D&D (2024) Fixing ranger with higher level mark spells.

mellored

Legend
Needs better wording, but what if higher level ranger spells that combined with Hunter's Mark. Thus giving more variety.
This doesn't require any rewrites to the ranger class, just new spells. And thus more likely to go though


possible ways to combine

When you cast this spell you also cast Hunter's Mark (no additional slot required).
Or
Trigger: when you cast Hunter's Mark, you can cast this spell as part of the same action.


Example effects

Wolf Pact Mark
While you're adjacent to the target of your Hunter's Mark, your allies have advantage with melee attacks against it.

Persistent Hunter
Level 2
The target of your Hunter's Mark ends it's turn.
Teleport adjacent to the target of your Hunter's Mark.

Slowing Mark
Each time the target takes Hunter's Mark damage, reduce it's speed by a number of feet equal to twice the roll until the start of your next turn.

Shared Mark
Once per turn, when an ally deals damage to the target of your Hunter's Mark, they take the extra Hunter's Mark damage

Ensnaring Mark
Once per turn when you hit the target of your Hunter's Mark, they make a Dexterity saving throw or be restrained until the start of your next turn.

Brutal Mark
Double the bonus damage of Hunter's Mark.
At Higher Level: deal max Hunter's Mark damage.

Elemental Mark
Change the damage type of your Hunter's Mark. Increase the die size 1 step.
 

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I just don't get why Hunter's Mark has become so central to the concept of Ranger.

I see a lot of concepts about "fixing" ranger that involve changes to Hunter's Mark or changes to concentration for Hunter's Mark or whatever. IMO if you really want to "fix" Ranger the first thing you should do is get rid of Hunter's Mark completely as that spell, and the tie ins to the class features, are most of the problem with the current Ranger design IMO.
 

Gloom Stalker's Mark​

2nd level Illusion
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: 1 hour
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 necrotic damage to the target and magical darkness spreads in a 5 foot radius centered on the target whenever you hit it with a weapon attack. The darkness last until the start of your next turn or until you end it as a reaction.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your Concentr⁠ation on the spell for up to 24 hours.

Horizon Walker's Mark​

5th level Conjuration
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: 24 hours
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 2d6 fire damage to the target whenever you hit it with a weapon attack. As a bonus action, you and up to four willing creatures are transported to unoccupied spaces within 30 feet of the marked quarry and the spell ends.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature or use the transportation to the current target.
 

I just don't get why Hunter's Mark has become so central to the concept of Ranger.
Because it has, and it's not going to change anytime soon.

Accept what can't be changed (the base class) and change what you can (add new spells).

Gloom Stalker's Mark​

2nd level Illusion
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: 1 hour
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry.
Sure, but you need to somehow add in "Hunter's Mark" so it benefits from the ranger features.

I.e. can't break on concentration, advantage on the target, and improved damage dice.
 

Because it has, and it's not going to change anytime soon.

Accept what can't be changed (the base class) and change what you can (add new spells).
I mean, this whole thread is about changing rules to better suit people's ideas of fun. If you think hunters mark is an ok central mechanic, or don't want this thread to be about everyone's favorite bespoke hipster ranger idea, that's fine. But the idea that we can't change the base ranger seems odd.
 

I just don't get why Hunter's Mark has become so central to the concept of Ranger.

I see a lot of concepts about "fixing" ranger that involve changes to Hunter's Mark or changes to concentration for Hunter's Mark or whatever. IMO if you really want to "fix" Ranger the first thing you should do is get rid of Hunter's Mark completely as that spell, and the tie ins to the class features, are most of the problem with the current Ranger design IMO.
Agreed. Even TSR had no clue what to do with the Ranger. IMO making the class an elite hunter with unrivaled archery skill is the best look. Favored Enemy should provide the usual bonuses except the combat bonus should just be for bows (attack and damage). That keeps Rangers in their own little niche.

Hunter's Mark can be useful but it's a nerf compared to how FE works in older editions.
 

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