D&D 5E So what are the (other) ranger archetypes?

How about a spell-focussed ranger, then? Maybe she defends the wilderness against encroaching civilization and unnatural threats like abberations and undead? Call it the warden...

I could be it closer to the 4th edition Seeker where the ranger makes bonds with the beings of the wild: primal sports, fey, elementals, ghosts of druids. Maybe give them pact magic or invocations.
I also don't get the constant call for a spell-less ranger. That's basically a fighter/rogue with a woodsy skill set. Easily doable. Moreover, you can't get that from a subclass, as you have spells at level 2, and don't get your subclass until level 3. Other than 4th, every edition of rangers have spells.

Too many try to make exact copies of rangers some low magic fictions when rangers don't need some magic. TheRangers of the Wall only fight wildlings and the LotR rangers rarely see a fantastic threat.
 

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I see the ranger as a bit of a jack of all trades. Warrior, skill user, minor magic, all wrapped up in a wilderness oriented package. So I think the subclasses serve to focus the ranger slightly into one of those roles. So already printed.
Beastmaster: The pet ranger. Whole threads have been started on this topic alone, moving on.
Hunter: This one's the warrior subclass. Focuses on combat abilities, but in a way that feels a bit different than just going fighter.
To be added:
Ranger Mage: Focuses on enhancing the usage of his magical abilities. This could go in a number of different directions, as the ranger actually has a pretty diverse spell list. You have healing, summoning, buffing, blasting. Since the ranger has built in spellcasting, the subclass can build on that instead of just adding it in like the eldritch knight. Lots of room to develop here I think. The key would be to make sure and keep a rangery feel to it.
Ranger Expert: This is a skill focused ranger. Leverages his vast knowledge and experience to do things that makes others go "wait, is that even possible." Herbalism and trapsetting might be fun areas to explore here.

I'm actually working on an Arcane Archer and Invisible Stalker subclass for my campaign (I love to tinker when time allows). One for some more blasty magic, the second for a more stealthy hunter feel. Actually, I may post the subclasses sometime this week (Shameless Plug!).
 

Not only that, but it really hasn't ever been an archetype in D&D anyway. Rangers have always had spells.

Really? Huh. I could've sworn there had been. Let's see...1e, 2e, 3e, 3.5e, 5e...nope, I guess you're right, there's sure not a missing edition there or anything. ;)

I also don't get the constant call for a spell-less ranger. That's basically a fighter/rogue with a woodsy skill set. Easily doable.

Well, that's certainly a thing you've said. Consider: "I don't get the constant call for a martial Paladin. That's basically a fighter/cleric with some auras. Easily doable." Or better yet, if the spell-less ranger doesn't deserve to exist, why does the Ranger deserve to exist at all? Couldn't you just make a Fighter (or Rogue) subclass that added a "woodsy skill set" and call it a day (edit: since we already have caster Fighters and caster Rogues, I mean)? I would generally expect Ranger fans to be up in arms about that, yet it's precisely the same logic.

The problem is that "fighter/rogue+woodsy" doesn't actually capture several of the things people look for, most prominently the animal companion. Rangers are a more narrow fundamental archetype, sure.* That doesn't mean that you can satisfactorily replicate the mechanical and thematic elements with classes that are more broad (like Fighter and Rogue). Rangers generally don't do anything with traps or locks or acrobatics, yet that sort of stuff is practically hardwired into the Rogue class, yet Rangers definitely are expected to have skills and features sunk specifically into areas like tracking, foraging, pathfinding, etc. which no form of Fighter offers.

Moreover, you can't get that from a subclass, as you have spells at level 2, and don't get your subclass until level 3. Other than 4th, every edition of rangers have spells.

Well, about that...

Well, looks like they just came out with a spell less ranger ;)

http://dnd.wizards.com/articles/features/modifying-classes

The irony is not lost on me. Particularly because Perkins is explicitly calling out Strider as a non-spellcasting Ranger, when relatively recently I had people telling me that Strider was the archetype of the spellcasting Ranger!

Long story short: There's nothing logically wrong with the concept, the authors themselves think it's valid, and the reductivist logic that justifies ignoring it justifies removing all sorts of classes that most people don't seem keen on removing.
 
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Well, looks like they just came out with a spell less ranger ;)

http://dnd.wizards.com/articles/features/modifying-classes

Not half bad.
It just trades spells for damage and healing.
Really dilutes the ranger though. You have to really like favored enemy, natural explorer, land stride, vanish, and HIPS (I do) and hate magic rangers.

Using that articale however, we need something like a Seeker subclass needs a damage boost or versality at level 3.
 



I never got the third 4e PHB. What was special about the seeker?


Basically it was a thrower/archer "ranger" who bonds with primal nature spirits. They attack with Wisdom. Their attacks have AOE effects, status effect, and other riders on them. Basically spirits jump on your arrows and handaxes then jump on your foes to attack them or enemies nearby.

You could basically have a ranger summon X spirits per long rest.
 

I never got the third 4e PHB. What was special about the seeker?

Keeping in mind that I only know them by reputation (having only scanned the Compendium entry many moons ago when I was a subscriber)...

[sblock=Possibly off-topic stuff about Seeker flaws]The Seeker was a Controller, who primarily used bows (though apparently thrown weapons could work too?) Think Arcane Archer, but with a Nature theme instead of an Arcane theme. Unfortunately, WotC decided that the Seeker's path to Controller-ness was to specialize in soft control, rather than "hard" control. What I mean by that is, "hard" control is where you directly cause inhibitory effects, e.g. a power that Immobilizes, or turns an area into a no-go zone. "Soft" control is where the enemy gets punished for taking additional action--in other words, the way that many Marks get enforced by Defenders is a type of "soft" control ("Don't hit anybody but me, or you'll regret it.") The vast majority of the Seeker's powers go for the soft approach; their damage is good, but their control effects can be easily ignored simply by the monster not choosing to do the bad thing. This, coupled with the Seeker's powers often being "unfriendly" (hurting allies as well as enemies) makes for a character that encourages longer, drawn-out combats with lots of not doing anything.

The other flaw is that, apparently, most of the Seeker's powers rely on zones of Difficult Terrain. Normally this wouldn't be a problem, and in Heroic tier it's usually not a big deal. The problems start to come in toward late Heroic and definitely in Paragon, though, because monsters start getting movement powers that let them teleport, shift, or fly, completely bypassing Difficult Terrain. Your soft-control zone doesn't mean diddly if the mob can just pop out of it via movement abilities.

As a final note, the Seeker is best at controlling a single enemy...which is the place where Controlling generally shines least, and where other classes often bring in some minor control effects of their own to weaken the Seeker's niche even further. As an example, the original Warlock is almost a Striker-Controller hybrid, and certainly a Striker with a very very heavy Controller secondary role. It is entirely possible to build a Warlock (or even a Fighter!) who is a better Controller than the Seeker is...without sacrificing a single bit of their other role (Striker and Defender respectively).

Anything the Seeker can do, someone else can do better. Someone else can accomplish the Seeker's goals better than the Seeker can, while still doing whatever their class naturally does. The Seeker specializes in iffy kinds of control, and in controlling single targets. When you add all those effects together, you get a lackluster, milquetoast class; it's not a big deal early on, when numbers are smaller and monsters aren't especially flashy, but as levels progress it gets left further and further behind. In that sense, you could call the Seeker the archetype of the "bad" 4e class, as both the Binder and the Vampire followed in its footsteps, though to a greater extent (the Binder is the only TRULY "bad" 4e class, or at least that's the general community consensus). That is, interesting experiments that tried to break the mold but ended up falling short.[/sblock]

It has occurred to me that your question is more about the thematics than the mechanics. In which case, [MENTION=63508]Minigiant[/MENTION]'s response is sufficient, though I'll repost what I said in the block: Think "Arcane Archer" but replace "Arcane" with "Nature/Primal." Communed nature spirits attached to ranged weapon attacks. Kinda-sorta-ish like an archery focused revision of the 3e Spirit Shaman class.
 
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Keeping in mind that I only know them by reputation (having only scanned the Compendium entry many moons ago when I was a subscriber)...

The Seeker was a Controller, who primarily used bows (though apparently thrown weapons could work too?) Think Arcane Archer, but with a Nature theme instead of an Arcane theme. Unfortunately, WotC decided that the Seeker's path to Controller-ness was to specialize in soft control, rather than "hard" control. What I mean by that is, "hard" control is where you directly cause inhibitory effects, e.g. a power that Immobilizes, or turns an area into a no-go zone. "Soft" control is where the enemy gets punished for taking additional action--in other words, the way that many Marks get enforced by Defenders is a type of "soft" control ("Don't hit anybody but me, or you'll regret it.") The vast majority of the Seeker's powers go for the soft approach; their damage is good, but their control effects can be easily ignored simply by the monster not choosing to do the bad thing. This, coupled with the Seeker's powers often being "unfriendly" (hurting allies as well as enemies) makes for a character that encourages longer, drawn-out combats with lots of not doing anything.

The other flaw is that, apparently, most of the Seeker's powers rely on zones of Difficult Terrain. Normally this wouldn't be a problem, and in Heroic tier it's usually not a big deal. The problems start to come in toward late Heroic and definitely in Paragon, though, because monsters start getting movement powers that let them teleport, shift, or fly, completely bypassing Difficult Terrain. Your soft-control zone doesn't mean diddly if the mob can just pop out of it via movement abilities.

As a final note, the Seeker is best at controlling a single enemy...which is the place where Controlling generally shines least, and where other classes often bring in some minor control effects of their own to weaken the Seeker's niche even further. As an example, the original Warlock is almost a Striker-Controller hybrid, and certainly a Striker with a very very heavy Controller secondary role. It is entirely possible to build a Warlock (or even a Fighter!) who is a better Controller than the Seeker is...without sacrificing a single bit of their other role (Striker and Defender respectively).

Anything the Seeker can do, someone else can do better. Someone else can accomplish the Seeker's goals better than the Seeker can, while still doing whatever their class naturally does. The Seeker specializes in iffy kinds of control, and in controlling single targets. When you add all those effects together, you get a lackluster, milquetoast class; it's not a big deal early on, when numbers are smaller and monsters aren't especially flashy, but as levels progress it gets left further and further behind. In that sense, you could call the Seeker the archetype of the "bad" 4e class, as both the Binder and the Vampire followed in its footsteps, though to a greater extent (the Binder is the only TRULY "bad" 4e class, or at least that's the general community consensus). That is, interesting experiments that tried to break the mold but ended up falling short.

It wasn't that bad. It just had so many trap options. Niche protection and believability filters kept it from getting many good control and AOE effects. It got tons of both soft control and zone AOE so you had to filter through garbage to find gems.

With 5th going back to the "long form" explanation of effects, you could simply put proper magic effects on their attacks

Seeker Spirits
Some of the spirits you bond with attach themselves on your attacks. Once per turn when you hit a creature with a weapon attack, you can as a bonus action has a spirit leaps out of your weapon and casts a spell on the creature. After you do this two times, you must take a short or long rest before you do it again. You automatically succeed on any saving throw on spells casted by your spirit and take no damage from the spell.
Flaming spirit: The spirit cast burning hands as a 1st level spell.
Vine spirit: the spirit casts entangle as a 1st level spell.

etc etc...
 

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