D&D General What is appropriate Ranger Magic

Which of the following do you see as general Ranger spells?

  • Autumn Blades

    Votes: 5 10.2%
  • Beastmeld

    Votes: 9 18.4%
  • Blade Cascade

    Votes: 7 14.3%
  • Blade Thrist

    Votes: 5 10.2%
  • Bloodhounds

    Votes: 11 22.4%
  • Exploding Arrow

    Votes: 14 28.6%
  • Giant Axe

    Votes: 5 10.2%
  • Greenwood Linb

    Votes: 2 4.1%
  • Heatsight

    Votes: 8 16.3%
  • Implacable Pursuer

    Votes: 12 24.5%
  • Long Grasp

    Votes: 2 4.1%
  • Othrus

    Votes: 1 2.0%
  • Sense Fear

    Votes: 6 12.2%
  • Steel Skin

    Votes: 3 6.1%
  • Strength of the Beast

    Votes: 10 20.4%
  • Umbral Escape

    Votes: 6 12.2%
  • Wildtalk

    Votes: 12 24.5%
  • Wooden Escape

    Votes: 4 8.2%
  • Rangers should have no magic spells.

    Votes: 23 46.9%
  • Rangers should not have magic spells but not be limited to natural limits

    Votes: 13 26.5%
  • Rangers should have every more core magic spells.

    Votes: 5 10.2%


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They might get used if they're abilities instead of skills?
😂

But seriously when it comes to the noncasting ranger, There is always a host of abilities that people vaguely describe that the ranger class would have. However when it comes down to describing the specific abilities they describe The theme sort of class features that people complain about that is either too strong or too weak and thus no one ever agrees to what they are. Or they just simply suggest boost in skills and make the core chassis of the Ranger just in alternate version of either the fighter or rogue with part of the fighter approach carved and given to the Ranger.

Many versions of non-spell casting Rangers that I've seen published or suggested typically are characters who have a fighter chassis and some woodcraft skills that are irrelevant past level four or so instead scaling with either a damage and or skill bonus.

The spellcasting Ranger does not have this problem. Dispel casting ranger is assumed to have magic by default and assume to have some level of unbelievable ability so it is just a gauge of how much the class break the base reality. Either having a slight reality warfare or a heavy reality warper.

And this is kind of the point of the threat. You see how far and deep in to the theme the Ranger is allowed to dive into. And to see where the limit of their supernatural sense is declared by the community.

What is a level 5 Ranger class feature? A level 10 Ranger class feature? A level 20 ranger class feature? Does Ranger Magic include just beast and plants? What about rocks? What about steel? What about man made technology? Can Rangers be powered by fey magic? Wizard? Shadow Magic? Demon Magic?
 

😂

But seriously when it comes to the noncasting ranger, There is always a host of abilities that people vaguely describe that the ranger class would have. However when it comes down to describing the specific abilities they describe The theme sort of class features that people complain about that is either too strong or too weak and thus no one ever agrees to what they are. Or they just simply suggest boost in skills and make the core chassis of the Ranger just in alternate version of either the fighter or rogue with part of the fighter approach carved and given to the Ranger.
That's because non-magical discrete abilities were taken from us.
 

For those of you who believe that the Rangers should not have magic spells by default, what by default should a Ranger have that differentiates them from a fighter or a rogue?
A ranger in my mind is an outdoor survival and tracking expert. He knows his (favourite) terrain. So abilities in this regard.
Additionally, she/he is very goodnight Bows.
Fighting abilities more akin to monks instead of fighters.

They should be able to commune with the nature, but not in a wizard or cleric spellcasting kind of way, more like ritual/channel divinity kind if way.
So ask the spirits if the forest where to find prey, ask the spirits of the desert where water could be find and so on.

The problem with the 2014 ranger (haven't read the 2024 ranger yet) was, that all his abilities were rendered mood because wilderness exploration was not well supported by the rules.
 

12-15 pickable talents over 20 levels similar to warlock invocations:
more skills,
more experise,
more attacks,
darkvision/better darkvision
immunity to tracking,
faster movement,
climb speed
swim speed+water breathing
immunity to darkvision
immunity to scent, tremorsense,
immunity to divination
animal/plant/elemental/dragon companion
resistance to elements,
immunity to elements,
bonus action Hide
hide in plain sight,
elemental damage to weapons,
poisoning weapons,
resistance/immunity to poison,
bonus saves proficiency(Con&Wis primary)
making secret and secure shelters,
 

The problem with the 2014 ranger (haven't read the 2024 ranger yet) was, that all his abilities were rendered mood because wilderness exploration was not well supported by the rules.
The 2024 PHB does go into the three pillars of game play-combat, exploration and social interaction-but only in terms of fluff and not game mechanics IMO. The 2024 Ranger for the most part uses what was mentioned in Tasha's Cauldron of Everything and requires you to use the Hunter's Mark spell a little more often.

The Ranger from Level Up is closer to being the outdoor survival and tracking expert IMO.

 

Off the top of my head some spells i think are thematic to the ranger (regardless of how ‘good’ they might be or if they’re actually ‘ranger’ spells) are:
Thorn whip
Produce flame
Mold earth
Lightning arrow
Find familiar
Enhance ability
Pass without trace
Longstrider
Speak with animals
Zephyr strike
Tiny hut (even if i hate the ‘magic bubble’ aesthetic for ranger creating shelter is)
Fog cloud
Tree stride
 


I still do not grasp what the rangers core identity is thus weather spells should be a part of that is up in the air.
i do not think weather manipulation is unfitting, though my main point of contention in giving them weather magic would be in how direct their control is, IMO a ranger is more likely to induce natural weather to occur that provides them cover or somesuch rather than going X-men Storm, for example on my post above i put fog cloud on my list of fitting spells, but something like call lightning or warding wind would be too much of a hand on the wheel so to speak.
 

i do not think weather manipulation is unfitting, though my main point of contention in giving them weather magic would be in how direct their control is, IMO a ranger is more likely to induce natural weather to occur that provides them cover or somesuch rather than going X-men Storm, for example on my post above i put fog cloud on my list of fitting spells, but something like call lightning or warding wind would be too much of a hand on the wheel so to speak.
my apologies for getting crushed by homophones again.
 

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