Indagare Nogitsune
Explorer
Hmm. I wanted the Ranger to have some kind of options when it came to fighting style (rather than forcing them to be an archer). Would moving it help?Well... first thing I'd do is lighten the level 1 load.
Kill Fighting Style entirely, bounce Spellcasting and Expertise to 2, and have Quarry, Knacks, and Guide at 1.
I had Spellcasting at 1st level because I gave the Rangers cantrips. I tend to feel that if a class (or subclass) can cast spells it needs to be able to always cast spells or there's not much of a point.
I can move around the others as you suggest.

Okay. That makes sense. I want to make Quarry fairly useful but not OP.For Quarry itself I'd set it to 1d6 at level 1, Wisdom mod per long rest is fine. Though at level 6 I'd suggest letting them recover at the end of a short rest. Sort of like Bardic Inspiration. In fact, why not have it progress at the same levels as Bardic Inspiration as well to map out to the "Damage Breakpoints" where fighters get up to 4 attacks?
Duration on Quarry, though, is a bit tricky. I'd probably set it higher since you can't bounce it between targets. Say, 8 hours and allow the Ranger to select a Quarry off Footprints/Ectoplasm and Wanted Posters/Bounty Slips? Would definitely allow them to track their quarry long term that way, since you could burn multiple Quarry uses to track someone over long distances and through cities.
Thanks! Level Up and Laserllama both had them and I thought they were pretty neat too! I wanted to be sure players would have options and not be stuck with something that might not fit their ideas for their characters.As far as the knacks I think they're pretty great, honestly. Love that you put favored foe in there rather than having it be a core class ability. Definitely allows players to opt into a historically iconic but also historically problem-riddled class ability! Great choice, there.
I know perfectly well that this whole class could not likely be published as is except in something like 2e's "Complete Ranger Handbook". I can split it along the combat/exploration/social ones with each having its own section. That way folks will have an idea which counts as what.I will say having purely explorational options right next to combat options (Fell Handed, for example) is probably not a great idea. It's why A5e split out the "Secrets of Arcana" from the Eldritch Invocation list.
Thanks! This is another idea from Level Up and Laserllama. I can set up a secondary 'Grant', though if I'm going to do that it'll be for all knacks. I'll readjust the levels to fit.I do like that you've got specific levels for them, so I might suggest setting up a secondary 'Grant' at specific levels for combat-oriented knacks like Fell Handed at 6th and 9th. Maybe drop the current 6th level requisite (advantage after landing a crit isn't -super- powerful) down to 4th, then do 4th, 9th, 13th, and 17th? It'd mean making a few more options and some tracks but it could be worthwhile.
If you wouldn't mind, some examples would be super helpful. Combat and Exploration aren't hard, but Social can be a bit tough to figure out--beyond maybe intimidation and friend to fey/animals or similar.Might also be good to sprinkle some Social options into the Knacks pool so players can choose to make a more socially skilled Robin Hood as opposed to only an exploration-focused Aragorn. (and even he gave a show-stopping speech at the Black Gates of Cirith Gorgor to Mordor)
I'll make sure folks aren't doing One Punch Ranger.Most of the rest of the class is perfectly fine. Though I'd absolutely make a note under Foe Slayer that any character that succeeds the save can't be forced to make the same save, again, the same day. Otherwise you could have you player throwing out 5 fingers of death on the same target and it should probably just be a punch.
nudge nudge wink wink Okay, that joke might be too dumb even for me.
