D&D 5E (2024) Brainstorming ways to fix ranger with new spells.

mellored

Legend
So one of the reasons paladin works and rangers don't, is because smites are in addition to weapon attacks. Not replacing them.

So it seems to me the best way to fix rangers is to have spells that add to weapon attacks. Bonus points if it also somehow stacks with Hunter's Mark.
 

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Tracking Shot

Level 4 divination.
Action
Duration: 24 hours.
Make an attack roll as part of this spell with a +10 bonus to hit. If you hit the target, you place a magical tracker on it allowing you to find it. While this spell lasts, you always know it's distance and direction, gain a +5 bonus to hit it, and can ignore any attack penalty such as range, partial cover, or invisibility.
This spell can end early with a remove curse, and fails if used against the Nondetection spell.
 

I have a few ranger spells to offer. They aren't all smite-esq, so let me know if they aren't really what you're interested in.

I like the idea of using ranger spells to reinforce the "expertise " of the ranger, trying to match the spell with skill.

Sniper’s Shot
Cantrip
You make a ranged attack against a target within your weapons long range as part of casting this spell. You do not suffer the normal range penalties for long range, or you may ignore bonuses from less than full cover if the target is within normal range.

Against your Favored Foe: You may apply Hunter's Mark as a reaction before the attack roll is resolved. You must use a spell shot as normal to cast hunters mark)
(This assumes a 2014 ranger feature. You could probably just let this apply hunters mark. Also, I think they have some free HMs that they should be allowed to use.)

Suppressing Fire
2nd level
Action
Duration: 1 round

Brandish a piece of ammunition or weapon. Create a 30 ft cone. Any creature in the cone at the time of casting, it that enters the cube must make a Dexterity saving throw. On a fault, that take 3d8 damage of a toe based on the brandish item. On a success, they take only half damage.

Prowling Hunter
3rd(?) level Spell
Duration: 1 minute
You channel magic to heighten you senses, gaining +10 ft of dark vision (adding if you don't have it). You also gain benefits based on your fighting style(s):

Archery: No longer suffer disadvantage when an enemy is within 5 ft
Blind Fighting: Your Blind sight increases to 20ft. Additionally, you gain advantage on all perception checks that rely on sight.
Defense: You gain the uncanny dodge ability as described in the Rogue's abilities section
Dueling: As part of the attack action, you may make a 10 ft lunge. This lunge consumes movement, but does not provoke Opportunity attacks.
Thrown Weapon Fighting: no idea what to put here
Two Weapon Fighting: You become a whirlwind of weapons. You may make all attacks as if they had the Cleave mastery applied, in addition to your other weapon masteries.

This one is obviously half baked. Poorly balanced and not feature complete, but I'm trying to emphasize the fighting styles better.
 

No "real" spell, but ability to burn spell slots for extra attack during your Attack action. So it's different than smites.

IE: burn 1st level slot for 2 extra attacks,
for every slot above 1st, those 2 attacks gain bonus +1d8 damage.

you can use extra usages of HM for this feature.
at 13th level, those 2 attacks gain extra +1d8 damage
at 17th level those 2 attacks are made with advantage
at 20th level those 2 attacks gain +2d6 bonus damage instead of +1d8, this also counts for higher level spell slots used.
 

Exacting Strike (converted old 3e ranger spell)

Level 3
Transmutation
Bonus Action (which you take immediately after hitting a creature with a weapon)
Duration: Instantaneous.

As you hit the target, primal forces pull it deeper. Your hit is now a critical hit.
 

Exacting Strike (converted old 3e ranger spell)

Level 3
Transmutation
Bonus Action (which you take immediately after hitting a creature with a weapon)
Duration: Instantaneous.

As you hit the target, primal forces pull it deeper. Your hit is now a critical hit.
this is a 1st level spell. and not even a good 1st level spell.
only useful on some cheese rogue multiclass build where you dip ranger for critting on a sneak attack.
A-tier for level one dip on a rogue main class
D-tier on a ranger
 

this is a 1st level spell. and not even a good 1st level spell.
only useful on some cheese rogue multiclass build where you dip ranger for critting on a sneak attack.
A-tier for level one dip on a rogue main class
D-tier on a ranger
Isn't not a great spell on its own.

It's really for rangers who get bonus damage or critical hit rider effects somehow.

But it has to be at least level 3 so others can't easily get access.
 

No "real" spell, but ability to burn spell slots for extra attack during your Attack action. So it's different than smites.

IE: burn 1st level slot for 2 extra attacks,
for every slot above 1st, those 2 attacks gain bonus +1d8 damage.

you can use extra usages of HM for this feature.
at 13th level, those 2 attacks gain extra +1d8 damage
at 17th level those 2 attacks are made with advantage
at 20th level those 2 attacks gain +2d6 bonus damage instead of +1d8, this also counts for higher level spell slots used.
I don't see why that couldn't be a spell.

Slay the Prey
Level 3
Action:
Make 4 weapon attacks against a single target.
At higher level.
Make 1 addition attack against the target for each spell level above 3.

Stacks nicely with Hunter's Mark which already gives + damage and advantage at level 17. No extra wording required.
 

Isn't not a great spell on its own.

It's really for rangers who get bonus damage or critical hit rider effects somehow.

But it has to be at least level 3 so others can't easily get access.
there is no bonus damage that could justify spending a 3rd level slot to turn one hit into a crit.

even if you are ranger 9/rogue 11, it would be a bad 3rd level spell. and that is at 20th level.
 

I don't see why that couldn't be a spell.
to make it more "martial" and to avoid problems with spellcomponents/counterspell/anti-magic area
Slay the Prey
Level 3
Action:
Make 4 weapon attacks against a single target.
At higher level.
Make 1 addition attack against the target for each spell level above 3.

Stacks nicely with Hunter's Mark which already gives + damage and advantage at level 17. No extra wording required.
burning a 3rd level slot for extra 2 attacks is probably not worth is. that is 15-20 extra damage to the target.
 

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