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A better ranger (mostly beast master)
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<blockquote data-quote="brehobit" data-source="post: 6698730" data-attributes="member: 12032"><p>I know WotC has seen some significant problems with the ranger in their surveys and we've seen attempts to make it better a few times in Unearthed Arcana. I honestly think a hunter is fine. The two-weapon fighters do have some problems, mostly with the off-hand attack bonus action and hunter's mark being so often in conflict. And I think their level 11 abilities leave something to be desired (often not very useful, especially the melee option which is a lot weaker). Finally, their spell options are just highly limited (every ranger I've seen has taken hunter's mark and cure wounds at 2nd level and it's not until level 9 that reasonable options start appearing). </p><p></p><p><strong>Generic ranger improvements:</strong></p><p><strong></strong> <ul> <li data-xf-list-type="ul">Rangers level 5-10 get one additional spell known. </li> <li data-xf-list-type="ul">Rangers level 11+ get two additional spells known.</li> <li data-xf-list-type="ul">Any spell that is a ritual acquired as a ranger can be cast as a ritual.</li> </ul><p>That gives a handful of more options and makes some spells (like water breathing) a much better option.</p><p></p><p><strong>Hunter improvements:</strong></p><ol> <li data-xf-list-type="ol">Giant killer also triggers off of favored enemies (in addition to Large)</li> <li data-xf-list-type="ol">Whirlwind attack: If you hit 2 or more opponents with this attack, you get a +2 AC bonus until the start of your next turn against melee attacks.</li> </ol><p>1: Colossus slayer no longer is the "only" choice (and it makes favored enemy matter more)</p><p>2: Volley is _so_ much better (16 squares impacted instead of 8, can be anywhere on the board, can use a -5/+10 feat if you wish) and it makes it easier to wade into a group (always scary in 5e). </p><p></p><p><strong>Beast Master improvements</strong></p><ol> <li data-xf-list-type="ol">Beast gets 5 hit points/level minimum</li> <li data-xf-list-type="ol">Share spells is a standard feature (starts at 3rd level)</li> <li data-xf-list-type="ol">Beast gets the proficiency bonus to Dex and Str saves (rather than proficient saves) </li> <li data-xf-list-type="ol">Make it clear the beast can attack as a reaction like any other creature</li> <li data-xf-list-type="ol">7th level: Beast gets either evasion or 6 hit points/level (chosen when creature summoned)</li> <li data-xf-list-type="ol">11th level: Additional order ranger can give (as a bonus action) is "guard" which effectively causes the beast to ready an action to attack the next enemy that enters melee range of the beast.</li> <li data-xf-list-type="ol">15th level: Bonus action options from level 7 and "guard" are now free action (total of 1/round)</li> </ol><p>1 and 3 just help with keeping the beast up (a real problem) without making it tougher than other party members.</p><p>2nd seems cool and makes beast a lot better (can cure beast at range while also healing self!) Hunter's mark (basically a class feature) is otherwise useless for a beast master who is using the beast to attack.</p><p>4th makes it clear that the beast can help with board control.</p><p>5th would like to just give evasion, but extra hit points might seem more reasonable for "big" creatures. But by this level area-of-effect attacks against the party have become common and the beast needs something.</p><p>6th is important as it gives a ranged beast master something useful to do with the beast. Needs _some_ kind of a bump at 11th level and this is actually pretty good.</p><p>7th this point bonus actions are key and this is a significant bump.</p><p></p><p>I feel this "power up", mainly focused on the beast master, would address many of the concerns people have about the ranger without hugely impacting the game or power-levels. All in a way that is cleaner (and I think more balanced) than the UA options thus far presented.</p></blockquote><p></p>
[QUOTE="brehobit, post: 6698730, member: 12032"] I know WotC has seen some significant problems with the ranger in their surveys and we've seen attempts to make it better a few times in Unearthed Arcana. I honestly think a hunter is fine. The two-weapon fighters do have some problems, mostly with the off-hand attack bonus action and hunter's mark being so often in conflict. And I think their level 11 abilities leave something to be desired (often not very useful, especially the melee option which is a lot weaker). Finally, their spell options are just highly limited (every ranger I've seen has taken hunter's mark and cure wounds at 2nd level and it's not until level 9 that reasonable options start appearing). [B]Generic ranger improvements: [/B][LIST] [*]Rangers level 5-10 get one additional spell known. [*]Rangers level 11+ get two additional spells known. [*]Any spell that is a ritual acquired as a ranger can be cast as a ritual. [/LIST] That gives a handful of more options and makes some spells (like water breathing) a much better option. [B]Hunter improvements:[/B] [LIST=1] [*]Giant killer also triggers off of favored enemies (in addition to Large) [*]Whirlwind attack: If you hit 2 or more opponents with this attack, you get a +2 AC bonus until the start of your next turn against melee attacks. [/LIST] 1: Colossus slayer no longer is the "only" choice (and it makes favored enemy matter more) 2: Volley is _so_ much better (16 squares impacted instead of 8, can be anywhere on the board, can use a -5/+10 feat if you wish) and it makes it easier to wade into a group (always scary in 5e). [B]Beast Master improvements[/B] [LIST=1] [*]Beast gets 5 hit points/level minimum [*]Share spells is a standard feature (starts at 3rd level) [*]Beast gets the proficiency bonus to Dex and Str saves (rather than proficient saves) [*]Make it clear the beast can attack as a reaction like any other creature [*]7th level: Beast gets either evasion or 6 hit points/level (chosen when creature summoned) [*]11th level: Additional order ranger can give (as a bonus action) is "guard" which effectively causes the beast to ready an action to attack the next enemy that enters melee range of the beast. [*]15th level: Bonus action options from level 7 and "guard" are now free action (total of 1/round) [/LIST] 1 and 3 just help with keeping the beast up (a real problem) without making it tougher than other party members. 2nd seems cool and makes beast a lot better (can cure beast at range while also healing self!) Hunter's mark (basically a class feature) is otherwise useless for a beast master who is using the beast to attack. 4th makes it clear that the beast can help with board control. 5th would like to just give evasion, but extra hit points might seem more reasonable for "big" creatures. But by this level area-of-effect attacks against the party have become common and the beast needs something. 6th is important as it gives a ranged beast master something useful to do with the beast. Needs _some_ kind of a bump at 11th level and this is actually pretty good. 7th this point bonus actions are key and this is a significant bump. I feel this "power up", mainly focused on the beast master, would address many of the concerns people have about the ranger without hugely impacting the game or power-levels. All in a way that is cleaner (and I think more balanced) than the UA options thus far presented. [/QUOTE]
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