Hawk Diesel
Adventurer
So I've been looking over the ranger. I've already adjusted the beastmaster to fit what I think that archetype should be able to do. But there are a couple of other things that bother me about the ranger. This is based both on feedback I've received from my players, and the options offered in the UA about the ranger.
First thing is favored enemy. I see the ranger as a wild hunter and tracker. A skirmishing, guerrilla fighter that uses the terrain, nature, and mobility to get things done. No where in that concept does the idea of a favored enemy fit, at least from my perspective. Players I've DM'ed seem to agree. In the UA, it seemed to present the Ambuscade ability to replace Favored Enemy (at least from my interpretation of the work). However, Ambuscade is a broken and easily abusable ability. But I liked the feel of the sense that a ranger is, in a sense, always prepared for danger. So I developed an ability that players at my table can use to replace Favored Enemy.
Guerrilla Defense
In battle, you are able to quickly assess the situation and implement effective strategy. Whenever initiative is rolled, you gain a special turn that takes place before other creatures can act. As long as you are not surprised, you may move up to half their speed. In addition, you may choose to take an action. You must use this action to either attempt to hide (if the appropriate conditions are met) or use the dodge action.
If you are surprised, you still gain a special turn before other creatures can act. However, you may not move and can only use your action to dodge.
At level 6 when not surprised you may move your normal speed and gain advantage to your Dexterity (Stealth) check to attempt to hide.
At level 14 when using the dodge action with this ability, you also gain a +2 to AC and Dexterity saving throws until you take your first normal turn in combat. Dodge works as normal in subsequent turns during combat.
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Now, changing the Ranger in this way makes their other abilities need to be independent of Favored Enemy. Thankfully, most ranger abilities are independent of having favored enemy and do not build off of this power. With the exception of the capstone Ranger ability, Foe Slayer. However, for a capstone ability, Foe Slayer seems rather weak and limited to me to begin with. But now with the challenge of finding a way to adjust it so that it could function without the Favored Enemy, I saw a way to change it so that it was worthy of being a level 20 ability.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
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I'm curious to know people's thoughts regarding this. It seems fair to me in terms of the ranger and has internal consistency. However, I have not really compared it to other classes in terms of DPR and such.
First thing is favored enemy. I see the ranger as a wild hunter and tracker. A skirmishing, guerrilla fighter that uses the terrain, nature, and mobility to get things done. No where in that concept does the idea of a favored enemy fit, at least from my perspective. Players I've DM'ed seem to agree. In the UA, it seemed to present the Ambuscade ability to replace Favored Enemy (at least from my interpretation of the work). However, Ambuscade is a broken and easily abusable ability. But I liked the feel of the sense that a ranger is, in a sense, always prepared for danger. So I developed an ability that players at my table can use to replace Favored Enemy.
Guerrilla Defense
In battle, you are able to quickly assess the situation and implement effective strategy. Whenever initiative is rolled, you gain a special turn that takes place before other creatures can act. As long as you are not surprised, you may move up to half their speed. In addition, you may choose to take an action. You must use this action to either attempt to hide (if the appropriate conditions are met) or use the dodge action.
If you are surprised, you still gain a special turn before other creatures can act. However, you may not move and can only use your action to dodge.
At level 6 when not surprised you may move your normal speed and gain advantage to your Dexterity (Stealth) check to attempt to hide.
At level 14 when using the dodge action with this ability, you also gain a +2 to AC and Dexterity saving throws until you take your first normal turn in combat. Dodge works as normal in subsequent turns during combat.
***********************
Now, changing the Ranger in this way makes their other abilities need to be independent of Favored Enemy. Thankfully, most ranger abilities are independent of having favored enemy and do not build off of this power. With the exception of the capstone Ranger ability, Foe Slayer. However, for a capstone ability, Foe Slayer seems rather weak and limited to me to begin with. But now with the challenge of finding a way to adjust it so that it could function without the Favored Enemy, I saw a way to change it so that it was worthy of being a level 20 ability.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
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I'm curious to know people's thoughts regarding this. It seems fair to me in terms of the ranger and has internal consistency. However, I have not really compared it to other classes in terms of DPR and such.
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