdom to cast Acid Splash, Chill Touch, Fire Bolt, Poison Spray, Ray of Frost, Shocking Grasp (PHB), Create Bonfire, Frostbite, Infestation, Thunderclap (XGTE), Mind Sliver, or Sword Burst (TCOE). It would b e tough to make any of these work as your primary attack, but it is possible.</p><p></p><p><strong>b. Class Abilities</strong> (level 2)</p><p><span style="color: rgb(41, 105, 176)"><strong>Druidic Warrior </strong></span>(TCOE), a 2nd-level Fighting Style option, gives two druid cantrips. For cantrip selection, see below. Also, Druidic Warrior lets you swap out cantrips when you level up, which means you aren’t stuck with a choice made early and can guide your character to a playstyle you like.</p><p></p><p><strong>c. Feats</strong>.</p><p>Whether it’s taken as part of the race/lineage at level 1 or instead of ASI at level 4, <strong><span style="color: rgb(84, 172, 210)"><strong>Magic Initiate (Druid)</strong></span></strong> is always a good choice.</p><p></p><p>Each of these options provide two druid cantrips, at least one of which needs to be one of the following:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Create Bonfire</strong></span>. 1d8 (scaling) fire vs DEX, 60’. Some potential for a persistent hazard, but uses your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Frostbite</strong></span>. 1d6 (scaling) cold vs CON, w. disad. 60’. Basic damage, but good opportunity to weaken an opponent’s next attack.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Infestation</strong></span>. 1d6 (scaling) poison vs. CON, w. move. 30’. Short range, with unpredictable result of failed save.</li> <li data-xf-list-type="ul"><strong>Magic Stone</strong>. 1d6 wis 60’ ranged attack. This is a bit fiddly (see section 1), since it makes a weapon (it is launched with an Attack action, not a Cast a Spell action), but it asks for a ranged spell attack.</li> <li data-xf-list-type="ul"><strong>Poison Spray</strong>. 1d12 (scaling) poison vs CON. 10’. With range this short, this is like having reach on a melee attack, and it means you do get to break out your d12.</li> <li data-xf-list-type="ul"><strong>Primal Savagery</strong>. 1d10 (scaling) acid melee spell attack. This is a reasonable melee alternative to Shillelagh, but as with Poison spray it means Extra Attack offers no benefit, and does not benefit from Hunter’s Mark. Acid is less resisted than poison.</li> <li data-xf-list-type="ul"><strong>Produce Flame</strong><span style="color: rgb(0, 0, 0)"><strong>. </strong></span>1d10 (scaling) fire ranged spell attack 30’. Shorter range than Frostbite and a damage type that is more easily resisted, but good damage, plus it doubles as a Light cantrip (making it <strong><span style="color: rgb(41, 105, 176)">better for characters without darkvision</span></strong>).</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Shillelagh</strong></span>. 1d8 Wis melee attack. Weapon cantrip. This is likely why you are making this build in the first place. The spell works with a club or a quarterstaff. Quarterstaff is needed if you pursue Polearm Master, but otherwise the base weapon doesn't matter. Almost anything can be a club. Have fun: a branch, a shovel, a frying pan...</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Thorn Whip</strong></span>. 1d6 (scaling) piercing melee attack. A good melee attack with some range and battlefield control. Though Thorn whip has some range, pulling a Large enemy closer to you is not always what you want to do.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Thunderclap</strong></span>. 1d6 (scaling) thunder vs. CON. Noisy, indiscriminate, and very short range. No one likes to stand by the Thunderclapper.</li> </ul><p>Remember that cantrips that require a save (Create Bonfire, Frostbite, Infestation, Poison Spray, Thunderclap) can be used at melee range without penalty, and so can be used for melee or ranged attacks. Like Shillelagh, Primal Savagery and Thorn Whip are melee only.</p><p></p><p>If you are only taking one attack cantrip, then you may also choose a cantrip that doesn’t hurt others. Of these, the one that will see the most use, even if it is also known by another in the party, is <strong><span style="color: rgb(147, 101, 184)"><strong>Guidance</strong></span></strong>. It uses your concentration, but also helps you outside of combat while exploring or interacting with others. <span style="color: rgb(184, 49, 47)"><strong>Druidcraft</strong></span> offers some flavour, and <strong><span style="color: rgb(147, 101, 184)">Mold Earth</span></strong> can have fun uses, but neither is urgent for this build, given the very limited selection of cantrips available to you. <span style="color: rgb(184, 49, 47)"><strong>Gust</strong></span> is generally useless, but combined with Gust of Wind and Wind Wall allows you to <strong>have a theme</strong>.</p><p></p><p>If the Wisdom attack has come through Magic initiate, you may also select a single Druid 1st-level spell. The following are worth considering.</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Earth Tremor</strong></span>. DEX save. Maintains a theme if you have taken Thunderclap, I guess.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Faerie Fire</strong></span>. DEX save. A useful spell throughout your adventuring career for dealing with unseen opponents, but it uses your concentration.</li> <li data-xf-list-type="ul"><strong>Healing Word</strong>. Bonus action healing can revive a downed colleague, and your WIS adds to the amount healed.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Ice Knife</strong></span>. Ranged spell attack and DEX save. Small burst effect with the possibility of hurting a small group.</li> </ul><p>Additionally, <span style="color: rgb(184, 49, 47)"><strong>Animal Friendship</strong></span>, <strong>Cure Wounds</strong>, <strong>Entangle</strong>, and <strong><span style="color: rgb(184, 49, 47)">Snare</span></strong> are all on the Druid’s list as well as a Ranger's. Some DMs will let you add this to your list of available spells, so it is also available to be cast with spell slots, but you can’t count on that -- if so, then <strong>Faerie Fire</strong>, <strong><span style="color: rgb(41, 105, 176)">Healing Word</span></strong>, <span style="color: rgb(41, 105, 176)"><strong>Cure Wounds</strong></span>, and <strong><span style="color: rgb(84, 172, 210)">Entangle</span></strong> all become more desirable.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489409, member: 23484"] [B]2. Getting a Wisdom Attack[/B]. The first question that needs to be asked is how the wisdom ranger is going to get a cantrip that provides a wisdom-based attack. The answer will come from class abilities, race/lineage, feats taken instead of an ASI, or multiclassing (see section 7). You don’t need to have a wisdom attack at level 1 (i.e. from Race/Lineage): with a 14 dexterity, you can easily manage until you gain a fighting style that gives you one at level 2, and if you start at a higher level and are playing with feats, you might choose to wait to take Magic Initiate at level 4. The choice of your wisdom attack shouldn’t be made in isolation: whether you are going to focus on melee or ranged attacks, and what archetype you are going to pursue are all inter-related choices. Maybe you don’t have a decision yet; that’s fine. But if a particular archetype or race/lineage appeals to you, that might change the choice you make for your attack cantrip. And vice-versa. [B]a. Race/Lineage[/B] (level 1). Both [B][COLOR=rgb(84, 172, 210)][B]Variant Human[/B][/COLOR][/B] (PHB) and [COLOR=rgb(84, 172, 210)][B]Custom Lineage[/B][/COLOR] (TCOE) give the option of a feat selected at first level (see below). The [B]Kobold[/B] (MOTM) may choose a sorcerer cantrip as part of their Kobold Legacy, and they can choose the casting stat. This means that a Kobold Ranger can use wisdom to cast Acid Splash, Chill Touch, Fire Bolt, Poison Spray, Ray of Frost, Shocking Grasp (PHB), Create Bonfire, Frostbite, Infestation, Thunderclap (XGTE), Mind Sliver, or Sword Burst (TCOE). It would b e tough to make any of these work as your primary attack, but it is possible. [B]b. Class Abilities[/B] (level 2) [COLOR=rgb(41, 105, 176)][B]Druidic Warrior [/B][/COLOR](TCOE), a 2nd-level Fighting Style option, gives two druid cantrips. For cantrip selection, see below. Also, Druidic Warrior lets you swap out cantrips when you level up, which means you aren’t stuck with a choice made early and can guide your character to a playstyle you like. [B]c. Feats[/B]. Whether it’s taken as part of the race/lineage at level 1 or instead of ASI at level 4, [B][COLOR=rgb(84, 172, 210)][B]Magic Initiate (Druid)[/B][/COLOR][/B] is always a good choice. Each of these options provide two druid cantrips, at least one of which needs to be one of the following: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Create Bonfire[/B][/COLOR]. 1d8 (scaling) fire vs DEX, 60’. Some potential for a persistent hazard, but uses your concentration. [*][COLOR=rgb(41, 105, 176)][B]Frostbite[/B][/COLOR]. 1d6 (scaling) cold vs CON, w. disad. 60’. Basic damage, but good opportunity to weaken an opponent’s next attack. [*][COLOR=rgb(184, 49, 47)][B]Infestation[/B][/COLOR]. 1d6 (scaling) poison vs. CON, w. move. 30’. Short range, with unpredictable result of failed save. [*][B]Magic Stone[/B]. 1d6 wis 60’ ranged attack. This is a bit fiddly (see section 1), since it makes a weapon (it is launched with an Attack action, not a Cast a Spell action), but it asks for a ranged spell attack. [*][B]Poison Spray[/B]. 1d12 (scaling) poison vs CON. 10’. With range this short, this is like having reach on a melee attack, and it means you do get to break out your d12. [*][B]Primal Savagery[/B]. 1d10 (scaling) acid melee spell attack. This is a reasonable melee alternative to Shillelagh, but as with Poison spray it means Extra Attack offers no benefit, and does not benefit from Hunter’s Mark. Acid is less resisted than poison. [*][B]Produce Flame[/B][COLOR=rgb(0, 0, 0)][B]. [/B][/COLOR]1d10 (scaling) fire ranged spell attack 30’. Shorter range than Frostbite and a damage type that is more easily resisted, but good damage, plus it doubles as a Light cantrip (making it [B][COLOR=rgb(41, 105, 176)]better for characters without darkvision[/COLOR][/B]). [*][COLOR=rgb(84, 172, 210)][B]Shillelagh[/B][/COLOR]. 1d8 Wis melee attack. Weapon cantrip. This is likely why you are making this build in the first place. The spell works with a club or a quarterstaff. Quarterstaff is needed if you pursue Polearm Master, but otherwise the base weapon doesn't matter. Almost anything can be a club. Have fun: a branch, a shovel, a frying pan... [*][COLOR=rgb(147, 101, 184)][B]Thorn Whip[/B][/COLOR]. 1d6 (scaling) piercing melee attack. A good melee attack with some range and battlefield control. Though Thorn whip has some range, pulling a Large enemy closer to you is not always what you want to do. [*][COLOR=rgb(184, 49, 47)][B]Thunderclap[/B][/COLOR]. 1d6 (scaling) thunder vs. CON. Noisy, indiscriminate, and very short range. No one likes to stand by the Thunderclapper. [/LIST] Remember that cantrips that require a save (Create Bonfire, Frostbite, Infestation, Poison Spray, Thunderclap) can be used at melee range without penalty, and so can be used for melee or ranged attacks. Like Shillelagh, Primal Savagery and Thorn Whip are melee only. If you are only taking one attack cantrip, then you may also choose a cantrip that doesn’t hurt others. Of these, the one that will see the most use, even if it is also known by another in the party, is [B][COLOR=rgb(147, 101, 184)][B]Guidance[/B][/COLOR][/B]. It uses your concentration, but also helps you outside of combat while exploring or interacting with others. [COLOR=rgb(184, 49, 47)][B]Druidcraft[/B][/COLOR] offers some flavour, and [B][COLOR=rgb(147, 101, 184)]Mold Earth[/COLOR][/B] can have fun uses, but neither is urgent for this build, given the very limited selection of cantrips available to you. [COLOR=rgb(184, 49, 47)][B]Gust[/B][/COLOR] is generally useless, but combined with Gust of Wind and Wind Wall allows you to [B]have a theme[/B]. If the Wisdom attack has come through Magic initiate, you may also select a single Druid 1st-level spell. The following are worth considering. [LIST] [*][COLOR=rgb(184, 49, 47)][B]Earth Tremor[/B][/COLOR]. DEX save. Maintains a theme if you have taken Thunderclap, I guess. [*][COLOR=rgb(147, 101, 184)][B]Faerie Fire[/B][/COLOR]. DEX save. A useful spell throughout your adventuring career for dealing with unseen opponents, but it uses your concentration. [*][B]Healing Word[/B]. Bonus action healing can revive a downed colleague, and your WIS adds to the amount healed. [*][COLOR=rgb(147, 101, 184)][B]Ice Knife[/B][/COLOR]. Ranged spell attack and DEX save. Small burst effect with the possibility of hurting a small group. [/LIST] Additionally, [COLOR=rgb(184, 49, 47)][B]Animal Friendship[/B][/COLOR], [B]Cure Wounds[/B], [B]Entangle[/B], and [B][COLOR=rgb(184, 49, 47)]Snare[/COLOR][/B] are all on the Druid’s list as well as a Ranger's. Some DMs will let you add this to your list of available spells, so it is also available to be cast with spell slots, but you can’t count on that -- if so, then [B]Faerie Fire[/B], [B][COLOR=rgb(41, 105, 176)]Healing Word[/COLOR][/B], [COLOR=rgb(41, 105, 176)][B]Cure Wounds[/B][/COLOR], and [B][COLOR=rgb(84, 172, 210)]Entangle[/COLOR][/B] all become more desirable. [/QUOTE]
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