D&D General A Homebrewed Ranger Class

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.
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?

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. :-) I'll also alter Featherweight Fighter. I'm thinking of getting rid of the Proficiency Bonus, since the speed might be enough.

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.
Okay. That makes sense. I want to make Quarry fairly useful but not OP.

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.
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.

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.
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 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.
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.

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)
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.

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.
I'll make sure folks aren't doing One Punch Ranger. :p
 

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Examples? Sure!

"Low Hood". You've worked with enough thieves and rakes, or dragged enough to justice, that you've picked up a lot of their language. You gain Thieves Cant as a language and have advantage on skill checks made to feign membership in a thieves guild.

"Tell Spotter". When you make an insight check against a creature you gain advantage on subsequent insight checks until the end of the encounter as you pick up on their tells.

"Threatening Mien". Your work hunting bounties has garnered a strong reputation. When seeking information on the target of your Quarry you gain advantage to intimidation checks among people of the underworld. Examples include criminals, members of thieves guilds, and people working in businesses frequented by the same.

(Sorry for the same-y-ness of it all. Been writing about criminals and thieves all day)
 

Examples? Sure!

"Low Hood". You've worked with enough thieves and rakes, or dragged enough to justice, that you've picked up a lot of their language. You gain Thieves Cant as a language and have advantage on skill checks made to feign membership in a thieves guild.

"Tell Spotter". When you make an insight check against a creature you gain advantage on subsequent insight checks until the end of the encounter as you pick up on their tells.

"Threatening Mien". Your work hunting bounties has garnered a strong reputation. When seeking information on the target of your Quarry you gain advantage to intimidation checks among people of the underworld. Examples include criminals, members of thieves guilds, and people working in businesses frequented by the same.
Oh! Thanks! I actually have this down in the subclasses. ^^; I felt that it might be a good idea to have that be thematically related, but I can either add some more generic ones or move them from the subclasses. I followed Laserllama on the subclasses where they have three 3rd-level, one 7th-level, one 11th-level, and one 15th-level features. I am pretty sure not all the features are exactly balanced. ^^;

(Sorry for the same-y-ness of it all. Been writing about criminals and thieves all day)
It's cool. I included the ones I have below with spoilers so they don't take up the entire page.

Wild Empathy
3rd-level Animal Ally Lodge feature
You learn the Wild Insight I Knack, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another Knack instead. You also have Advantage on Charisma-based rolls when dealing with regular animals as well as the Animal Handling skill.

Silent Stalker
3rd-level Deft Defender Lodge feature
You stalk those who threaten unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

You also have Advantage on Intimidation checks. If it’s your Quarry, you can choose to add a Quarry Die to the result.

Wyrmsoul
3rd-level Drake Guard Lodge feature
The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic. Additionally, when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead. Starting at 7th level, you also gain resistance to the damage type chosen for your Draconic Companion's Draconic Essence.

Additionally, when dealing with dragons or anything draconic (like Kobolds and Dragonborn), you have Advantage on any Charisma-based rolls you make.

Druidic Empathy*
3rd-level Druidic Warrior Lodge feature
The nature magic you wield enables a bond with all those who dwell in the wild. You learn the Wild Insight I Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another Knack of your choice that you meet the prerequisites for.

You also have Advantage on Charisma-based rolls involving any denizen of the wilderness.

*I realized after posting this that it was the same as the first so I renamed and rewrote it a bit.

Charm of the Fey
3rd-level Fey Wanderer Lodge feature
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1).

In addition, you gain Proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion and Advantage on Charisma-based rolls involving fey.

Arcane Knight
3rd-level Frontier Fighter Lodge feature
You know the Hedge Knight I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

You also know arcane weapon and have it always prepared. It does not count against the number of 1st level spells you know or have prepared but does count as a Ranger spell for you. You can cast it once without expending a spell slot but must finish a short or long rest before you can cast it free again. You can use a 1st level spell slot to cast it again sooner. You still must use a 3rd level spell slot to maintain concentration for eight hours.

Finally, you have Advantage on Charisma-based checks when it comes to fellow guards and soldiers as well as with nobility.

Wisdom of the Wild
3rd-level Hallowed Hunter Lodge feature
Your deity gives you better insight into the natural world. As a result, whenever you make a Wisdom-based skill check, you gain a bonus to the check equal to your Proficiency Bonus, even if you already have proficiency in it.

Additionally, you have Proficiency in Religion and Advantage on all Charisma-based checks when dealing with anyone following your deity(s).

Sea's Grace
3rd-level Mariner Lodge feature
You've spent so much time in water, you're practically an aquatic creature. You learn the Aquatic Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. At 11th level you become Amphibious.

Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near large bodies of water.

Slayer's Cunning
3rd-level Monster Slayer Lodge feature
You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

You can also use Ranger's Quarry once between each short or long rest without expending a use of it.

Finally, you have Advantage on Intimidation and Deception checks against your Quarry.

Mountain's Rise
3rd-level Mountaineer Lodge feature
You've spent so much time in the heights, you're practically a mountain creature. You learn the Alpine Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near mountains and highlands.

Planar Warrior
3rd-level Planar Warden Lodge feature
You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type. Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations, celestials, elementals, fey, and fiends, as your Quarry.

Additionally, you have Advantage on any Charisma-based check involving people and creature who live in another plane.

At 9th level you gain the Planar Adept knack as a bonus knack. It will not count against your Knacks Known.

Primal Warrior
3rd-level Primeval Guardian Lodge feature
You've spent so much time in the wilderness that you know how to navigate it with ease. You learn the Strider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

Additionally, you know and can cast arcane weapon as a Ranger spell up to your Wisdom bonus (minimum 1) times. This does not count against your spells known. You regain all uses after a short or long rest.

Finally, you have Advantage on any Charisma-based check involving people and creatures who live in the wilderness.

Riding in Style
3rd-level Range Rider Lodge feature
You've spent enough time riding that you know the Mounted Warrior fighting style. If you already have this Fighting Style you gain another Fighting Style of your choice from those available to the Ranger class. Additionally, you know the Rider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.

Additionally, you have Advantage on any Charisma-based check involving people and creatures who enjoy riding or who live in or near wide open areas like plains and steppes.

Dread Ambusher
3rd-level Shadow Stalker Lodge feature
You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated. Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level.

Additionally, you have Advantage on Intimidation and Deception checks.

Celestial Guidance
3rd-level Stargazer Lodge feature
The constellations of the night sky guide your steps. You gain proficiency in your choice of either cartographer's tools or navigator's tools. Whenever you make an ability check with either set of tools you add a roll of your Quarry Die to the result.

Additionally, you have Advantage on Performance and Persuasion checks when trying to get someone on your side using your knowledge of the stars.

Finally, you can't become lost, even by magical means so long as you can see the stars of the night sky.

Wilderness Adept
3rd-level Survivalist Lodge feature
You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels.

Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known.

Additionally, you have Proficiency in Survival, if you don’t already have it. Otherwise choose one of Athletics, Acrobatics, or Nature instead.

Finally, you have Advantage on any Charisma-based check involving people and creatures who live off the land like you.

Ear to the Ground
3rd-level Urban Tracker Lodge feature
Your line of work has granted you a unique familiarity with the underbelly of civilization, so an urban environment is considered natural terrain for you when using the Guide feature.

After you complete a long rest in a settlement, you have Advantage on all ability checks to gather information on its contacts, factions, or underworld. If you want, and your GM agrees, part of your long rest would include you gathering this information through casual talking, listening in, or similar actions which would not violate the long rest. This is meant as an opportunity to roleplay social encounters and should not involve fights.

Meticulous Fingers
3rd-level Wild Improviser Lodge feature
You are exceptionally gifted with mechanical objects and traps. You gain proficiency in Sleight of Hand and with Thieves' and Tinker's Tools, and whenever you make an ability check with these tools or skill, you add one roll of your Quarry Die to the result. This increases to two rolls at level seven, three at level eleven, and four at level fifteen. Moreover, your precise hands allow you to take the Use an Object action as a bonus action on each of your turns.

Additionally, you have Advantage on any Charisma-based check involving people and creatures who craft or create things.

Sorcerous Blood
3rd-level Wylder Lodge feature
You gain your Proficiency Bonus in Sorcery Points. You also gain two Metamagic options from the Sorcerer list. Finally, you gain Wild Insight I Knack, but it does not count against your Knacks Known. If you know this Knack, you learn another of your choice.

Additionally, you have Advantage on Insight checks.

Gathered Zoo
3rd-level Zookeeper Lodge feature
You magically attract a group of fey spirits that look like Tiny beasts of your choice. The group remains in your space until ordered out, crawling on you or through your clothing, or flying and skittering immediately around you. You know the mage hand and mending cantrips (which do not count against your cantrips known but do count as Ranger spells for you), but when you cast them, they manifest as part of your group which does your bidding. Whenever you cast unseen servant, it also manifests through your group, which can look like animals performing various household chores.

Additionally, you have Advantage on any Charisma-based check involving animals or monstrosities.
 

spells and quarry are probably enough for 1st level as you did added cantrips. and there will probably be 2 masteries for 2024 version.

I would change quarry to once on your turn only damage.
then it can be at will
and just give advantage to Insight, Perception and Survival vs target.
 

spells and quarry are probably enough for 1st level as you did added cantrips. and there will probably be 2 masteries for 2024 version.

I would change quarry to once on your turn only damage.
then it can be at will
and just give advantage to Insight, Perception and Survival vs target.
Okay, thanks! I can move the Knacks to 2nd level along with the Fighting Style or move Fighting Style to 3rd. I want to avoid moving too much to 3rd, though, so the Lodge feature isn't overshadowed (and the player overwhelmed with choices).
 

Ohhhhhh... it's also the layout choices! Your headers and subheaders and stuff.

Featherweight fighter is OP AF. 10ft speed and +2 to +6 on damage? Oofta! That turns a d6 weapon into a d10 weapon at level 1 -and- they get Quarry and Spellcasting?

Sheeeeeeeeeeeeesh! Very OP class at level 1.
I would echo the same issue on Featherweight – it's somewhat OP at first, but then at 5th level once Extra Attack kicks in it's waaay OP compared to other fighting styles. Because then it's not just +2 to +6 damage. With two attacks starting at 5th level (+3 prof bonus) it's +6 to +12 damage per round.

Archer has serious overlap problems with the Sharpshooter feat. Your design philosophy can differ ofc, but generally you don't want to obviate game elements.

You also want to be more aware of the action economy of your class design. Ranger's Quarry – the foundational 1st level feature to keep its damage output good – relies on your Bonus Action. However....soooo many of your fighting styles require a Bonus Action to use, making them mutually exclusive to that Quarry damage. Is that your design intent? It's an either/or choice between, say, between Versatile shove/grapple/use object and extra damage?

On a broad overview level, the class design is egregiously bloated compared to existing classes. I wouldn't touch it with a ten foot pole for that reason alone. This can be a matter of taste. Many of Laserllama's works are ~30 pages iirc, and some groups really enjoy meatier class design, so I respect if that's the direction you're going in your games over all. Not my cuppa though.
 

I would echo the same issue on Featherweight – it's somewhat OP at first, but then at 5th level once Extra Attack kicks in it's waaay OP compared to other fighting styles. Because then it's not just +2 to +6 damage. With two attacks starting at 5th level (+3 prof bonus) it's +6 to +12 damage per round.

Archer has serious overlap problems with the Sharpshooter feat. Your design philosophy can differ ofc, but generally you don't want to obviate game elements.
I ended up incorporating the feat into the ability as I felt it'd be silly to have one without the other. However, I could have the elements of the feat at a different level if it's too much all at once. I'm not entirely sold on feats as a separate thing, especially the way feat trees were and the way it's now an either or between a feat and an Ability Score upgrade, which I feel is an unfair choice to have to make.

You also want to be more aware of the action economy of your class design. Ranger's Quarry – the foundational 1st level feature to keep its damage output good – relies on your Bonus Action. However....soooo many of your fighting styles require a Bonus Action to use, making them mutually exclusive to that Quarry damage. Is that your design intent? It's an either/or choice between, say, between Versatile shove/grapple/use object and extra damage?
I didn't intend for them to be mutually exclusive. I meant for the fighting styles to compliment the Quarry, not oppose it. I'll have to fix that somehow.

On a broad overview level, the class design is egregiously bloated compared to existing classes. I wouldn't touch it with a ten foot pole for that reason alone. This can be a matter of taste. Many of Laserllama's works are ~30 pages iirc, and some groups really enjoy meatier class design, so I respect if that's the direction you're going in your games over all. Not my cuppa though.
Well, my idea was to do this sort of thing with other classes eventually. I tend towards meatier things with classes, though I prefer to avoid things obviously broken on first sight (not thinking things thoroughly through is a different matter). So I really appreciate the feedback I've been getting.

This takes things from both of Laserllama's Rangers. If I could figure a good way to split it into something more manageable I would.
 

I didn't intend for them to be mutually exclusive. I meant for the fighting styles to compliment the Quarry, not oppose it. I'll have to fix that somehow.
Add a line to Quarry to allow it to be applied as a reaction to landing a hit.

So you CAN take a bonus action to gain Quarry off footprints, bounty posters, or seeing your target... or if you land a hit you can use your reaction to apply quarry to that target and begin tracking them, getting the extra damage from that point forward. Maybe make a note that Reaction Quarry has a range equal to your weapon's range for cool archer moments.

Especially works for RP around a "Mysterious Figure" that you hit with an arrow in the distance and they run off into the forest, so you track them by the blood trail.
 

Add a line to Quarry to allow it to be applied as a reaction to landing a hit.

So you CAN take a bonus action to gain Quarry off footprints, bounty posters, or seeing your target... or if you land a hit you can use your reaction to apply quarry to that target and begin tracking them, getting the extra damage from that point forward. Maybe make a note that Reaction Quarry has a range equal to your weapon's range for cool archer moments.

Especially works for RP around a "Mysterious Figure" that you hit with an arrow in the distance and they run off into the forest, so you track them by the blood trail.
Have done so! Been fiddling around with it thanks to all the great suggestions I've been getting here!
 

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