D&D 5E (2024) Brainstorming ways to fix ranger with new spells.

I think pretty much every ranger has a use for their bonus action, be it a class feature, twf or hunter's mark.

A spell that simply gives them some kind of boon when they use their bonus action would be a great force multiplier.
 

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I think pretty much every ranger has a use for their bonus action, be it a class feature, twf or hunter's mark.

A spell that simply gives them some kind of boon when they use their bonus action would be a great force multiplier.
Free movement possibly without provoking or maybe just imposing disadvantage on OAs whenever you use your BA would fit the skirmisher theme that some Rangers will go for.

I suppose making a revised Zephyr Strike where it follows the new template of not needing concentration and triggering after a successful hit might work. Although part of the reason for that spell was to help get in range so that you can attack in the first place.
 

I think pretty much every ranger has a use for their bonus action, be it a class feature, twf or hunter's mark.

A spell that simply gives them some kind of boon when they use their bonus action would be a great force multiplier.
What about a spell that gives them more bonus actions?

Hasten Hands

4th level
Transmutation
Casting Time 1 Bonus Action
Range: Self
Duration 1 Minute

When you cast this spell, you gain an additional Bonus Action.
 

I would create a super powerful lvl 3 or up spell that has the drawback of giving you exhaustion.

This would really be a boon to the ranger as they are the only class that can decrease exhaustion with a short rest
Here is one example I came up with.

Primal Power
3rd-level transmutation (Ranger, Druid)

Casting Time: :: 1 action
Range: :: Self
Components: :: S,M
Duration: :: 10 Minute

You body begins overflowing with primal energy. Until the spell ends, you Speed increases by 15 Feet. You have advantage on Dexterity, Strength and Constitution Saving throws. And when you damage a creature with an attack roll, you get a plus 2 to any dice you roll.
 
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I don't think Rangers need new spells, what they need are more spell options. The problem would be solved if Rangers had access to the entire Bard and Wizard spell lists, in addition to the current Ranger spells.
 

Not a 5.24 player, but I might steal good ideas from this thread. In my opinion, one of the weaknesses the Ranger has is lackluster defenses; if they switch-hit, shields are out, so their AC is never great, they can't benefit from HAM, they have no damage resistances except Absorb Elements, they have no innate disengage or Uncanny dodge aside from Vanish, etc.

Instant Step
2nd level
As a reaction, when you are struck by an attack made by an enemy you can see, you may cast this spell. A creature of your choice within 5' of you must make a Wisdom saving throw. On a failure, you switch places with it, and it becomes the target of the attack made against you. The original attack and damage rolls are still used.

This is gives a way to get out of an attack and damage enemies, and it plays well with the theme across many Ranger subclasses of engaging multiple foes at once (Hunter Multishot, Horizon Walker's extra attack when it spreads its damage around, etc.). You can also flavor it as a non-magical cunning reposition if you prefer.

Foe Shield
1st level, Concentration up to 1 minute
For the duration of this spell, you have resistance to all damage dealt to you by creatures which qualify as your Favored Enemies.

Makes the "Is good against specific enemies" class actually defended against its special enemies. Boosts defenses and beats out the trash that is Hunter's Mark.
 


Not a 5.24 player, but I might steal good ideas from this thread. In my opinion, one of the weaknesses the Ranger has is lackluster defenses; if they switch-hit, shields are out, so their AC is never great, they can't benefit from HAM, they have no damage resistances except Absorb Elements, they have no innate disengage or Uncanny dodge aside from Vanish, etc.

Instant Step
2nd level
As a reaction, when you are struck by an attack made by an enemy you can see, you may cast this spell. A creature of your choice within 5' of you must make a Wisdom saving throw. On a failure, you switch places with it, and it becomes the target of the attack made against you. The original attack and damage rolls are still used.

This is gives a way to get out of an attack and damage enemies, and it plays well with the theme across many Ranger subclasses of engaging multiple foes at once (Hunter Multishot, Horizon Walker's extra attack when it spreads its damage around, etc.). You can also flavor it as a non-magical cunning reposition if you prefer.

Foe Shield
1st level, Concentration up to 1 minute
For the duration of this spell, you have resistance to all damage dealt to you by creatures which qualify as your Favored Enemies.

Makes the "Is good against specific enemies" class actually defended against its special enemies. Boosts defenses and beats out the trash that is Hunter's Mark.

Sword and board rangers ok. Use a staff, shilleagh and go wisdom based.

Archers best for bonus action conflicts.

Two handed ranger seems weakest.
 


I want more Ranger rituals


Ironwood
2nd Level
Casting Time: 1 minute Ritual
Range/Area: 30 ft. (20 ft Cube )
Components
V, S, M *
Duration
Instantaneous
School
Transmutation

You alter a quantity of wood within range in an 20ft Cube to have the strength and consistency of steel. The DC to burst or break the wood increases by 10. The wood also gains resistance to Acid, Bludgening, Cold, Fire, Lightning, Piercing, and Slashing damage.

The Tree's Eyes
3rd Level
Casting Time: 1 minute Ritual
Range/Area: 30 ft.
Components
V, S, M *
Duration
30 Days
School
 Abjurartion

You set an alarm against intrusion on a wooden object. Choose a tree, living or dead or an object made entirely of wood of at least 5lbs within range. Until the spell ends, an alarm alerts you whenever a creature touches or moves with 20 feet of the object or tree. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:

You also choose whether the alarm is audible or mental:

Audible Alarm. The alarm produces the sound of a birdcall of your choice for 10 seconds within 60 feet of the wooden item.

Mental Alarm. You are alerted by a mental birdcall of your choice if you are within 1 mile of the wooden item. This birdcall awakens you if you’re asleep
 

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