D&D 5E Tasha's really improved and changed the feel of Rangers

Eric V

Hero
That's circular, and means nothing. It's magic because it's an ability being used by a magic using character, but the character is a magic using character because they use abilities which are magic.

So, it's magic because the character using the ability says "I am casting a spell". So if a barbarian says "I am casting a spell" and uses Reckless Assault, Reckless Assault is a magical ability, and the barbarian is a magic user. Channel Divinity is not a magical ability, unless the cleric says "I am casting a spell" when they use it.
The spells produce magical effects, like a wall of fire that needs no fuel. My ranger could do no such thing.

Magic-using characters are outlined as such in the rules, they are described as using magic. It's right there in the class description.

The spells the wizard had in the party are called out as such: magical spells. Reckless assault is not called out as a magical spell. When I say the player says "I am casting a spell," it's because it is outlined as such on his sheet and in the rules.

This is not complicated.
 

log in or register to remove this ad

I mean, a lot of ranger spells could (and in my opinion should) be class features. Why is cordon of arrows a spell? Why does the ranger need to use magic to set a pretty basic arrow trap? Or flaming arrows, why is that a spell? Heck, Hunter’s Mark could easily be a non-spell feature, and with Tasha’s we now have what amounts to a non-spell version of it in Favored Foe.
I agree is an arbitrary choice made on class creation.
There is some advantages and disadvantages with those choice and we are now pretty much stuck with them.
Unless we rewrite the entire class, or use clever short cut to adapt it to our need.
 

Bolares

Hero
I mean, a lot of ranger spells could (and in my opinion should) be class features. Why is cordon of arrows a spell? Why does the ranger need to use magic to set a pretty basic arrow trap? Or flaming arrows, why is that a spell? Heck, Hunter’s Mark could easily be a non-spell feature, and with Tasha’s we now have what amounts to a non-spell version of it in Favored Foe.
I hate how everything is a spell in 5e. Hex and hunter's mark at least should be class features.
 


billd91

Not your screen monkey (he/him)
I think there are two problems with this, first not all Rangers are stealth warriors, the original 1E Ranger did not even have any stealth abilities.
That is incorrect. All 1e rangers had an important stealth ability - it was just low key in the description. Specifically - they all surprised opponents 50% of the time. And they could do that in metal armor. That's stealth, baby.
 

HammerMan

Legend
The spells produce magical effects, like a wall of fire that needs no fuel. My ranger could do no such thing.

Magic-using characters are outlined as such in the rules, they are described as using magic. It's right there in the class description.

The spells the wizard had in the party are called out as such: magical spells. Reckless assault is not called out as a magical spell. When I say the player says "I am casting a spell," it's because it is outlined as such on his sheet and in the rules.

This is not complicated.
yeah but my thing is that we kinda make all supernatural things magic (and I guess to make things simple I get that) but we also take things that are pretty normal and put them behind the 'pay wall' of supernatural/magic.

I don't know many (I wont say any I am sure someone somewhere did) who want martial characters to summon a wall of fire from nowhere.

However Hunters Quarry is just pick a target deal extra damage to them... that can be magic, that can be supernatural, or it can just be normal...
I would argue since it is the same as HEX if it need be a spell it should be replaced with hex to use up less space on spells.

Another great example is Shield, and Parry (x2 no less). the shield spell creates a field of force that blocks some attacks and uses a reaction. The parry ability some monsters (and defenseive duielst) puts your weapon in the way to block some attacks... shield is +5 DD &parry is +2-+6 (prof). there is a second parry that lets you roll a die add a stat mod and reduce damage by that amount (battle master). This is a great example of 3 systems (one magic, two not) that shows martial and magic CAN do the same things.

THorn whip is my go to example. a cantrip (so we know doing it at will isn't a problem) deals multi d6's based on level damage out to 30ft and can pull 10ft. a regular whip is a 1d4+dexorstr mod weapon with reach...
If it is not broken for a 7th level druid to make a wisdom attack out to 30ft that deals 2d6 damage and pulls 10ft would it be broken if the fighter or rogue made a whip attack that delt 1d6+dexorstr mod out to 15ft and on a hit pull 5ft? no way is that busted, it is still lesser in everyway... it is also totally imaginable without magic... but the fighter or rogue can't learn to do this why?
 



Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
This is my take on it
Levelfeature
1- Deft Explorer.
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Hunter's Sense.
you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. Furthermore, you have advantage on any Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check you make to find it for 1 hour.

You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest.
2- Favored Foe.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest. It ends early if you designate a different creature.

- Fighting style
3Archetype
- Ranger's Haven
During a short or long rest, you can create an hidden shelter to help guard your respite. At the start of the rest, you choose a point in space: an 30-foot-radius area centered on that point becomes your haven.

While within the shelter, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the area (a campfire, torches, or the like) isn't visible outside it.

The shelter vanishes at the end of the rest or when you leave the it for more than 10 minutes.
4ASI
5- Extra attack
- Whispers on the Wind. You can see and hear up to 1 mile away with no difficulty as long as you spend 1 minute without moving. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
6- Rover
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
7Archetype
8ASI
- Land Stride
9- Danger sense.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
10- Ambush Master
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

- Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

11Archetype feature
12ASI
13- Foe Bane.
When you use your Favored foe feature on a creature, it can't benefit from any resistance and its immunities are treated as resistance when you deal damage to it.
14Vanish
15Archetype
16ASI
17- Unfettered
Whenever a creature forces you to make a saving throw against an effect that would reduce your speed, restrain, stunned or paralyze you and whenever you make an ability check to escape a grapple, add 1d6 to your roll.
18Feral Senses
19ASI
20- Hunt's End.
As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. The attack is considered a critical hit on a roll of 19 or 20 and the target can't regain hit points until the start of you next turn.
 
Last edited:


Remove ads

Top