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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: 8489417" data-attributes="member: 23484"><p><strong>8. Sample Builds.</strong></p><p></p><p>The purpose of each of these examples is to give a snapshot of what a wisdom-based ranger might look like at levels 1, 5, and 10. I assume a standard array, and no magic items.</p><p></p><p><strong>Example 1. Variant Human Beastmaster</strong></p><p>A wisdom-based Beastmaster, using the options from Tasha's, and taking a one-level CLeric dip at level 6 to expand spellcasting options and pick up darkvision. There is some flexibility, with ranged and melee attacks, as he guides a primal cougar.</p><p>[spoiler=Level 1]<strong>Ranger 1</strong></p><p>S12 (save +3) D14 (save +4) C14 I8 W16 Ch10</p><p></p><p>Attack: Rapier 1d20+4, 1d8+2 piercing [+1d4 w/ favored foe]</p><p></p><p>Proficiency +2</p><p>HP 12</p><p>AC 17 (chain shirt and shield)</p><p>Size: M.</p><p>Move: Walk 30’</p><p>Languages: Common, Goblin.</p><p>Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons</p><p>Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth</p><p>Tools: Vehicles (Land), Thieves’ Tools</p><p></p><p>Background Feature: Folk Hero (custom)</p><ul> <li data-xf-list-type="ul">Rustic Hospitality.</li> <li data-xf-list-type="ul">subbing Thieves’ Tools for Artisan’s tools.</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long]</li> </ul><p>[/spoiler][spoiler=Level 5]<strong>Ranger (Beastmaster) 5</strong></p><p>S12 (save +4) D14 (save +5) C14 I8 W16 Ch10</p><p></p><p>Attack: Shillelagh 1d20+6, 1d8+5 bludgeoning [+1d4 w/ favored foe] (x 2)</p><p>Frostbite: DC 14 of 2d6 cold and disad. On next weapon attack, 60’ [+1d4 w/ favored foe]</p><p></p><p>Companion Maul: 1d20+6, 1d8+5 slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 14 Strength save or be knocked prone)</p><p></p><p>Proficiency +3</p><p>HP 44</p><p>AC 18 (breast plate and shield)</p><p>Size: M.</p><p>Move: Walk 30’</p><p>Languages: Common, Goblin Sylvan, Draconic</p><p>Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons</p><p>Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth</p><p>Tools: Vehicles (Land), Thieves’ Tools</p><p></p><p>Spellcasting:</p><ul> <li data-xf-list-type="ul">Cantrip: Shillelagh, Frostbite</li> <li data-xf-list-type="ul">Slots: 4xlevel 1, 2xlevel 2</li> <li data-xf-list-type="ul">Spells Known: 4 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+Speak With Animals); (level 2): Spike Growth (+Beast Sense)</li> <li data-xf-list-type="ul">Spells Known (Magic Initiate (druid)): Healing Word 1d4+3 (1/long)</li> </ul><p>Background Feature: Folk Hero (custom)</p><ul> <li data-xf-list-type="ul">Rustic Hospitality.</li> <li data-xf-list-type="ul">subbing Thieves’ Tools for Artisan’s tools.</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long)</li> <li data-xf-list-type="ul">Duelling Fighting Style (+2 damage w/ Shillelagh)</li> <li data-xf-list-type="ul">Extra Attack</li> <li data-xf-list-type="ul">Primal Companion: Dodge, unless Bonus used to use another action, or one of my attacks to attack. Spell slot to restore (1 min); different beast can be summoned after long rest.</li> </ul><p>Primal Companion(typically): Beast of the Land (in form of cougar)</p><ul> <li data-xf-list-type="ul">AC 16, 30 HP, 40’ move, climb</li> <li data-xf-list-type="ul">Maul: 1d20+6, 1d8+5 slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 14 Strength save or be knocked prone)</li> </ul><p>[/spoiler][spoiler=Level 10]<strong>Ranger (Beastmaster) 9/Cleric (Twilight) 1</strong></p><p>S12 (save +5) D14 (save +6) C14 I8 W18 Ch10</p><p></p><p>Attack: Shillelagh 1d20+7, 1d8+6 bludgeoning [+1d6 w/ favored foe] (x 2)</p><p>Frostbite: DC 14 of 2d6 cold and disad. On next weapon attack, 60’ [+1d6 w/ favored foe]</p><p></p><p>Companion Maul: 1d20+7, 1d8+6 magical slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 16 Strength save or be knocked prone)</p><p></p><p>Proficiency +4</p><p>HP 83</p><p>AC 18 (breast plate and shield)</p><p>Size: M.</p><p>Move: Walk, Climb, Swim 35’</p><p>Languages: Common, Goblin Sylvan, Draconic</p><p>Proficiencies: Light, Medium, Heavy Armor; Shields; Simple, Martial Weapons</p><p>Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth</p><p>Tools: Vehicles (Land), Thieves’ Tools</p><p></p><p>Spellcasting (DC 16):</p><ul> <li data-xf-list-type="ul">Cantrip: Shillelagh, Frostbite, Guidance, Mending, Spare the Dying</li> <li data-xf-list-type="ul">Slots: 4xlevel 1, 3xlevel 2, 3xlevel 3</li> <li data-xf-list-type="ul">Spells Known: 6 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+Speak With Animals); (level 2): Spike Growth, Summon Beast (+Beast Sense); (level 3) Plant Growth (+Speak with Plants)</li> <li data-xf-list-type="ul">Cleric Spells Prepared (4xlevel 1): [Bless, Purify Food and Drink ®, Detect Magic ®, Cure Wounds typically prepared] (+Faerie Fire, Sleep)</li> <li data-xf-list-type="ul">Spells Known (Magic Initiate (druid)): Healing Word 1d4+3 (1/long)</li> <li data-xf-list-type="ul">Focus, Ritual Casting</li> </ul><p>Background Feature: Folk Hero (custom)</p><ul> <li data-xf-list-type="ul">Rustic Hospitality.</li> <li data-xf-list-type="ul">subbing Thieves’ Tools for Artisan’s tools.</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long)</li> <li data-xf-list-type="ul">Duelling Fighting Style (+2 damage w/ Shillelagh)</li> <li data-xf-list-type="ul">Extra Attack</li> <li data-xf-list-type="ul">Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants</li> <li data-xf-list-type="ul">Primal Companion: Dodge, unless Bonus used to use another action, or one of my attacks to attack. Spell slot to restore (1 min); different beast can be summoned after long rest.</li> </ul><p>Cleric Abilities:</p><ul> <li data-xf-list-type="ul">Eyes of the Night. 300’ Darkvision. Action to share it with 4 (WIS) creatures w/in 10’ of me for one hour. 1/long or spell slot.</li> <li data-xf-list-type="ul">Vigilant Blessing. Action to give self or other advantage on init.</li> </ul><p>Primal Companion(typically): Beast of the Land (in form of cougar)</p><ul> <li data-xf-list-type="ul">AC 17, 50 HP, 40’ move, climb</li> <li data-xf-list-type="ul">Maul: 1d20+7, 1d8+6 magical slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 16 Strength save or be knocked prone)</li> </ul><p>[/spoiler]</p><p></p><p><strong>Example 2. Custom Lineage Swarmkeeper.</strong></p><p>Here is a straight Ranger, using attack cantrips and not weapons. The image I have is a small-sized Ermine-derived biped, with a small pack of weasels that skitter around its feet. In combat it suddenly becomes fierce, and when it attacks with Frostbite, perhaps there are one or two weaving through the combat and nipping at toes as well.</p><p>[spoiler=Level 1]<strong>Ranger 1</strong></p><p>S8 (save +1) D14 (save +4) C13 I10 W18 Ch12</p><p></p><p>Attack: Rapier 1d20+4, 1d8+2 piercing</p><p></p><p>Proficiency +2</p><p>HP 11</p><p>AC 17 (chain shirt and shield)</p><p>Size: S.</p><p>Move: Walk 30’</p><p>Languages: Common, Sylvan, Goblin, Giant, Draconic</p><p>Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons</p><p>Skills: Investigation, Stealth (exp), Athletics, Perception, Survival</p><p>Tools: fife</p><p></p><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Darkvision 60’</li> <li data-xf-list-type="ul">Feytouched: Misty Step 1/long, Hex 1/long</li> </ul><p>Background Feature: Outlander:</p><ul> <li data-xf-list-type="ul">Wanderer (incl. foraging)</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long)</li> </ul><p>[/spoiler][spoiler=Level 5]<strong>Ranger (Swarmkeeper) 5</strong></p><p>S8 (save +2) D14 (save +5) C13 I10 W20 Ch12</p><p></p><p>Attack: Primal Savagery 1d20+8, 2d10 acid [+1d8 Hex; +1d6 piercing swarm]</p><p>Frostbite 1d20+8, 2d6 cold [+1d8 Hex; +1d6 piercing swarm]</p><p></p><p>Proficiency +3</p><p>HP 39</p><p>AC: 18 (breastplate and shield)</p><p>Size: S.</p><p>Move: Walk 30’</p><p>Languages: Common, Sylvan, Goblin, Giant, Draconic</p><p>Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons</p><p>Skills: Investigation, Stealth (exp), Athletics, Perception, Survival</p><p>Tools: fife</p><p></p><p>Spellcasting (DC 16):</p><ul> <li data-xf-list-type="ul">Cantrips: Primal Savagery, Frostbite</li> <li data-xf-list-type="ul">Slots: 4xlevel 1, 2xlevel 2</li> <li data-xf-list-type="ul">Spells Known: 4 ranger (level 1): Entangle, Absorb Elements, Cure Wounds (+ speak with animals, faerie Fire); (level 2) summon beast (+ beast sense, web)</li> <li data-xf-list-type="ul">Spells Known: (+Misty Step, Hex)</li> </ul><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Darkvision 60’</li> <li data-xf-list-type="ul">Feytouched: Misty Step 1/long, Hex 1/long</li> </ul><p>Background Feature: Outlander:</p><ul> <li data-xf-list-type="ul">Wanderer (incl. foraging)</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long)</li> <li data-xf-list-type="ul">Fighting Style: Druidic Warrior</li> <li data-xf-list-type="ul">Gathered Swarm: 1/turn swarm adds +1d6 piercing, or STR save to be moved 15’ horizontally, or I’m moved 5’ horizontally.</li> <li data-xf-list-type="ul">Extra Attack</li> </ul><p>[/spoiler][spoiler=Level 10]<strong>Ranger (Swarmkeeper) 10</strong></p><p>S8 (save +3) D14 (save +6) C14 (save +6) I10 W20 Ch12</p><p></p><p>Attack: Primal Savagery 1d20+9, 2d10 acid [+1d8 Hex; +1d6 piercing swarm]</p><p>Frostbite 1d20+9, 2d6 cold [+1d8 Hex; +1d6 piercing swarm]</p><p></p><p>Proficiency +4</p><p>HP 84</p><p>AC 18 (breastplate and shield)</p><p>Size: S.</p><p>Move: Walk, Climb, Swim 35’ (fly 10’)</p><p>Languages: Common, Sylvan, Goblin, Giant, Draconic</p><p>Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons</p><p>Skills: Investigation, Stealth (exp), Athletics, Perception, Survival</p><p>Tools: fife</p><p></p><p>Spellcasting (DC 17):</p><ul> <li data-xf-list-type="ul">Cantrips: Primal Savagery, Frostbite</li> <li data-xf-list-type="ul">Slots: 4xlevel 1, 3xlevel 2; 2xlevel 3</li> <li data-xf-list-type="ul">Spells Known: 6 ranger (level 1): Entangle, Absorb Elements (+ speak with animals, faerie Fire); (level 2) summon beast, spike growth (+ beast sense, web); plant growth, healing spirit (+gaseous form)</li> <li data-xf-list-type="ul">Spells Known: (+Misty Step, Hex)</li> </ul><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Darkvision 60’</li> <li data-xf-list-type="ul">Feytouched: Misty Step 1/long, Hex 1/long</li> </ul><p>Background Feature: Outlander:</p><ul> <li data-xf-list-type="ul">Wanderer (incl. foraging)</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long)</li> <li data-xf-list-type="ul">Fighting Style: Druidic Warrior</li> <li data-xf-list-type="ul">Gathered Swarm: 1/turn swarm adds +1d6 piercing, or STR save to be moved 15’ horizontally, or I’m moved 5’ horizontally.</li> <li data-xf-list-type="ul">Extra Attack</li> <li data-xf-list-type="ul">Primal Awareness: cast Speak with animals and Beast sense 1/long w/o slot</li> <li data-xf-list-type="ul">Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants</li> <li data-xf-list-type="ul">Writhing Tide: bonus to fly 10’ for a minute 4/long.</li> </ul><p>Feat:</p><ul> <li data-xf-list-type="ul">Resilient constitution</li> </ul><p>[/spoiler]</p><p></p><p><strong>Example 3. Lizardfolk Druid/Horizon Walker.</strong></p><p>This example starts with an idea of a low-tech/stone age lizard priest who develops a deeper understanding of the cosmic underpinnings of all that is real. A self-sufficient shillelagh build, starting abilities are assigned optimally post-TCOE.</p><p>[spoiler=Level 1]<strong>Lizardfolk Druid 1</strong></p><p>S12 D14 C14 I8 (Save +1) W17 (save +5) Ch10</p><p></p><p>Attack: Shillelagh: 1d20+5, 1d8+5 bludgeoning</p><p>Produce Flame: 1d20+5, 1d8 fire</p><p></p><p>Proficiency +2</p><p>AC 15 (natural armor) +2 Shield</p><p>HP 10</p><p>Move: Walk, Swim 30’</p><p>Languages: Common, Draconic, Druidic</p><p>Proficiencies: Light, Med Armor; Shield; Druid weapons</p><p>Skills: Survival, Stealth, Perception, Nature, Athletics, Intimidation</p><p>Tools: Herbalism Kit, Dice, Land Vehicles</p><p></p><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.)</li> <li data-xf-list-type="ul">Cunning Artisan (make shields and clubs)</li> <li data-xf-list-type="ul">Hold Breath (15 mins)</li> </ul><p>Background Feature: Soldier.</p><ul> <li data-xf-list-type="ul">Military Rank.</li> </ul><p>Druid Abilities:</p><ul> <li data-xf-list-type="ul">Spellcasting (DC 13)</li> <li data-xf-list-type="ul">Cantrip: shillelagh, produce flame</li> <li data-xf-list-type="ul">Slots: 2xlevel 1</li> <li data-xf-list-type="ul">Spells prepared: 4.</li> <li data-xf-list-type="ul">Focus, Ritual Casting</li> </ul><p>Equipment: dagger, druidic focus, club, shield[/spoiler][spoiler=Level 5]<strong>Lizardfolk</strong> <strong>Druid 1/Ranger (HW) 4</strong></p><p>S12 D14 C14 I8 (Save +2) W18 (save +7) Ch10</p><p></p><p>Attack: Shillelagh: 1d20+7, 1d8+6 bludgeoning [+1d4 w/ favored foe; +1d8 all force w/ planar warrior]</p><p>Produce Flame: 1d20+7, 2d8 fire.</p><p></p><p>Proficiency: +3</p><p>AC 15 (natural armor) +2 Shield</p><p>HP 42</p><p>Move: Walk, Swim 30’</p><p>Languages: Common, Draconic, Druidic, Sylvan, Giant</p><p>Proficiencies: Light, Med Armor; Shield; Simple Weapons, Martial Weapons</p><p>Skills: Survival, Stealth, Perception, Nature, Athletics (exp), Intimidation</p><p>Tools: Herbalism Kit, Cards, Land Vehicles</p><p></p><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.)</li> <li data-xf-list-type="ul">Cunning Artisan (make shields and clubs)</li> <li data-xf-list-type="ul">Hold Breath (15 mins)</li> </ul><p>Background Feature: Soldier.</p><ul> <li data-xf-list-type="ul">Military Rank.</li> </ul><p>Spellcasting (DC 15)</p><ul> <li data-xf-list-type="ul">Cantrip: shillelagh, Produce Flame</li> <li data-xf-list-type="ul">Slots: 3xlevel 1, 2xlevel 2</li> <li data-xf-list-type="ul">Spells prepared: 5x level 1 Druid [typically Cure Wounds, Faerie Fire, Fog Cloud, Charm Person, Detect Magic]</li> <li data-xf-list-type="ul">Spells Known: 3 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+speak with animals, protection form evil and good, cause fear))</li> <li data-xf-list-type="ul">Spells Known: (+invisibility)</li> <li data-xf-list-type="ul">Focus, Ritual Casting</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Fighting Style Duelling (+2 damage)</li> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long)</li> <li data-xf-list-type="ul">Primal Awareness: cast Speak with animals 1/long w/o slot</li> <li data-xf-list-type="ul">Detect Portal detect planar portal w/in 1 mile 1/short</li> <li data-xf-list-type="ul">Planar Warrior: <strong>bonus</strong> to pick creature w/in 30’; next hit does +1d8 damage and all damage is force.</li> </ul><p>Feat abilities:</p><ul> <li data-xf-list-type="ul">Shadowtouched: cast invisibility and cause fear 1/long each w/o slot or components</li> </ul><p>Equipment: dagger, druidic focus, club, shield</p><p>[/spoiler][spoiler=Level 10]<strong>Druid 2/Ranger (HW) 8</strong></p><p>S12 D14 C14 I8 (Save +3) W20 (save +9) Ch10</p><p></p><p>Attack: Shillelagh: 1d20+9 to hit, 1d8+7 damage (2 attacks) [+1d6 w/ favored foe; +1d8 all force w/ planar warrior]</p><p>Produce Flame: 1d20+9, 2d8 fire</p><p></p><p>Proficiency: +4</p><p>AC 15 (natural armor) +2 Shield</p><p>HP 81</p><p>Move: Walk, Swim, Climb 35’</p><p>Languages: Common, Draconic, Druidic, Sylvan, Giant</p><p>Proficiencies: Light, Med Armor; Shield; Simple Weapons, Martial Weapons</p><p>Skills: Survival, Stealth, Perception, Nature, Athletics (exp), Intimidation</p><p>Tools: Herbalism Kit, Cards, Land Vehicles</p><p></p><p>Racial abilities:</p><ul> <li data-xf-list-type="ul">Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.)</li> <li data-xf-list-type="ul">Cunning Artisan (make shields and clubs)</li> <li data-xf-list-type="ul">Hold Breath (15 mins)</li> </ul><p>Background Feature: Soldier.</p><ul> <li data-xf-list-type="ul">Military Rank.</li> </ul><p>Spellcasting (DC 17)</p><ul> <li data-xf-list-type="ul">Cantrip: shillelagh, Produce flame, guidance</li> <li data-xf-list-type="ul">Slots: 4xlevel 1, 3xlevel 2, 3xlevel 3</li> <li data-xf-list-type="ul">Spells prepared: 7x level 1 Druid [typically Cure Wounds, Faerie Fire, Fog Cloud, Charm Person, Detect Magic, Healing Word, Thunderwave] (+Guiding Bolt)</li> <li data-xf-list-type="ul">Spells Known: 5 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+speak with animals, protection form evil and good, cause fear); (level 2) spike growth, pass without trace (+ beast sense)</li> <li data-xf-list-type="ul">Spells Known: (+invisibility), Misty Step)</li> <li data-xf-list-type="ul">Focus, Ritual Casting</li> </ul><p>Druid Abilities:</p><ul> <li data-xf-list-type="ul">Wild Shape 2/long into CR ¼ creature (no fly/swim) for 1 hour.</li> <li data-xf-list-type="ul">may spend a wild shape to Find Familiar for 1 hr.</li> <li data-xf-list-type="ul">Circle of Stars: cast guiding bolt 3/long (=PROF)</li> <li data-xf-list-type="ul">may spend wild shape to assume starry form (e.g. DRAGON: any IN WIS check or CON save for concentration can’t be below 10 on die)</li> </ul><p>Ranger Abilities:</p><ul> <li data-xf-list-type="ul">Fighting Style Duelling (+2 damage)</li> <li data-xf-list-type="ul">Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long)</li> <li data-xf-list-type="ul">Primal Awareness: cast Speak with animals and Best sense 1/long w/o slot</li> <li data-xf-list-type="ul">Detect Portal detect planar portal w/in 1 mile 1/short</li> <li data-xf-list-type="ul">Planar Warrior: <strong>bonus</strong> to pick creature w/in 30’; next hit does +1d8 damage and all damage is force.</li> <li data-xf-list-type="ul">Extra Attack</li> <li data-xf-list-type="ul">bonus action to cast Etherealness, 1/short</li> <li data-xf-list-type="ul">Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants</li> <li data-xf-list-type="ul">Tireless: remove one level of exhaustion/short rest; 4x/long (PROF), action for 1d8+5 (WIS) THP.</li> </ul><p>Feat abilities:</p><ul> <li data-xf-list-type="ul">Shadowtouched: cast invisibility and cause fear 1/long each w/o slot or components</li> </ul><p>Equipment: dagger, star map, club, shield[/spoiler]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489417, member: 23484"] [B]8. Sample Builds.[/B] The purpose of each of these examples is to give a snapshot of what a wisdom-based ranger might look like at levels 1, 5, and 10. I assume a standard array, and no magic items. [B]Example 1. Variant Human Beastmaster[/B] A wisdom-based Beastmaster, using the options from Tasha's, and taking a one-level CLeric dip at level 6 to expand spellcasting options and pick up darkvision. There is some flexibility, with ranged and melee attacks, as he guides a primal cougar. [spoiler=Level 1][B]Ranger 1[/B] S12 (save +3) D14 (save +4) C14 I8 W16 Ch10 Attack: Rapier 1d20+4, 1d8+2 piercing [+1d4 w/ favored foe] Proficiency +2 HP 12 AC 17 (chain shirt and shield) Size: M. Move: Walk 30’ Languages: Common, Goblin. Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth Tools: Vehicles (Land), Thieves’ Tools Background Feature: Folk Hero (custom) [LIST] [*]Rustic Hospitality. [*]subbing Thieves’ Tools for Artisan’s tools. [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long] [/LIST] [/spoiler][spoiler=Level 5][B]Ranger (Beastmaster) 5[/B] S12 (save +4) D14 (save +5) C14 I8 W16 Ch10 Attack: Shillelagh 1d20+6, 1d8+5 bludgeoning [+1d4 w/ favored foe] (x 2) Frostbite: DC 14 of 2d6 cold and disad. On next weapon attack, 60’ [+1d4 w/ favored foe] Companion Maul: 1d20+6, 1d8+5 slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 14 Strength save or be knocked prone) Proficiency +3 HP 44 AC 18 (breast plate and shield) Size: M. Move: Walk 30’ Languages: Common, Goblin Sylvan, Draconic Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth Tools: Vehicles (Land), Thieves’ Tools Spellcasting: [LIST] [*]Cantrip: Shillelagh, Frostbite [*]Slots: 4xlevel 1, 2xlevel 2 [*]Spells Known: 4 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+Speak With Animals); (level 2): Spike Growth (+Beast Sense) [*]Spells Known (Magic Initiate (druid)): Healing Word 1d4+3 (1/long) [/LIST] Background Feature: Folk Hero (custom) [LIST] [*]Rustic Hospitality. [*]subbing Thieves’ Tools for Artisan’s tools. [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long) [*]Duelling Fighting Style (+2 damage w/ Shillelagh) [*]Extra Attack [*]Primal Companion: Dodge, unless Bonus used to use another action, or one of my attacks to attack. Spell slot to restore (1 min); different beast can be summoned after long rest. [/LIST] Primal Companion(typically): Beast of the Land (in form of cougar) [LIST] [*]AC 16, 30 HP, 40’ move, climb [*]Maul: 1d20+6, 1d8+5 slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 14 Strength save or be knocked prone) [/LIST] [/spoiler][spoiler=Level 10][B]Ranger (Beastmaster) 9/Cleric (Twilight) 1[/B] S12 (save +5) D14 (save +6) C14 I8 W18 Ch10 Attack: Shillelagh 1d20+7, 1d8+6 bludgeoning [+1d6 w/ favored foe] (x 2) Frostbite: DC 14 of 2d6 cold and disad. On next weapon attack, 60’ [+1d6 w/ favored foe] Companion Maul: 1d20+7, 1d8+6 magical slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 16 Strength save or be knocked prone) Proficiency +4 HP 83 AC 18 (breast plate and shield) Size: M. Move: Walk, Climb, Swim 35’ Languages: Common, Goblin Sylvan, Draconic Proficiencies: Light, Medium, Heavy Armor; Shields; Simple, Martial Weapons Skills: Animal Handling, Survival, Perception, Athletics (exp), Stealth Tools: Vehicles (Land), Thieves’ Tools Spellcasting (DC 16): [LIST] [*]Cantrip: Shillelagh, Frostbite, Guidance, Mending, Spare the Dying [*]Slots: 4xlevel 1, 3xlevel 2, 3xlevel 3 [*]Spells Known: 6 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+Speak With Animals); (level 2): Spike Growth, Summon Beast (+Beast Sense); (level 3) Plant Growth (+Speak with Plants) [*]Cleric Spells Prepared (4xlevel 1): [Bless, Purify Food and Drink ®, Detect Magic ®, Cure Wounds typically prepared] (+Faerie Fire, Sleep) [*]Spells Known (Magic Initiate (druid)): Healing Word 1d4+3 (1/long) [*]Focus, Ritual Casting [/LIST] Background Feature: Folk Hero (custom) [LIST] [*]Rustic Hospitality. [*]subbing Thieves’ Tools for Artisan’s tools. [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long) [*]Duelling Fighting Style (+2 damage w/ Shillelagh) [*]Extra Attack [*]Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants [*]Primal Companion: Dodge, unless Bonus used to use another action, or one of my attacks to attack. Spell slot to restore (1 min); different beast can be summoned after long rest. [/LIST] Cleric Abilities: [LIST] [*]Eyes of the Night. 300’ Darkvision. Action to share it with 4 (WIS) creatures w/in 10’ of me for one hour. 1/long or spell slot. [*]Vigilant Blessing. Action to give self or other advantage on init. [/LIST] Primal Companion(typically): Beast of the Land (in form of cougar) [LIST] [*]AC 17, 50 HP, 40’ move, climb [*]Maul: 1d20+7, 1d8+6 magical slashing (charge: if move 20’ towards target before attack: +1d6 slashing and DC 16 Strength save or be knocked prone) [/LIST] [/spoiler] [B]Example 2. Custom Lineage Swarmkeeper.[/B] Here is a straight Ranger, using attack cantrips and not weapons. The image I have is a small-sized Ermine-derived biped, with a small pack of weasels that skitter around its feet. In combat it suddenly becomes fierce, and when it attacks with Frostbite, perhaps there are one or two weaving through the combat and nipping at toes as well. [spoiler=Level 1][B]Ranger 1[/B] S8 (save +1) D14 (save +4) C13 I10 W18 Ch12 Attack: Rapier 1d20+4, 1d8+2 piercing Proficiency +2 HP 11 AC 17 (chain shirt and shield) Size: S. Move: Walk 30’ Languages: Common, Sylvan, Goblin, Giant, Draconic Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons Skills: Investigation, Stealth (exp), Athletics, Perception, Survival Tools: fife Racial abilities: [LIST] [*]Darkvision 60’ [*]Feytouched: Misty Step 1/long, Hex 1/long [/LIST] Background Feature: Outlander: [LIST] [*]Wanderer (incl. foraging) [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long) [/LIST] [/spoiler][spoiler=Level 5][B]Ranger (Swarmkeeper) 5[/B] S8 (save +2) D14 (save +5) C13 I10 W20 Ch12 Attack: Primal Savagery 1d20+8, 2d10 acid [+1d8 Hex; +1d6 piercing swarm] Frostbite 1d20+8, 2d6 cold [+1d8 Hex; +1d6 piercing swarm] Proficiency +3 HP 39 AC: 18 (breastplate and shield) Size: S. Move: Walk 30’ Languages: Common, Sylvan, Goblin, Giant, Draconic Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons Skills: Investigation, Stealth (exp), Athletics, Perception, Survival Tools: fife Spellcasting (DC 16): [LIST] [*]Cantrips: Primal Savagery, Frostbite [*]Slots: 4xlevel 1, 2xlevel 2 [*]Spells Known: 4 ranger (level 1): Entangle, Absorb Elements, Cure Wounds (+ speak with animals, faerie Fire); (level 2) summon beast (+ beast sense, web) [*]Spells Known: (+Misty Step, Hex) [/LIST] Racial abilities: [LIST] [*]Darkvision 60’ [*]Feytouched: Misty Step 1/long, Hex 1/long [/LIST] Background Feature: Outlander: [LIST] [*]Wanderer (incl. foraging) [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long) [*]Fighting Style: Druidic Warrior [*]Gathered Swarm: 1/turn swarm adds +1d6 piercing, or STR save to be moved 15’ horizontally, or I’m moved 5’ horizontally. [*]Extra Attack [/LIST] [/spoiler][spoiler=Level 10][B]Ranger (Swarmkeeper) 10[/B] S8 (save +3) D14 (save +6) C14 (save +6) I10 W20 Ch12 Attack: Primal Savagery 1d20+9, 2d10 acid [+1d8 Hex; +1d6 piercing swarm] Frostbite 1d20+9, 2d6 cold [+1d8 Hex; +1d6 piercing swarm] Proficiency +4 HP 84 AC 18 (breastplate and shield) Size: S. Move: Walk, Climb, Swim 35’ (fly 10’) Languages: Common, Sylvan, Goblin, Giant, Draconic Proficiencies: Light, Medium Armor; Shields; Simple, Martial Weapons Skills: Investigation, Stealth (exp), Athletics, Perception, Survival Tools: fife Spellcasting (DC 17): [LIST] [*]Cantrips: Primal Savagery, Frostbite [*]Slots: 4xlevel 1, 3xlevel 2; 2xlevel 3 [*]Spells Known: 6 ranger (level 1): Entangle, Absorb Elements (+ speak with animals, faerie Fire); (level 2) summon beast, spike growth (+ beast sense, web); plant growth, healing spirit (+gaseous form) [*]Spells Known: (+Misty Step, Hex) [/LIST] Racial abilities: [LIST] [*]Darkvision 60’ [*]Feytouched: Misty Step 1/long, Hex 1/long [/LIST] Background Feature: Outlander: [LIST] [*]Wanderer (incl. foraging) [/LIST] Ranger Abilities: [LIST] [*]Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long) [*]Fighting Style: Druidic Warrior [*]Gathered Swarm: 1/turn swarm adds +1d6 piercing, or STR save to be moved 15’ horizontally, or I’m moved 5’ horizontally. [*]Extra Attack [*]Primal Awareness: cast Speak with animals and Beast sense 1/long w/o slot [*]Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants [*]Writhing Tide: bonus to fly 10’ for a minute 4/long. [/LIST] Feat: [LIST] [*]Resilient constitution [/LIST] [/spoiler] [B]Example 3. Lizardfolk Druid/Horizon Walker.[/B] This example starts with an idea of a low-tech/stone age lizard priest who develops a deeper understanding of the cosmic underpinnings of all that is real. A self-sufficient shillelagh build, starting abilities are assigned optimally post-TCOE. [spoiler=Level 1][B]Lizardfolk Druid 1[/B] S12 D14 C14 I8 (Save +1) W17 (save +5) Ch10 Attack: Shillelagh: 1d20+5, 1d8+5 bludgeoning Produce Flame: 1d20+5, 1d8 fire Proficiency +2 AC 15 (natural armor) +2 Shield HP 10 Move: Walk, Swim 30’ Languages: Common, Draconic, Druidic Proficiencies: Light, Med Armor; Shield; Druid weapons Skills: Survival, Stealth, Perception, Nature, Athletics, Intimidation Tools: Herbalism Kit, Dice, Land Vehicles Racial abilities: [LIST] [*]Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.) [*]Cunning Artisan (make shields and clubs) [*]Hold Breath (15 mins) [/LIST] Background Feature: Soldier. [LIST] [*]Military Rank. [/LIST] Druid Abilities: [LIST] [*]Spellcasting (DC 13) [*]Cantrip: shillelagh, produce flame [*]Slots: 2xlevel 1 [*]Spells prepared: 4. [*]Focus, Ritual Casting [/LIST] Equipment: dagger, druidic focus, club, shield[/spoiler][spoiler=Level 5][B]Lizardfolk[/B] [B]Druid 1/Ranger (HW) 4[/B] S12 D14 C14 I8 (Save +2) W18 (save +7) Ch10 Attack: Shillelagh: 1d20+7, 1d8+6 bludgeoning [+1d4 w/ favored foe; +1d8 all force w/ planar warrior] Produce Flame: 1d20+7, 2d8 fire. Proficiency: +3 AC 15 (natural armor) +2 Shield HP 42 Move: Walk, Swim 30’ Languages: Common, Draconic, Druidic, Sylvan, Giant Proficiencies: Light, Med Armor; Shield; Simple Weapons, Martial Weapons Skills: Survival, Stealth, Perception, Nature, Athletics (exp), Intimidation Tools: Herbalism Kit, Cards, Land Vehicles Racial abilities: [LIST] [*]Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.) [*]Cunning Artisan (make shields and clubs) [*]Hold Breath (15 mins) [/LIST] Background Feature: Soldier. [LIST] [*]Military Rank. [/LIST] Spellcasting (DC 15) [LIST] [*]Cantrip: shillelagh, Produce Flame [*]Slots: 3xlevel 1, 2xlevel 2 [*]Spells prepared: 5x level 1 Druid [typically Cure Wounds, Faerie Fire, Fog Cloud, Charm Person, Detect Magic] [*]Spells Known: 3 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+speak with animals, protection form evil and good, cause fear)) [*]Spells Known: (+invisibility) [*]Focus, Ritual Casting [/LIST] Ranger Abilities: [LIST] [*]Fighting Style Duelling (+2 damage) [*]Favoured Foe: mark target for 1 minute or concentration for +1d4 damage (3/long) [*]Primal Awareness: cast Speak with animals 1/long w/o slot [*]Detect Portal detect planar portal w/in 1 mile 1/short [*]Planar Warrior: [B]bonus[/B] to pick creature w/in 30’; next hit does +1d8 damage and all damage is force. [/LIST] Feat abilities: [LIST] [*]Shadowtouched: cast invisibility and cause fear 1/long each w/o slot or components [/LIST] Equipment: dagger, druidic focus, club, shield [/spoiler][spoiler=Level 10][B]Druid 2/Ranger (HW) 8[/B] S12 D14 C14 I8 (Save +3) W20 (save +9) Ch10 Attack: Shillelagh: 1d20+9 to hit, 1d8+7 damage (2 attacks) [+1d6 w/ favored foe; +1d8 all force w/ planar warrior] Produce Flame: 1d20+9, 2d8 fire Proficiency: +4 AC 15 (natural armor) +2 Shield HP 81 Move: Walk, Swim, Climb 35’ Languages: Common, Draconic, Druidic, Sylvan, Giant Proficiencies: Light, Med Armor; Shield; Simple Weapons, Martial Weapons Skills: Survival, Stealth, Perception, Nature, Athletics (exp), Intimidation Tools: Herbalism Kit, Cards, Land Vehicles Racial abilities: [LIST] [*]Bite 1d6+1 Piercing. (Hungry jaws: bonus action 1/short to gain 2 (=CON) THP.) [*]Cunning Artisan (make shields and clubs) [*]Hold Breath (15 mins) [/LIST] Background Feature: Soldier. [LIST] [*]Military Rank. [/LIST] Spellcasting (DC 17) [LIST] [*]Cantrip: shillelagh, Produce flame, guidance [*]Slots: 4xlevel 1, 3xlevel 2, 3xlevel 3 [*]Spells prepared: 7x level 1 Druid [typically Cure Wounds, Faerie Fire, Fog Cloud, Charm Person, Detect Magic, Healing Word, Thunderwave] (+Guiding Bolt) [*]Spells Known: 5 ranger (level 1): Entangle, Absorb Elements, Hunter’s Mark (+speak with animals, protection form evil and good, cause fear); (level 2) spike growth, pass without trace (+ beast sense) [*]Spells Known: (+invisibility), Misty Step) [*]Focus, Ritual Casting [/LIST] Druid Abilities: [LIST] [*]Wild Shape 2/long into CR ¼ creature (no fly/swim) for 1 hour. [*]may spend a wild shape to Find Familiar for 1 hr. [*]Circle of Stars: cast guiding bolt 3/long (=PROF) [*]may spend wild shape to assume starry form (e.g. DRAGON: any IN WIS check or CON save for concentration can’t be below 10 on die) [/LIST] Ranger Abilities: [LIST] [*]Fighting Style Duelling (+2 damage) [*]Favoured Foe: mark target for 1 minute or concentration for +1d6 damage (3/long) [*]Primal Awareness: cast Speak with animals and Best sense 1/long w/o slot [*]Detect Portal detect planar portal w/in 1 mile 1/short [*]Planar Warrior: [B]bonus[/B] to pick creature w/in 30’; next hit does +1d8 damage and all damage is force. [*]Extra Attack [*]bonus action to cast Etherealness, 1/short [*]Land’s Stride: no difficult terrain, no effects from nonmagical plants, adv to save vs. magical plants [*]Tireless: remove one level of exhaustion/short rest; 4x/long (PROF), action for 1d8+5 (WIS) THP. [/LIST] Feat abilities: [LIST] [*]Shadowtouched: cast invisibility and cause fear 1/long each w/o slot or components [/LIST] Equipment: dagger, star map, club, shield[/spoiler] [/QUOTE]
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This Land is My Land: A Guide to the Wisdom Ranger
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