D&D (2024) 2024 Player's Handbook reveal: "New Ranger"

"More than any other class, the ranger is a new class."



It has been a year (less a day) since we last saw the Ranger in UA Playtest 6. There still could be a lot of change. My sense is that they are more or less happy with three of the subclasses (Fey Wanderer, Beastmaster, and Gloom Stalker), but many questions remain: Will anyone be happy with the favored enemy/relation to the land abilities? Will Hunter's Mark be foregrounded in multiple abilities? Will rangers at least get a free casting of the Barrage/Volley spells? For the Hunter, will the "Superior" abilties at levels 11 and 15 continue to be things you didn't choose at lower levels? For the Gloom Stalker, will they pull out 3rd level invisibility from "Umbral Sight"? Any chance for a surprise substitution of the Horizon Walker? Let's find out.

OVERVIEW
  • "widely played, but ... one of the lowest rated"
  • Spellcasting and Weapon Mastery at 1 (as with Paladin). Spellcasting can change spells after long rest (not every level)
  • NEW: Favored Enemy: Hunters Mark always prepared, and X castings per day. (was level 2 in PT6, where it was WIS times/day)
  • NEW: Fighting Style at 2 (no limits on choice). or you may choose two cantrips (again, like Paladin).
  • NEW: Deft Explorer at 3: expertise in a proficient skill, +2 languages. NO INTERACTION WITH LAND TYPES. This is a nerf from PT6, where at least you got a bonus to Intelligence (Nature) checks.
  • Extra attack at 5, Roving at 6 (+10' move, Climb Speed, Swim speed).
  • Two more expertise options, at 9, presumably. Compared to the playtest, this is a nerf: PT6 gave 1 expertise, the spell Conjure Barrage always prepared, and +2 land types for Explorer. These had problems, but it's a lot to lose for one additional expertise.
  • At 10, Tireless (as in PT6) -- THP and reduced Exhaustion.
  • NEW: At 13, Damage no longer breaks concentration with Hunter's Mark.
  • At 14, Nature's Veil -- invisibility. At 18, Blindsight.
  • NEW: At 17, advantage vs person marked with Hunter's Mark.
  • NEW: Damage of Hunter's mark increases to d10, not d6. (This too is a nerf from the playtest, which gave +WIS to hit, and +WIS to damage.)
The clear expectation is you are using Hunter's Mark, occupying your concentration and taking your first Bonus action every combat, from levels 1-20.

SUBCLASSES
Beastmaster
  • command Primal Beast as a bonus action, and higher level abilities as in PT6, apparently.
  • stat blocks level up with you (as in Tasha's and PT6). Beast gets Hunter's Mark benefits at 11.
Fey Wanderer
  • vague on specifics; apparently just as in Tasha's.
Gloom Stalker
  • as in PT6, Psychic damage bonus a limited number of times per day. +WIS to initiative (cf. Assassin and Barbarian)
  • Umbral Sight, darkvision bonus, and invisible in the dark.
  • NEW: psychic damage goes up at level 11. Mass fear option of Sudden Strike mentioned, nothing about Sudden Strike.
Hunter.
  • Hunter's Lore at 3: know if there are immunities/resistances of creature marked by Hunter's Mark.
  • NEW: Hunter's Prey at 3: you have a choice and can change your choice every short/long rest.
  • NEW: Defensive Tactics at 7: you have a choice, and again can choose after a rest. The choices are Escape the Horde, Multiattack defense (not Evasion, Uncanny Dodge, and Hunter's Leap, as in PT6).
  • NEW: At 11, Hunter's mark now "splashes" damage onto another target.
  • NEW: you can choose to take resistance to damage, until the end of your turn.
 

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5e was designed with gaps so DMs could go to older editions and plug in missing aspects. But few DMs nor 3pps do.
I don't think that was a design goal.
Though obviously there was a lot more older stuff than new stuff.
In video games:
  • Trappers are DPS
Traps are nearly always control. The quintessential one being to immobilize enemies charging towards the archer, giving you more time to shoot them.
  • Beastmasters and Summoners vary depending on game.
In most games Beast are used to tank, giving you more time to shoot.
 

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True, but it has served as a source of inspiration for D&D. One of several I would imagine.
Art inspires art inspires art.

The Hunter's Mark is definately video games though. I'm not sure where video games got it but I assume a reference to target painting or smart ammo - so missiles and guns.
 


I don't think that was a design goal.
Though obviously there was a lot more older stuff than new stuff.
I think it was.

I think I remember a designer saying they left space so a DM can slot their polearm rules or skill rules from AD&D into 5e.

Traps are nearly always control. The quintessential one being to immobilize enemies charging towards the archer, giving you more time to shoot them.
Usually traps are cotrol or DPS.

Trappers in many MMOs and team RPGs are damage dealers.

In most games Beast are used to tank, giving you more time to shoot.
depends on the beast and the game.

Misha tanks.
Huffer go face. SMOrc!
Never Leokk.
Let the Hunt Begin!
 

No?

Rangers should be Damage, Tank, or Control based on spell loadout.

The Ranger is supposed to match the tactics of their quarry or the strategy allowed by their terrain.

A tanking ranger covered in ice armor swinging a maul and shooting heavy crossbow bolts in the tundra is a vaid ranger.

A controlling ranger in light armor shooting solar-chain arrows as swirling circles of sand hold lizardmen in place in the desert is a valid ranger.

A brutish ranger turning his dog into a dire wolf then himself into a dire wolf then pounding a demon still in two spinning masses of fangs and fur is a valid ranger.

WOTC and many designers are just tame and narrow in their outlook.
i agree with your premise here except for the idea it should be determined by their spells.

IMO a ranger's magic should be a supplementary method of customisation, not the primary avenue.
 

Art inspires art inspires art.

The Hunter's Mark is definately video games though. I'm not sure where video games got it but I assume a reference to target painting or smart ammo - so missiles and guns.
a 'mark' can just refer to a target, goal or objective rather than being a visible indicator, like in marksman, i think that's the reference originally being made.
 

IMO a ranger's magic should be a supplementary method of customisation, not the primary avenue.

That's my position. I'm not saying there can't be Rangers that lean away from direct damage in the name of tanking or area denial or battlefield control or whatever, just that that choice isn't best expressed through prepared spells, as the rules currently exist or in an ideal scenario.

(And also that there's a definite pull for direct damage being their default configuration. Their signature ability is always "do more damage on attacks", they're just also never that good.)
 
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i agree with your premise here except for the idea it should be determined by their spells.

IMO a ranger's magic should be a supplementary method of customisation, not the primary avenue.

The only other options are infusions, Invocations, and weapon masteries.

Personally I'd go with infusions. D&D rangers seem like they should be gear based. Nightvision goggles, crossbow scopes, traps, bird calls, animal treats, ghillie suits, trip wires, summon beast totems, pocket trees, smoke bombs, leather armor hardener, instant shields, pop up cover.
 



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