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%

Extreme weather- hurricanes, tornadoes, heatwaves, sleet storms
Extreme wilderness hazards- avalanches, rock slides, forest fires
Random wild arcane effects- living fireball, lightning snakes, warpstorms
Outer/Astral Planar effects
Inner/Elemental Planar effects
Fey trickery
Shadowfell gloom
Dragon lair effects
Barbaric tribal technology
Wandering army scouting
I think a number of these features are already covered by several 5e Ranger subclasses.

Shadowfell Gloom- the Gloom Stalker
Fey Trickery- the Fey Wanderer
Outer/Astral effects and Inner/Elemental Planar effects- the Horizon Walker
Dragon Lair Effects- Monster Slayer

What is Barbaric tribal technology? Something created by Barbarian/Artificers?
 

log in or register to remove this ad

Aren't you getting the magical ranger you want in 5.5? As far as mainstream fantasy gaming goes (for those who value that), you basically already won.
Personally I halfway got one.

To me the community is too fixated on low tier wilderness that neither WOTC, Kobold Press, Paizo, NEPublishing are committed to high fantasy ranger spells or non-spell
 


I think a number of these features are already covered by several 5e Ranger subclasses.

Shadowfell Gloom- the Gloom Stalker
Fey Trickery- the Fey Wanderer
Outer/Astral effects and Inner/Elemental Planar effects- the Horizon Walker
Dragon Lair Effects- Monster Slayer
Not really.
They are flavor them but they don't counteract or defend against those effects.

And really many would be too niche to be as a static feature. You would need to make them spells to be swappable.


What is Barbaric tribal technology? Something created by Barbarian/Artificers?
Kobold pot traps. Orcish axes blessed by Grummush. Yuan Ti snake pits. Hobgoblin trained hawks.

Falling rocks, spiked pits, wall arrow traps, snares.

Find traps still sucks.
 

To me the community is too fixated on low tier wilderness that neither WOTC, Kobold Press, Paizo, NEPublishing are committed to high fantasy ranger spells or non-spell
Have you asked EN Publishing as to why they aren't committed to high fantasy ranger spells? Several of the designers who helped create A5e do frequent the forums on EN World.
 


I think Rangers should be Arcane casters with access to most (all?) of the Wizard and Sorcerer spells, along with a few healing and nature-based spells. Then players can pick and choose the kind of spell caster they want to play.
 


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?
Invocations. Select abilities from a list. Many of which are supernatural, some of which are spells.
i.e.
spend 1 hour foraging and gain goodberrys
Gain proficiency
Gain expertise
Sleep with your eyes open.
Speak with Animal
Gain a familiar
Favorite Terrain (Desert): resistance to heat, can cast creat or destroy water.
Undead Hunter: change the damage type of your attacks to radiant
Elemental Hunter (prerequisite ranger 5): change the damage type of your attacks to an element.


Level 2: bigger but more limited Hunter Mark.
I.e.
Start the Hunt: as a bonus action, choose a creature you are aware of. You add 1/4 your ranger level (rounded up) to all d20 Tests directly involving hunting your prey. Such as attack rolls and Intimidation checks to get it's location.
You can only Hunt one creature at a time. Your hunt last until you've chosen a prey it last until it defeated (usually captured, killed, or banish), and then you take a long rest. If you choose to give up the hunt, you can not use this feature for 24 hours.
 
Last edited:

And yet you mentioned EN Publishing alongside Paizo, WoTC and Kobold Press as not being committed to what you
just mentioned.
Because none of them are committed to high fantasy rangers. The Paizo ranger is similar to the ENP one in fantasy. And the KP one isn't very high fantasy in its ranger elements.

Hence the point of this thread.

What are the limits of ranger supernaturalness?

Blade Thrist is a AD&D 2e and 3e ranger spell.
Greenwood Limb is from a 2e ranger kit
Blade Cascade is a 4e ranger power
Implacable Pursuer is a 3e ranger spell
Exploding Arrow is Warcraft Hunter spell.
 
Last edited:

Remove ads

Top