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Convince me that the Ranger is a necessary Class.
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<blockquote data-quote="AnotherGuy" data-source="post: 9669009" data-attributes="member: 7029930"><p>So I have mate who joined my current campaign for a small stint in OotA. He required a pretty easy enough 10th-level character to play (as the rest of the party are quite high level) and anything complex it just gonna slow the game down. The concept would also have to be interesting, i.e. not your usual trope. </p><p></p><p>What I did was I made a Bugbear spell-less Ranger wielding an enchanted Javelin (named Blink), crafted from the femur of a Blink Dog which allows upon a successful hit, the attuned user, to as a bonus action either <em>summon</em> the Javelin back to their hand or <em>teleport</em> themselves to the Javelin. </p><p>He was a surviving thrall of a mind flayer thus his favoured enemies are Aberrations and Monstrosities. He identifies as belonging to the Emerald Enclave, even though the Emerald Enclave has no idea who he is.</p><p></p><p><em>As a prelude to your adventuring career, you served as an agent of the Emerald Enclave, although they were likely not aware of you. As it happens you met one of their agents during your days as a thrall of an Illithid. He had been captured by the Illithid and before his demise/consumption, he had told you about the organisation he belonged to, trying to impress upon you its virtues in an attempt to shake you from the dominating force exerted on you by your master. And although you found his message appealing you could not escape your current predicament.</em></p><p><em>Nevertheless after your release from servitude by the drow elf Drizzt Do’Urden and his companions, you undertook to champion the value of the Emerald Enclave’s beliefs.</em></p><p></p><p>I allowed him to select appropriate Traits, Ideals Bond and Flaws from the Slave, Hermit, Outlander and Acolyte backgrounds and either the Wanderer or Discovery background feature. </p><p></p><p>Then made the following changes:</p><p>Replaced <em>Spellcasting</em> with <em>Action Surge</em>.</p><p>Replaced <em>Primeval Awareness</em> with <em>Improved Critical</em></p><p>Replaced <em>Land's Stride</em> with a feat</p><p>At 7th level where the Ranger usually gains 3rd level spells, I substituted in <em>Remarkable Athlete</em> (2024 version).</p><p>Replaced the 10th level <em>Natural Explorer Improvement</em> with <em>Second Wind</em> (using ranger levels as opposed to fighter levels). </p><p>Selected Ranger Archetype Hunter - <em>Colossus Slayer</em> and <em>Steel Will</em></p><p></p><p>In our setting 9th level is the standard cap, something extraordinary has to happen to your character allow one to exceed the 9th level. Well the mind flayer messing around in his brain, opened up his mind thus allowing him to reach greater powers.</p><p></p><p>So I gave him a modified <em>Hunter's Mark</em> to replace <em>Hide in Plain Sight</em></p><p></p><p>As a bonus action, you select a creature within 90 feet, and with determined will (Concentration) and uttering an incantation you mystically mark the creatures as your quarry. This mark may last up to an hour and requires Concentation. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.</p><p><strong>Modified Section. </strong>You may use this feature a number of times day equal to your proficiency score. You regain 1 expended use when you finish a short rest, and all expended uses after you finish a long rest.</p><p> </p><p><strong><span style="color: rgb(41, 105, 176)">I could have also gone the other way (and made my life easier)</span></strong></p><p>Selected the Fighter Champion.</p><p>Made <em>Favoured Enemy (Aberrations)</em> his Slave background feature</p><p>Used a feat to acquire a <em>Natural Explorer (Underdark)</em> ability.</p><p>And then made sure the rest of his stats (abilities and skills) were Ranger-y</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9669009, member: 7029930"] So I have mate who joined my current campaign for a small stint in OotA. He required a pretty easy enough 10th-level character to play (as the rest of the party are quite high level) and anything complex it just gonna slow the game down. The concept would also have to be interesting, i.e. not your usual trope. What I did was I made a Bugbear spell-less Ranger wielding an enchanted Javelin (named Blink), crafted from the femur of a Blink Dog which allows upon a successful hit, the attuned user, to as a bonus action either [I]summon[/I] the Javelin back to their hand or [I]teleport[/I] themselves to the Javelin. He was a surviving thrall of a mind flayer thus his favoured enemies are Aberrations and Monstrosities. He identifies as belonging to the Emerald Enclave, even though the Emerald Enclave has no idea who he is. [I]As a prelude to your adventuring career, you served as an agent of the Emerald Enclave, although they were likely not aware of you. As it happens you met one of their agents during your days as a thrall of an Illithid. He had been captured by the Illithid and before his demise/consumption, he had told you about the organisation he belonged to, trying to impress upon you its virtues in an attempt to shake you from the dominating force exerted on you by your master. And although you found his message appealing you could not escape your current predicament. Nevertheless after your release from servitude by the drow elf Drizzt Do’Urden and his companions, you undertook to champion the value of the Emerald Enclave’s beliefs.[/I] I allowed him to select appropriate Traits, Ideals Bond and Flaws from the Slave, Hermit, Outlander and Acolyte backgrounds and either the Wanderer or Discovery background feature. Then made the following changes: Replaced [I]Spellcasting[/I] with [I]Action Surge[/I]. Replaced [I]Primeval Awareness[/I] with [I]Improved Critical[/I] Replaced [I]Land's Stride[/I] with a feat At 7th level where the Ranger usually gains 3rd level spells, I substituted in [I]Remarkable Athlete[/I] (2024 version). Replaced the 10th level [I]Natural Explorer Improvement[/I] with [I]Second Wind[/I] (using ranger levels as opposed to fighter levels). Selected Ranger Archetype Hunter - [I]Colossus Slayer[/I] and [I]Steel Will[/I] In our setting 9th level is the standard cap, something extraordinary has to happen to your character allow one to exceed the 9th level. Well the mind flayer messing around in his brain, opened up his mind thus allowing him to reach greater powers. So I gave him a modified [I]Hunter's Mark[/I] to replace [I]Hide in Plain Sight[/I] As a bonus action, you select a creature within 90 feet, and with determined will (Concentration) and uttering an incantation you mystically mark the creatures as your quarry. This mark may last up to an hour and requires Concentation. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. [B]Modified Section. [/B]You may use this feature a number of times day equal to your proficiency score. You regain 1 expended use when you finish a short rest, and all expended uses after you finish a long rest. [B][COLOR=rgb(41, 105, 176)]I could have also gone the other way (and made my life easier)[/COLOR][/B] Selected the Fighter Champion. Made [I]Favoured Enemy (Aberrations)[/I] his Slave background feature Used a feat to acquire a [I]Natural Explorer (Underdark)[/I] ability. And then made sure the rest of his stats (abilities and skills) were Ranger-y [/QUOTE]
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