D&D 5E (2014) Convince me that the Ranger is a necessary Class.

Agreed.
And you still want to take Ritual caster to do some magic.

The 4e Ranger could kill anything but it stunk at actually finding and getting to the thing needed to be killed.
The 4e Ranger was so bad tbh. I never understood why anyone liked it outside of white room CharOp power gamers.
Tools have a direction gameplay loop due to its typical different resource management system.
They can, or they can be simple and work with the rest of the design of the class.
Nah. The Martial/Spell Ranger is expected to use a spell in the majority of its major combats or explorations. The Dabbler runs more like a straight fighter and has a few weak spells to get serious
You just described what I described, using a positive tone instead of a negative one.
Not gonna get a pet that can survive dragon breaths or magic AOE without dedication of >50% of the class to it.
Sure you can. The steel defender with one of the better buff spells cast on it manages it already. If it had the option of pet specific infusions, and/or some “you can cast spells that target self on the steel defender” feature, including things like Absorb Elements, it would be all the way there. Spend an infusion to allow the pet to cast spells on itself using its own actions, and a high level one to let it concentrate on its own spell. You’ll still be a caster with extra attack using your casting stat, good magic items, good spell selection, etc.

Agreed.

I've seen people describe this gameplay in their disappointment of the BM Ranger.
I’ve seen folks complain that the only real pet option is a weak subclass that doesn’t do what they want from a pet tamer.
The point is you can't point to the Warlock as an example as it's pet is not a combat pet.
Yes you can because the pet can be used in combat once you take the necessary invocation, and it could easily have more invocations to pump it up even more.
Again the point is the idea that you easily can make a class that can split into 5 separate direction without introducing abuse or having 1 or more of those direction being unsatisfactory is wishful thinking.
The Ranger doesn’t need 5 directions. It needs support for a specialization option in addition to and alongside subclass, and all its options would be totally compatible with the base class.
The entire strength of class based RPG gaming is that you can focus on a particular type of archetype by designing a class purposely with those archetypal tropes and balance them with the fact that the different abilities are siloed away from each other by being in different classes.
Which works just fine with a ranger that can choose to have a pet, or a big buff to skills, or cantrips and extra spells, or a beefy boost to melee capability.
 

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Which works just fine with a ranger that can choose to have a pet, or a big buff to skills, or cantrips and extra spells, or a beefy boost to melee capability
I just think that the chances of success in creating such a ranger is low whereas siloing out Beastmaster and Shaman into their own classes and letting people just make a character of their own design by multiclassing Fighter Rogue Ranger Beastmaster Shaman and Druid in the combination of their desire would have a lot more success.
 

I just think that the chances of success in creating such a ranger is low whereas siloing out Beastmaster and Shaman into their own classes and letting people just make a character of their own design by multiclassing Fighter Rogue Ranger Beastmaster Shaman and Druid in the combination of their desire would have a lot more success.
I get that, and I’m usually all for more classes with specific focus over broader classes.

I just think that the Ranger can do what 90% of people want from it…but wotc just keeps doing weird nonsense instead of trying to actually do that.

And maybe the solution is for the BM to be even more focused and only have the land and sea options and really dial in the “I have a wolf or panther or whatever apex predator buddy” fantasy, and let a different subclass do falconry. Idk. But I’d be thrilled to trade FE for a hawk buddy that can give me advantage on attacks while dealing damage to the enemy, or a big bear buddy that uses more of my action economy to attack but uses its own economy to protect me and my allies, or a skirmishing predator buddy that works a lot like the primal companion beast of the land right now.

Then add the ability to cast “self” spells on the beast, and eventually share spells with it.

Maybe just tie all of this to Summon Beast or a handful of variants of it that you choose one and always have it prepared and can cast it a few times free, like with FE right now.

Like…that would do it. Make BM a subclass that takes that option and buffs it, and you’ve got an excellent balanced character that fights as a pit of hunters with their beast companion.

And for the tools folks, Knacks, and more spells that mimic cool ranger tool things.

For the “lower or more subtle magic” folks, give an option to do a couple simple but effective things fueled by spell slots. Anyone who can’t accept that spending a spell slot doesn’t mean you’re casting a spell, oh well.

Like it’s not even a total rewrite of the class.
 

I get that, and I’m usually all for more classes with specific focus over broader classes.

I just think that the Ranger can do what 90% of people want from it…but wotc just keeps doing weird nonsense instead of trying to actually do that
I keep saying it and people say I'm crazy.

But

1) WOTC just isn't willing to devote that much space to ranger. Ranger notoriously got the least amount of new content back in the day. Now it's suddenly gets its subclasses faster than everyone.

2) The OGL scandal and layoffs sucked up too much time off playtesting. Not that they had enough time to test as is. They jus A/B tested with 2014 and Tasha's vs One new idea. Then stopped as the deadline came.

3) Backwards compatibility forced them to utilize aspects they wish they could ditch or heavily alter. But the community DEMANDED everything that wasn't hot garbage to remain the same. You can tell that Crawford really wanted to change a lot of the base game and then change much of how underperforming classes worked. But doing so would break their compatibility to the old subclasses and to third-party content which the fanbase did not want.

And maybe the solution is for the BM to be even more focused and only have the land and sea options and really dial in the “I have a wolf or panther or whatever apex predator buddy” fantasy, and let a different subclass do falconry. Idk. But I’d be thrilled to trade FE for a hawk buddy that can give me advantage on attacks while dealing damage to the enemy, or a big bear buddy that uses more of my action economy to attack but uses its own economy to protect me and my allies, or a skirmishing predator buddy that works a lot like the primal companion beast of the land right now.

If I had to. That's what I'd do.

PHB:
Hunter - More Martial Focus
Houndmaster - Combat Wolf Flanker Pet focus
Falconer - Harasser Bird Pet and Archer Focus

Warden - Spell Based Melee Focus
Or
Horizon Walker - Portal and Teleportation Melee Focus

But that wouldn't be backwards compatible.
 

I keep saying it and people say I'm crazy.

But

1) WOTC just isn't willing to devote that much space to ranger. Ranger notoriously got the least amount of new content back in the day. Now it's suddenly gets its subclasses faster than everyone.

2) The OGL scandal and layoffs sucked up too much time off playtesting. Not that they had enough time to test as is. They jus A/B tested with 2014 and Tasha's vs One new idea. Then stopped as the deadline came.

3) Backwards compatibility forced them to utilize aspects they wish they could ditch or heavily alter. But the community DEMANDED everything that wasn't hot garbage to remain the same. You can tell that Crawford really wanted to change a lot of the base game and then change much of how underperforming classes worked. But doing so would break their compatibility to the old subclasses and to third-party content which the fanbase did not want.



If I had to. That's what I'd do.

PHB:
Hunter - More Martial Focus
Houndmaster - Combat Wolf Flanker Pet focus
Falconer - Harasser Bird Pet and Archer Focus

Warden - Spell Based Melee Focus
Or
Horizon Walker - Portal and Teleportation Melee Focus

But that wouldn't be backwards compatible.
Could be….im at work. Start a thread if you want and I’ll throw some ideas out when I’m free tomorrow.

I think that we could make Favored Enemy one of several options with the same weight as FE, and make different subclasses double down on those features. Like the favored spell idea that (IIRC) you had.
 

That's wishful thinking

There's NO WAY you balance a class in 5-6 directions while still being satisfying
maybe not, but it would still be better than "take it or leave it" features that are here now, especially the all beloved HM and all it's "improvements"

So here is a draft or ranger with talents.

1750141704285.png



Ranger talents:

Skill training: gain proficiency in two skills, pickable again at 6th level, 3rd time at 12th level, 4th time at 18th level

Expertise: gain expertise in two skills, can be taken again at 7th level, 3rd time at 13th level, 4th time at 19th level.

Tools of the trade: gain proficiency in any combination of 4 tools and languages. Can be taken 2 times.

Survivalist: you have advantage on saves vs hot and cold climate, weather exposure and lack of food and water

Night training: requires expertise in perception; gain darkvision of 60ft or improve darkvision by 60ft, can be take 2nd time at 10th level. If taken 3rd time at 20th level, you have unlimited darkvision in color and treat darkness as bright light.

Daylight adaptation: remove sunlight sensitivity

Eagle eyes: you can see clearly and without penalty to Perception/Investigation at distance of 1 mile

Favored terrain: pick one favored terrain, this can be picked any number of times

Favored enemy: pick one favored enemy, this can be picked any number of times

Juggernaut: requires 13+ Str; gain proficiency in heavy armor and ignore stealth penalties of armors

Primeval awareness: by concentrating for 1 minute, you can sense presense of dragons, aberrations, celestials, elementals, feys, fiends or undead within one mile. For every minute after you can expand the radius by one mile. Max radius in miles is equal to your proficiency bonus. You can do this a number of times per day equal to your proficiency bonus. You learn what type is present, but not direction or numbers or size.

Sentry; increase numbers of hrs you can spend in light activity during long rest by your proficiency modifier. No Perception penalty while sleeping.

Forager: advantage on Survival for gathering food and water, find double amount with success. Remain alert while foraging.

Trailblazer: you can move at fast pace and have no penalty for Perception, Stealth and Survival.

Endurance: halve effective exhaustion levels(halve down), remove one exhaustion level at short rest.

Poisoner: requires poisoners kit proficiency, Ranger level 3; you can create simple poisons during Long rest. You can create a number of doses equal to your proficiency bonus.
Poisons created this way stay potent for 24hrs or until you prepare them again.
Applying the poison to weapon is a Bonus action. Poison once applied stays potent for 1 minute.
Poison deals 1d4 damage per proficiency bonus and gives poisoned condition to your target until the start of your next turn.
Target can halve the damage and negate condition with Con save. DC is 8+2×your proficiency bonus.

Natural healer: requires Medicine proficiency, Ranger level 2; you can prepare a number of healing potions equal to your proficiency bonus during a Long rest
potions stay potent for 24hrs or until you prepare them again.
potions heal for 1d4 per your proficiency bonus and remove one disease and poison.
Using these potions is a Bonus action.


Darkstalker; Requires Darkvision, Requires expertise in Stealth, Ranger level 3: you can Hide from darkvision without cover or concealment

Though: requires Endurance, Rangerlevel 6; you can spend a HD as a bonus action and regain HPs equal to your roll plus your Con mod. You can do this a number of times equal to your prof mod per long rest. During short rest you heal max amount from your HDs.

Nature's step: Requires Ranger level 6; You leave no tracks and move normally through natural difficult terrain.

Stealthy: Requires Natures step, Ranger level 7, while you move at half speed or less, or travel at a slow pace you have advantage on Stealth check.

Deepstalker: requires Darkstalker, Ranger level 7; you are immune to detection to blindsight, blindsense, tremorsense, scent, echolocation, etc, while you beat creatures passive perception with your Stealth.

Vanish: requires Stealthy, Ranger level 7: you can use Hide as Bonus action and when only lightly obscured.

Camouflage: requires Vanish, Ranger level 9, while you remain motionless for 1 minute, you gain +10 to your Stealth, you lose this bonus when you move.

Animal companion: gain a small companion, take this talent again at 3rd level for medium companion, take this talent again at 9th level for large companion, take this talent again at 17th level for Huge companion.

Animal fury: requires, Animal companion, Ranger level 11; your companion gains 2nd attack, , take this talent again at 17th level for 3rd attack.

Magical companion: Requires Animal companion, Ranger level 7; your companions attacks are treated as magical and once on your turn your animal companion deals extra 1d6 damage. Damage is acid, cold, fire, lightning, poison or thunder.

Twin companion: Requires Animal companion, Magical companion, Ranger level 20; you can have two companions summoned at the same time.

Druid training, basic: gain two druid cantrips, this talent can be taken 2nd time at level 10.

Druid training, 1st level: requires basic training, Ranger level 2; learn 2 druid or Ranger 1st level spells, gain two 1st level slots. Can be taken two times.

Druid training, 2nd level: requires 1st level training, Ranger level 5, learn one druid cantrip, learn 2nd level druid or ranger spell, gain one 2nd level spell slot. Can be taken 3 times

Druid training, 3rd level: requires 2nd level training, Ranger level 9, learn one 3rd level druid or ranger spell, gain one 3rd level spell slot, Can be taken 3 times. 3rd time must be at 11th level or higher.

Druid training, 4th level: requires 3rd level training, Ranger level 13, learn one 4th level druid or ranger spell, gain one 4th level spell slot, Can be taken 3 times. 2nd time must be at 15th level. 3rd time at 17th level or higher.

Druid training, 5th level: requires 4h level training, Ranger level 17, learn one 5th level druid or ranger spell, gain one 5th level spell slot, Can be taken 2 times. 2nd time must be at 19th level or higher.

Druid training, 6th level: requires 5h level training, Ranger level 20, learn one 6th level druid spell, gain one 6th level spell slot.

Fighting style: 7th level: gain one fighting style

Weapon mastery: gain 2 weapon masteries, you can take this talent second time at 7th level and 3rd time at 15th level.

Elemental attacks; requires Ranger level 17: all your attacks deal extra +1d6 damage. Damage is picked from Acid, Cold, Fire, Lightning, Poison or Thunder damage.

Extra attack(2): requires Ranger level 13: gain 3rd attack in your Attack action

Extra attack(3): requires Ranger level 20, Extra attack(2): gain 4th attack in your Attack action


Favored enemies:

All favored enemies provide you with this benefits:
Advantage on all "knowledge" checks(Arcana, History, Nature, Religion) to recall informations on them.
Advantage on Insight, Perception and Survival checks.
One language typically spoken by them.
Once on your turn you deal extra damage to them equal to your proficiency bonus.

Specific bonuses:
Aberrations:
Resistance to psychic damage.
Telepathy to 60ft one way.
Bonus action to link with one creature within 60ft to have 2 way communication while within number of miles equal to your Ranger level.
This links ends when one of you willingly ends the link, goes out of range, fall unconcious or finishes a long rest.

Beasts:
Gain scent ability.
Permanent speak with animals ability.
+5ft movement speed

Celestials:
Resistance to radiant damage.
Advantage to charisma checks.

Constructs:
Double damage vs objects
You attacks ignore damage resistance to bludgeoning, slashing and piercing.


Dragons:
Advantage vs fear effects
Advantage on Dex saves vs. Area effects.

Elementals:
Pick one energy type: Acid, Cold, Fire, Lightning or Thunder. Gain resistance on that type of damage.
your attacks ignore resistance to that type of damage. and treat immunity as resistance.

Fey:
resistance vs charm and figment
advantage on all Insight checks.

Fiends:
resistance to fire and poison.

Giant:
Attacks of opportunity have disadvantage against you.
Once per round deal +1d6 weapon damage vs target with less than 50% HP.

Humanoids:
Gain proficiency in 2 skills from: History, Insight, Deception, Intimidation, Persuation.
Learn 2 additional languages.

Monstrosities:
gain one of the following:
+5 speed, full climb speed, full swim speed, darkvision +60ft.

Oozes:
Advantage vs grappling.
Advantage on squeezing through tight space or out of bonds.

Plants:
Permanent speak with plants
Resistance vs poisons

Undead:
resistance vs necrotic damage.
immunity to Max HP reduction.
advantage on death saves.


Favored terrains:

Specific bonuses:
Arctic:
Cold resistance
Advantage on check for uneven surfaces

Coastal:
Swim speed equal to walking speed.
water breathing

Desert:
Fire resistance.
Can last double amount of time without food or water.

Forest:
climb speed equal to walking speed.
jump distance doubled

Grassland:
+10 move speed.
can march for 10 instead of 8hrs

Mountain:
Climb speed equal to walking speed
high altitude adaptation.

Swamp:
Resistance and advantage vs poisons and diseases

Underdark:
+60ft darkvision


Animal companions:

You can summon a companion with a 10 min ritual. You determine the type(beast of the Land, Water, Air or Dark) and size(if available) every time you summon it.
You can complete this ritual as a part of short or long rest.
Animal companion can move and take reactions when you command it for free.
Commanding and Actions except Dodge, requires your Bonus action or one attack from your Attack action.

You can ride a companion equal to your size or larger.
Your companion must be atleast Large size and one size smaller than you to use it as a flying mount.

Small companion:

Abilities:
Str 15, dex 14, con 15, int 6, wis 15, cha 10

Speed: 30ft, special: Land; climb 30ft, Air: fly 40ft, Water: swim 30ft and water breathing, Dark: burrow 15ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 4 + 4×your Ranger level, Beast of Air 3×3 your Ranger level

AC: 12+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d6+your proficiency bonus. Beast of Air 1d4+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Medium companion:

Abilities:
Str 17, dex 14, con 17, int 6, wis 15, cha 10

Speed: 40ft, special: Land; climb 40ft, Air: fly 60ft, Water: swim 40ft and water breathing, Dark: burrow 20ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 5 + 5×your Ranger level, Beast of Air 4×4 your Ranger level

AC: 13+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d8+your proficiency bonus. Beast of Air 1d6+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Large companion:

Abilities:
Str 19, dex 14, con 19, int 6, wis 15, cha 10

Speed: 50ft, special: Land; climb 50ft, Air: fly 100ft, Water: swim 50ft and water breathing, Dark: burrow 25ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 6 + 6×your Ranger level, Beast of Air 5×5 your Ranger level

AC: 14+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d10+your proficiency bonus. Beast of Air 1d8+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Huge companion:

Abilities:
Str 21, dex 14, con 21, int 6, wis 15, cha 10

Speed: 60ft, special: Land; climb 60ft, Air: fly 120ft, Water: swim 60ft and water breathing, Dark: burrow 30ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 7 + 7×your Ranger level, Beast of Air 6×6 your Ranger level

AC: 15+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d12+your proficiency bonus. Beast of Air 1d10+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.
 

maybe not, but it would still be better than "take it or leave it" features that are here now, especially the all beloved HM and all it's "improvements"

So here is a draft or ranger with talents.

View attachment 408618


Ranger talents:

Skill training: gain proficiency in two skills, pickable again at 6th level, 3rd time at 12th level, 4th time at 18th level

Expertise: gain expertise in two skills, can be taken again at 7th level, 3rd time at 13th level, 4th time at 19th level.

Tools of the trade: gain proficiency in any combination of 4 tools and languages. Can be taken 2 times.

Survivalist: you have advantage on saves vs hot and cold climate, weather exposure and lack of food and water

Night training: requires expertise in perception; gain darkvision of 60ft or improve darkvision by 60ft, can be take 2nd time at 10th level. If taken 3rd time at 20th level, you have unlimited darkvision in color and treat darkness as bright light.

Daylight adaptation: remove sunlight sensitivity

Eagle eyes: you can see clearly and without penalty to Perception/Investigation at distance of 1 mile

Favored terrain: pick one favored terrain, this can be picked any number of times

Favored enemy: pick one favored enemy, this can be picked any number of times

Juggernaut: requires 13+ Str; gain proficiency in heavy armor and ignore stealth penalties of armors

Primeval awareness: by concentrating for 1 minute, you can sense presense of dragons, aberrations, celestials, elementals, feys, fiends or undead within one mile. For every minute after you can expand the radius by one mile. Max radius in miles is equal to your proficiency bonus. You can do this a number of times per day equal to your proficiency bonus. You learn what type is present, but not direction or numbers or size.

Sentry; increase numbers of hrs you can spend in light activity during long rest by your proficiency modifier. No Perception penalty while sleeping.

Forager: advantage on Survival for gathering food and water, find double amount with success. Remain alert while foraging.

Trailblazer: you can move at fast pace and have no penalty for Perception, Stealth and Survival.

Endurance: halve effective exhaustion levels(halve down), remove one exhaustion level at short rest.

Poisoner: requires poisoners kit proficiency, Ranger level 3; you can create simple poisons during Long rest. You can create a number of doses equal to your proficiency bonus.
Poisons created this way stay potent for 24hrs or until you prepare them again.
Applying the poison to weapon is a Bonus action. Poison once applied stays potent for 1 minute.
Poison deals 1d4 damage per proficiency bonus and gives poisoned condition to your target until the start of your next turn.
Target can halve the damage and negate condition with Con save. DC is 8+2×your proficiency bonus.

Natural healer: requires Medicine proficiency, Ranger level 2; you can prepare a number of healing potions equal to your proficiency bonus during a Long rest
potions stay potent for 24hrs or until you prepare them again.
potions heal for 1d4 per your proficiency bonus and remove one disease and poison.
Using these potions is a Bonus action.


Darkstalker; Requires Darkvision, Requires expertise in Stealth, Ranger level 3: you can Hide from darkvision without cover or concealment

Though: requires Endurance, Rangerlevel 6; you can spend a HD as a bonus action and regain HPs equal to your roll plus your Con mod. You can do this a number of times equal to your prof mod per long rest. During short rest you heal max amount from your HDs.

Nature's step: Requires Ranger level 6; You leave no tracks and move normally through natural difficult terrain.

Stealthy: Requires Natures step, Ranger level 7, while you move at half speed or less, or travel at a slow pace you have advantage on Stealth check.

Deepstalker: requires Darkstalker, Ranger level 7; you are immune to detection to blindsight, blindsense, tremorsense, scent, echolocation, etc, while you beat creatures passive perception with your Stealth.

Vanish: requires Stealthy, Ranger level 7: you can use Hide as Bonus action and when only lightly obscured.

Camouflage: requires Vanish, Ranger level 9, while you remain motionless for 1 minute, you gain +10 to your Stealth, you lose this bonus when you move.

Animal companion: gain a small companion, take this talent again at 3rd level for medium companion, take this talent again at 9th level for large companion, take this talent again at 17th level for Huge companion.

Animal fury: requires, Animal companion, Ranger level 11; your companion gains 2nd attack, , take this talent again at 17th level for 3rd attack.

Magical companion: Requires Animal companion, Ranger level 7; your companions attacks are treated as magical and once on your turn your animal companion deals extra 1d6 damage. Damage is acid, cold, fire, lightning, poison or thunder.

Twin companion: Requires Animal companion, Magical companion, Ranger level 20; you can have two companions summoned at the same time.

Druid training, basic: gain two druid cantrips, this talent can be taken 2nd time at level 10.

Druid training, 1st level: requires basic training, Ranger level 2; learn 2 druid or Ranger 1st level spells, gain two 1st level slots. Can be taken two times.

Druid training, 2nd level: requires 1st level training, Ranger level 5, learn one druid cantrip, learn 2nd level druid or ranger spell, gain one 2nd level spell slot. Can be taken 3 times

Druid training, 3rd level: requires 2nd level training, Ranger level 9, learn one 3rd level druid or ranger spell, gain one 3rd level spell slot, Can be taken 3 times. 3rd time must be at 11th level or higher.

Druid training, 4th level: requires 3rd level training, Ranger level 13, learn one 4th level druid or ranger spell, gain one 4th level spell slot, Can be taken 3 times. 2nd time must be at 15th level. 3rd time at 17th level or higher.

Druid training, 5th level: requires 4h level training, Ranger level 17, learn one 5th level druid or ranger spell, gain one 5th level spell slot, Can be taken 2 times. 2nd time must be at 19th level or higher.

Druid training, 6th level: requires 5h level training, Ranger level 20, learn one 6th level druid spell, gain one 6th level spell slot.

Fighting style: 7th level: gain one fighting style

Weapon mastery: gain 2 weapon masteries, you can take this talent second time at 7th level and 3rd time at 15th level.

Elemental attacks; requires Ranger level 17: all your attacks deal extra +1d6 damage. Damage is picked from Acid, Cold, Fire, Lightning, Poison or Thunder damage.

Extra attack(2): requires Ranger level 13: gain 3rd attack in your Attack action

Extra attack(3): requires Ranger level 20, Extra attack(2): gain 4th attack in your Attack action


Favored enemies:

All favored enemies provide you with this benefits:
Advantage on all "knowledge" checks(Arcana, History, Nature, Religion) to recall informations on them.
Advantage on Insight, Perception and Survival checks.
One language typically spoken by them.
Once on your turn you deal extra damage to them equal to your proficiency bonus.

Specific bonuses:
Aberrations:
Resistance to psychic damage.
Telepathy to 60ft one way.
Bonus action to link with one creature within 60ft to have 2 way communication while within number of miles equal to your Ranger level.
This links ends when one of you willingly ends the link, goes out of range, fall unconcious or finishes a long rest.

Beasts:
Gain scent ability.
Permanent speak with animals ability.
+5ft movement speed

Celestials:
Resistance to radiant damage.
Advantage to charisma checks.

Constructs:
Double damage vs objects
You attacks ignore damage resistance to bludgeoning, slashing and piercing.


Dragons:
Advantage vs fear effects
Advantage on Dex saves vs. Area effects.

Elementals:
Pick one energy type: Acid, Cold, Fire, Lightning or Thunder. Gain resistance on that type of damage.
your attacks ignore resistance to that type of damage. and treat immunity as resistance.

Fey:
resistance vs charm and figment
advantage on all Insight checks.

Fiends:
resistance to fire and poison.

Giant:
Attacks of opportunity have disadvantage against you.
Once per round deal +1d6 weapon damage vs target with less than 50% HP.

Humanoids:
Gain proficiency in 2 skills from: History, Insight, Deception, Intimidation, Persuation.
Learn 2 additional languages.

Monstrosities:
gain one of the following:
+5 speed, full climb speed, full swim speed, darkvision +60ft.

Oozes:
Advantage vs grappling.
Advantage on squeezing through tight space or out of bonds.

Plants:
Permanent speak with plants
Resistance vs poisons

Undead:
resistance vs necrotic damage.
immunity to Max HP reduction.
advantage on death saves.


Favored terrains:

Specific bonuses:
Arctic:
Cold resistance
Advantage on check for uneven surfaces

Coastal:
Swim speed equal to walking speed.
water breathing

Desert:
Fire resistance.
Can last double amount of time without food or water.

Forest:
climb speed equal to walking speed.
jump distance doubled

Grassland:
+10 move speed.
can march for 10 instead of 8hrs

Mountain:
Climb speed equal to walking speed
high altitude adaptation.

Swamp:
Resistance and advantage vs poisons and diseases

Underdark:
+60ft darkvision


Animal companions:

You can summon a companion with a 10 min ritual. You determine the type(beast of the Land, Water, Air or Dark) and size(if available) every time you summon it.
You can complete this ritual as a part of short or long rest.
Animal companion can move and take reactions when you command it for free.
Commanding and Actions except Dodge, requires your Bonus action or one attack from your Attack action.

You can ride a companion equal to your size or larger.
Your companion must be atleast Large size and one size smaller than you to use it as a flying mount.

Small companion:

Abilities:
Str 15, dex 14, con 15, int 6, wis 15, cha 10

Speed: 30ft, special: Land; climb 30ft, Air: fly 40ft, Water: swim 30ft and water breathing, Dark: burrow 15ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 4 + 4×your Ranger level, Beast of Air 3×3 your Ranger level

AC: 12+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d6+your proficiency bonus. Beast of Air 1d4+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Medium companion:

Abilities:
Str 17, dex 14, con 17, int 6, wis 15, cha 10

Speed: 40ft, special: Land; climb 40ft, Air: fly 60ft, Water: swim 40ft and water breathing, Dark: burrow 20ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 5 + 5×your Ranger level, Beast of Air 4×4 your Ranger level

AC: 13+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d8+your proficiency bonus. Beast of Air 1d6+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Large companion:

Abilities:
Str 19, dex 14, con 19, int 6, wis 15, cha 10

Speed: 50ft, special: Land; climb 50ft, Air: fly 100ft, Water: swim 50ft and water breathing, Dark: burrow 25ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 6 + 6×your Ranger level, Beast of Air 5×5 your Ranger level

AC: 14+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d10+your proficiency bonus. Beast of Air 1d8+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.


Huge companion:

Abilities:
Str 21, dex 14, con 21, int 6, wis 15, cha 10

Speed: 60ft, special: Land; climb 60ft, Air: fly 120ft, Water: swim 60ft and water breathing, Dark: burrow 30ft

Senses: Perception +2 +2×your proficiency bonus

Darkvision: 60ft, beast of the dark 120ft

HP: 7 + 7×your Ranger level, Beast of Air 6×6 your Ranger level

AC: 15+your proficiency bonus(natural armor)

Attack: d20+2×your proficiency bonus, damage 1d12+your proficiency bonus. Beast of Air 1d10+your proficiency bonus and fly-by attack.

Companion adds your proficiency bonus to all ability checks and saves.

See. Although a lot of this looks cool and awesome, it shows exactly why it would not work and why modern game design abandoned this line of thinking.

It's 00s feat tree design.

Feat Trees have the drawbacks that
  1. You open up the option that you can accidental screw up your PC by not following a tree
  2. You have to balance all the feat trees against each other to not make an illusion of choice
It's really hard. Really hard. MMORPG designers pulled their hair out doing this and they can adjust content after release.

It only "worked" for Warlock because Warlock's power was in being a full caster and had Eldritch blast. Invocations were secondary.

If you pick all weak Invocations or the weakest tree, you still got the highest level spells and ELFRITCH BLAST!
If you pick all strongest Invocations or the strongest tree, you still are using the highest level spells and ELFRITCH BLAST!

The issue is fans want the subclass to be the main power. That's how we got the 2014 Ranger where
  1. If the subclass was designed weakly, the whole ranger sucked.
  2. If the subclass was designed too strong, the whole ranger was a top choice for multiclass dips.
  3. If the subclass was designed meh, the whole ranger felt meh.
  4. Many where unhappy
Now imagine if the ranger subclasses were broken up and closable ala carte. The lows are lower. The highs are higher.
 

See. Although a lot of this looks cool and awesome, it shows exactly why it would not work and why modern game design abandoned this line of thinking.

It's 00s feat tree design.

Feat Trees have the drawbacks that
  1. You open up the option that you can accidental screw up your PC by not following a tree
  2. You have to balance all the feat trees against each other to not make an illusion of choice
every class is a feat tree, just you dont have a say what it is in that tree, it'a, here is a log for you, go play with it.

also, there is nothing wrong with picking feats that do not work with each other and making your character weak, that is called "learn2play".

Every single new game that you try to learn, you suck at it, and a lot.
and that is completely normal, your first two rangers are going to suck, your 3rd one will be awesome.

or sooner if retraining is allowed at your table.
 

every class is a feat tree, just you dont have a say what it is in that tree, it'a, here is a log for you, go play with it.
That's the point.

The benefit of a class based system is you don't have to worry about cherry picking because later features can only be chosen by going deep in the trees.


also, there is nothing wrong with picking feats that do not work with each other and making your character weak, that is called "learn2play".
Problem is we learned that this doesn't work as many trap options don't look bad and some Uber combos look weak at first glance.

Such games only work and sell as ADVANCED games and advanced games rarely work or sell well without the basic jumpoff.
 

That's the point.

The benefit of a class based system is you don't have to worry about cherry picking because later features can only be chosen by going deep in the trees.



Problem is we learned that this doesn't work as many trap options don't look bad and some Uber combos look weak at first glance.

Such games only work and sell as ADVANCED games and advanced games rarely work or sell well without the basic jumpoff.
you can have both,

have classes as suggested pre selected feats, and let "advanced" players pick and choose.

as for Uber/unter combos, well, do PLAYTESTING!!
 

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