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[GUIDE] Seeing the Forest for the Trees: The Ranger Guide
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<blockquote data-quote="Gladius Legis" data-source="post: 7541962" data-attributes="member: 68748"><p><span style="font-size: 18px"><strong>II. Basics of the Class</strong></span></p><p></p><p></p><p><span style="color: #0000ff"><strong>Hit Die - d10</strong></span>: Only the Barbarian has it better than this. You’re on par with the Fighter and Paladin here, definitely good for keeping you upright in battle.</p><p></p><p><span style="font-size: 15px"><strong>Proficiencies</strong></span></p><p></p><p><span style="color: #0000ff"><strong>Armor</strong></span>: Basically everything except heavy armor. You're good to use shields, too. Good enough for you.</p><p><span style="color: deepskyblue"><strong>Weapons</strong></span>: All simple and martial weapons is as good as it gets.</p><p><span style="color: #ff0000"><strong>Tools</strong></span>: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category.</p><p></p><p><strong>Saving Throws</strong>: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA). Yours are Dexterity and Strength. DEX is arguably the weakest common save, since all it really protects you from is damage (as opposed to CON and WIS which deal in most of the game's really nasty effects). STR is the most common "uncommon" save, by far, so good for you there, but the consequences of failing STR saves typically amount to little more than prones and forced movement ... usually not the worst things in the world.</p><p></p><p><strong>Skills</strong>: You get more than most classes, being able to pick three from your list, although two of them will be spoken for as, quite frankly, mandatory skills. (Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.)</p><p></p><ul> <li data-xf-list-type="ul"><strong>Animal Handling (WIS)</strong>: Well, it’s definitely appropriate for the class. Occasionally useful, moreso if you plan to be mounted a lot.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Athletics (STR)</strong></span>: Most Rangers will prefer to increase DEX rather than STR, but it still helps to be able to climb, jump and swim. If you ARE going to <span style="color: goldenrod"><strong>attack with STR</strong></span>, then this skill is mandatory, as it will be your main defense against grapples and shoves.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Insight (WIS)</strong></span>: Good for countering against lies and attempts to deceive you, so it’s a fairly important skill. With a strong a WIS as you're likely to have, you'll be effective at this.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Investigation (INT)</strong></span>: Can be a useful skill, although INT is not a priority for you, so generally this one is on the back-burner.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Nature (INT)</strong></span>: Its most significant use is for harvesting poisons. Or you can just train during downtime for poisoner’s kit proficiency, instead, which eliminates the need for this skill unless you planned to somehow Expertise it. (Or … just have an Assassin or Wizard ally do the extracting.)</li> <li data-xf-list-type="ul"><span style="color: goldenrod"><strong>Perception (WIS)</strong></span>: Take it. Period. End of sentence.</li> <li data-xf-list-type="ul"><span style="color: goldenrod"><strong>Stealth (DEX)</strong></span>: Rangers without Stealth just aren't Rangers. And you at least want to get some use out of their stealthy features, situational as they might be.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Survival (WIS)</strong></span>: This skill lets a Ranger do a lot of what Rangers are expected to do, such as track, hunt, guide, assess what creatures are near, avoid hazards and predict weather. And as it's a WIS-based skill, it's enhanced by the Favored Enemy and Natural Explorer features.</li> </ul><p></p><p><em>Non-class skills:</em> You can’t get these with your class options, but you might get these from your background or race:</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Acrobatics (DEX)</strong></span>: If you're <span style="color: goldenrod"><strong>DEX-based</strong></span> and can get proficiency in this somehow, you must definitely do so. It’s the DEX option for escaping from grapples and resisting shoves (but NOT for grappling or shoving yourself), and it can also do things like help you stay on your feet or on a tightrope. Some DMs even use it as a straight-up substitute for Athletics when climbing or jumping, but that’s not always the case. Not nearly as essential if you’re <strong>STR-based</strong>.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Medicine (WIS)</strong></span>: Occasionally useful, and you’ll probably be good at it. Not a priority, though.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Sleight of Hand (DEX)</strong></span>: While it has its uses, there are simply more all-around useful skills for Rangers to consider.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Arcana/History/Religion (INT)</strong></span>: Your INT likely won’t be high enough to put these to any good use.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Deception/Intimidation/Persuasion/Performance (CHA)</strong></span>: Rangers have all the Charisma of a wet paper bag and will thus have no use for these skills.</li> </ul><p></p><p></p><p><span style="font-size: 15px"><strong>Attributes</strong></span></p><p></p><p>Your biggest decision will be whether you want to attack with Dexterity or with Strength. That will also determine what array you'd prefer to use, assuming point buy is an option. DEX-Rangers are less MAD on the whole; in fact, they can literally get away with 15, 15, 15, 8, 8, 8. STR-Rangers, on the other hand, are much more MAD (they still need some DEX for Armor Class in medium armor) and will have to take an array more like 15, 14, 14, 12, 8, 8.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Strength</strong>: One of two possible <span style="color: goldenrod"><strong>attack stats</strong></span> for the Ranger, which results in a more MAD character than the other option. A STR-Ranger still needs some DEX (14 is ideal) since Rangers don’t have heavy armor proficiency and they’d still at least like to have passable Stealth. Still, a high STR can pay off with grappling and shoving becoming viable combat options, as well as builds based off the feats Great Weapon Master and/or Polearm Master. If you’re <span style="color: #ff0000"><strong>attacking with DEX</strong></span>, you can actually get away with dumping this.</li> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Dexterity</strong></span>: The other possible <span style="color: goldenrod"><strong>attack stat</strong></span>, and the most efficient of the two options for it. If you’re making an archery build this is obviously the choice for you. Also the stat for using finesse weapons. Going DEX means higher initiative, higher DEX save, ability to wear lighter armor and have a solid AC and less MAD, as you can straight dump STR if you want. To wit, even <span style="color: #0000ff"><strong>STR-Rangers</strong></span> need some investment (14) in this stat.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Constitution</strong></span>: More hit points are always a good thing, and a lot of nasty status-inflicting spells and attacks test the CON save. CON is also important for concentration saves used to maintain spells, making it especially important for a <span style="color: deepskyblue"><strong>melee</strong></span> build. No lower than 12 in any case, and melee Rangers want this at 14 at the very least, if not higher.</li> <li data-xf-list-type="ul"><span style="color: darkviolet"><strong>Intelligence</strong></span>: Well, INT-based skills do work with Natural Explorer, so there’s that, I suppose. <span style="color: #ff0000"><strong>Other than that</strong></span>, you’re not missing out on much if you lack smarts. Overall a fairly safe dump stat.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Wisdom</strong></span>: A fairly important secondary or tertiary stat for the Ranger. It determines the DC of certain Ranger spells, and Ranger class skills like Perception, Survival, Insight and Animal Handling key off this stat. Nasty mind-affecting conditions often target the WIS saving throw, too. Try to start with at least a 12 here, and higher if you can. <span style="color: deepskyblue"><strong>DEX-based archery Rangers</strong></span> especially should try starting with a 14 or even a 16.</li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Charisma</strong></span>: Rangers aren’t known for being sociable. Dump it, it does nothing for the class.</li> </ul><p></p><p></p><p><strong><span style="font-size: 15px">Backgrounds</span></strong></p><p></p><p>You can customize your background with help from your DM, but here are the "official" backgrounds.</p><p></p><p>Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it (including a non-class skill). This is a good way to pick up, say, Acrobatics for you DEX-Rangers.</p><p></p><p>[spoiler=PHB backgrounds]</p><p><span style="color: #ff0000"><strong>Acolyte</strong></span>: Insight is good, but everything else is so not Ranger-worthy. You don't even get any tool proficiencies.</p><p><span style="color: #ff0000"><strong>Charlatan</strong></span>: Nope.</p><p><strong>Criminal/Spy</strong>: Thieves' tools proficiency and Stealth (which in practice gives you another skill you may want) save this background. Criminal contacts can come in handy, but you're stuck with a skill in Deception that's useless to you.</p><p><span style="color: darkviolet"><strong>Entertainer/Gladiator</strong></span>: Well, you get Acrobatics at least. Everything else sucks, though.</p><p><span style="color: #0000ff"><strong>Folk Hero</strong></span>: Very solid, and pretty appropriate as well for the Ranger flavor-wise. Survival and Animal Handling as skills. Plus Rustic Hospitality is nice.</p><p><strong>Guild Artisan/Guild Merchant</strong>: Insight is good. Persuasion is not. On the other hand, proficiency with a set of artisan's tools (or navigator's if Merchant) and guild membership's benefits are pretty nice.</p><p><span style="color: #ff0000"><strong>Hermit</strong></span>: One meh skill in Medicine, and the rest of this is useless for a Ranger.</p><p><span style="color: #ff0000"><strong>Noble/Knight</strong></span>: Two useless skills. Get out of here.</p><p><span style="color: deepskyblue"><strong>Outlander</strong></span>: Thematically appropriate and a top pick for a Ranger. Survival is a staple (if you have it from your class, pick up Acrobatics), and Athletics is great especially if you're STR-based. Amazingly, the Wanderer benefits are not redundant with the Ranger's own terrain features, but rather complement them very nicely and even give the Ranger something to work with, exploration-wise, even if not in their favored terrain.</p><p><span style="color: #ff0000"><strong>Sage</strong></span>: Ha. Ha. Ha. No.</p><p><span style="color: deepskyblue"><strong>Sailor/Pirate</strong></span>: Perception, woo! (Which should translate to a free pick of Acrobatics as you get Perception from your class already.) Athletics is also good, especially if you're STR-based. Also great tools proficiencies in navigator's tools and water vehicles, and both Ship's Passage and the Pirate's Bad Reputation certainly have their uses. A top background choice, for sure.</p><p><span style="color: darkviolet"><strong>Soldier</strong></span>: You get Athletics, and that's about it as far as relevance to Rangers. Stick with Outsider or Sailor/Pirate.</p><p><strong>Urchin</strong>: Much like Criminal/Spy, Stealth/free skill pick and thieves' tools proficiency save this one. City Secrets is also nice if you want to be more of an "urban Ranger."</p><p>[/spoiler]</p><p></p><p>[spoiler=SCAG backgrounds]</p><p><span style="color: #0000ff"><strong>City Watch</strong></span>: Athletics, Insight and two languages is pretty nice. This background is a little dissonant with your typical Ranger though.</p><p><span style="color: darkviolet"><strong>Clan Crafter</strong></span>: History sucks, but Insight, artisan’s tools and Dwarvish are OK. Overall, meh.</p><p><span style="color: #ff0000"><strong>Cloistered Scholar</strong></span>: No.</p><p><span style="color: #ff0000"><strong>Courtier</strong></span>: Not for you.</p><p><strong>Faction Agent</strong>: The Harpers and Emerald Enclave are decent for Rangers.</p><p><span style="color: deepskyblue"><strong>Far Traveler</strong></span>: Insight and Perception, musical instrument and some social access. Very good.</p><p><span style="color: darkviolet"><strong>Inheritor</strong></span>: Survival is good, but the rest not so much.</p><p><span style="color: #ff0000"><strong>Knight of the Order</strong></span>: No.</p><p><span style="color: darkviolet"><strong>Mercenary</strong></span>: Athletics good, Persuasion not your thing. Overall, pass.</p><p><span style="color: deepskyblue"><strong>Urban Bounty Hunter</strong></span>: Insight and Stealth and some very useful connections. Good one.</p><p><span style="color: deepskyblue"><strong>Uthgardt Tribe Member</strong></span>: Athletics and Survival, musical instrument or artisan’s tools and some nice allies. Very good.</p><p><span style="color: #ff0000"><strong>Waterdhavian Noble</strong></span>: Two skills you can’t use effectively. No.</p><p>[/spoiler]</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Class Features</strong></span></p><p></p><p><strong><em>Lv. 1</em></strong></p><p><strong></strong></p><p><strong><span style="color: #ff0000">Favored Enemy</span> (Lv. 6, 14)</strong>: One of the Ranger's long-time signatures makes a return in name only. This time around it has nothing to do with combat (well, until what passes for the class' capstone at Lv. 20). Instead, it gives you advantage to track your favored enemies with Survival and advantage on those useless INT knowledge skills about them, along with one language of said enemy. And you only get three of these your entire career (or up to six humanoid races). A very poorly designed class feature that is situational in the best-case scenario.</p><p></p><p><strong><span style="color: #ff0000">Natural Explorer</span> (Lv. 6, 10)</strong>: Much like Favored Enemy, highly situational at best. Expertise on all INT and WIS checks and skills if you’re in your Favored Terrain, but you only get three of those your whole career. Bleh. You could literally go entire campaigns without ever enjoying the benefits of this. The host of other perks of this feature likewise only work in your Favored Terrain. This may very well be the worst designed class feature in all of 5e, battling it out only with, well, Favored Enemy. Lucky you. (<em>As an aside:</em> The whole Favored Terrain concept would’ve been MUCH more flavorful AND effective if, when you picked specific terrains, you gained some benefits unique to your terrain choices that still applied everywhere.)</p><p></p><p><strong><em>Lv. 2</em></strong></p><p><strong></strong></p><p><strong>Fighting Style</strong>: Choose one among the following.</p><p></p><ul> <li data-xf-list-type="ul"><span style="color: deepskyblue"><strong>Archery</strong></span>: If you're going to attack primarily <span style="color: goldenrod"><strong>with ranged weapons</strong></span>, then you take this without a second thought. The +2 to hit is especially sexy when it partially mitigates the penalty from the Sharpshooter feat's hit-for-damage trade.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Defense</strong></span>: Since Rangers don’t get the Great Weapon Fighting style, this is what those who want to use a two-hander or polearm will take. Which many argue is a better style for two-hander and polearm wielders, anyway. +1 AC is boring but beneficial.</li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Dueling</strong></span>: The best choice if you plan to primarily use a single one-handed weapon, thanks to the flat damage bonus on each hit. That +2 to damage works out to around a 20% increase in damage at early levels and still a substantial boost even later. Works with a shield.</li> <li data-xf-list-type="ul"><strong>Two-Weapon Fighting</strong>: Well, if you're going to <span style="color: goldenrod"><strong>dual-wield</strong></span>, then obviously you'll go for this style. Question is if you want to. Dual-wielding isn't exactly the strongest in 5e, although if you've got Hunter's Mark up against the biggest threat it does help.</li> </ul><p></p><p><span style="color: #0000ff"><strong>Spellcasting</strong></span>: With many of the Ranger's leveled class features being either highly situational or just plain bad, it is the spellcasting that is the one MAJOR saving grace for the class, power-wise. Despite being only a half-caster, the Ranger gets much of its combat prowess, utility and exploration from a spell list that really is quite solid. <em>With that said</em>, however, the mechanics of the Ranger's spellcasting feature are arguably the weakest in the game. They learn only a very limited amount of spells; similar in manner to the Bard, Sorcerer and Warlock but not even as many as they do. So the Ranger must pick spells wisely and eliminate many options right off. Even compared to, say, the Paladin, the Ranger's spellcasting is very lacking in versatility. And as for material components, it's a component pouch or bust.</p><p></p><p><em><strong>Lv. 3</strong></em></p><p></p><p><strong>Ranger Archetypes</strong> will be described under their own section.</p><p></p><p><span style="color: darkviolet"><strong>Primeval Awareness</strong></span>: Basically, you only use this if you have spell slots left over before taking a long rest, in which case, hey, you might as well. And on a hilarious note, this feature happens to be less precise if you use this in your Favored Terrain!</p><p></p><p><strong><em>Lv. 4 (8, 12, 16, 19)</em></strong></p><p><strong></strong></p><p><strong>Ability Score Improvements</strong>: You get the standard 5 that everyone else who isn't the Fighter or Rogue gets. You're a pretty MAD class overall, so you'll likely just have room for a couple of feats.</p><p></p><p><strong><em>Lv. 5</em></strong></p><p></p><p><span style="color: deepskyblue"><strong>Extra Attack</strong></span>: Obviously great; at this level it literally doubles the power of your Attack action. Like every other major weapon-using class that isn't the Fighter, this caps at two attacks.</p><p></p><p><strong><em>Lv. 8</em></strong></p><p><strong></strong></p><p><strong>Land's Stride</strong>: Move normally through nonmagical difficult terrain, along with advantage on saves vs. magical plants that impede your movement. This one's a decent enough ribbon that comes at a level where you also get an ASI.</p><p></p><p><strong><em>Lv. 10</em></strong></p><p></p><p><span style="color: darkviolet"><strong>Hide in Plain Sight</strong></span>: In party play, you’d typically use this if you’re on night watch in an area with nowhere else to hide otherwise, getting surprise rounds if you detect approaching enemies with Perception and manage to stay hidden. Otherwise, this is yet another situational Ranger class feature that usually doesn’t mesh with the party. Aside from night watch, you could use this for eavesdropping on a hostile warband's meeting or something similar — when you already somehow figured out the location of said meeting in advance and arrived there to camouflage yourself before they arrived. If you're in a team of Rangers this would be useful for setting up an ambush.</p><p></p><p><strong><em>Lv. 14</em></strong></p><p></p><p><span style="color: darkviolet"><strong>Vanish</strong></span>: Well, this would’ve been nice about, oh, at least eight levels ago? I mean, for the love of Mielikki, this is 1/3rd of the Rogue’s Cunning Action <em>12 levels later than the Rogue</em>! I mean, I appreciate that longbow archers, in particular, can use this to get constant advantage, but that’s a playstyle I would’ve liked to have had available a whole lot sooner, again, like it was for said Rogue. The can’t-be-tracked part is a ribbon.</p><p></p><p><em><strong>Lv. 18</strong></em></p><p></p><p><span style="color: darkviolet"><strong>Feral Senses</strong></span>: Negate disadvantage on your attacks against creatures you can’t see. This would’ve been a pretty good get within the first 10 levels, but it’s pretty underwhelming at Lv. 18. (Noticing a theme here?) And the second paragraph of this feature literally does nothing because invisible creatures are always detectable unless they’re hiding anyway.</p><p></p><p><em><strong>Lv. 20</strong></em></p><p></p><p><span style="color: #ff0000"><strong>Foe Slayer</strong></span>: Finally, at the capstone, your Favored Enemy gets a combat application. Which makes it as useful as Favored Enemy has been for 19 levels. Yeah. Exactly. The mechanic of the effect itself works out to a 1/your turns infinite use of the Battle Master Fighter’s Precision Attack maneuver, using your WIS-mod instead. Which would’ve been nice at about, oh, Lv. 11, maybe, and that’s if it applied to everything and not just Favored Enemies? As a capstone though, pretty underwhelming, and that it’s attached to Favored Enemy makes it just plain worthless.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541962, member: 68748"] [SIZE=5][B]II. Basics of the Class[/B][/SIZE] [COLOR=#0000ff][B]Hit Die - d10[/B][/COLOR]: Only the Barbarian has it better than this. You’re on par with the Fighter and Paladin here, definitely good for keeping you upright in battle. [SIZE=4][B]Proficiencies[/B][/SIZE] [COLOR=#0000ff][B]Armor[/B][/COLOR]: Basically everything except heavy armor. You're good to use shields, too. Good enough for you. [COLOR=deepskyblue][B]Weapons[/B][/COLOR]: All simple and martial weapons is as good as it gets. [COLOR=#ff0000][B]Tools[/B][/COLOR]: None. If you get any proficiencies here, they'll likely be from your background. Also, at least you can actually spend money and downtime to pick up proficiencies in this category. [B]Saving Throws[/B]: Every class gets one "common" save (DEX, CON, WIS) and one "uncommon" save (STR, INT, CHA). Yours are Dexterity and Strength. DEX is arguably the weakest common save, since all it really protects you from is damage (as opposed to CON and WIS which deal in most of the game's really nasty effects). STR is the most common "uncommon" save, by far, so good for you there, but the consequences of failing STR saves typically amount to little more than prones and forced movement ... usually not the worst things in the world. [B]Skills[/B]: You get more than most classes, being able to pick three from your list, although two of them will be spoken for as, quite frankly, mandatory skills. (Your background will give you more skill proficiencies, which are not restricted to this list. Your race may also give you more chances to pick skill proficiencies, again not limited to this list.) [LIST] [*][B]Animal Handling (WIS)[/B]: Well, it’s definitely appropriate for the class. Occasionally useful, moreso if you plan to be mounted a lot. [*][COLOR=#0000ff][B]Athletics (STR)[/B][/COLOR]: Most Rangers will prefer to increase DEX rather than STR, but it still helps to be able to climb, jump and swim. If you ARE going to [COLOR=goldenrod][B]attack with STR[/B][/COLOR], then this skill is mandatory, as it will be your main defense against grapples and shoves. [*][COLOR=#0000ff][B]Insight (WIS)[/B][/COLOR]: Good for countering against lies and attempts to deceive you, so it’s a fairly important skill. With a strong a WIS as you're likely to have, you'll be effective at this. [*][COLOR=darkviolet][B]Investigation (INT)[/B][/COLOR]: Can be a useful skill, although INT is not a priority for you, so generally this one is on the back-burner. [*][COLOR=darkviolet][B]Nature (INT)[/B][/COLOR]: Its most significant use is for harvesting poisons. Or you can just train during downtime for poisoner’s kit proficiency, instead, which eliminates the need for this skill unless you planned to somehow Expertise it. (Or … just have an Assassin or Wizard ally do the extracting.) [*][COLOR=goldenrod][B]Perception (WIS)[/B][/COLOR]: Take it. Period. End of sentence. [*][COLOR=goldenrod][B]Stealth (DEX)[/B][/COLOR]: Rangers without Stealth just aren't Rangers. And you at least want to get some use out of their stealthy features, situational as they might be. [*][COLOR=#0000ff][B]Survival (WIS)[/B][/COLOR]: This skill lets a Ranger do a lot of what Rangers are expected to do, such as track, hunt, guide, assess what creatures are near, avoid hazards and predict weather. And as it's a WIS-based skill, it's enhanced by the Favored Enemy and Natural Explorer features. [/LIST] [I]Non-class skills:[/I] You can’t get these with your class options, but you might get these from your background or race: [LIST] [*][COLOR=#0000ff][B]Acrobatics (DEX)[/B][/COLOR]: If you're [COLOR=goldenrod][B]DEX-based[/B][/COLOR] and can get proficiency in this somehow, you must definitely do so. It’s the DEX option for escaping from grapples and resisting shoves (but NOT for grappling or shoving yourself), and it can also do things like help you stay on your feet or on a tightrope. Some DMs even use it as a straight-up substitute for Athletics when climbing or jumping, but that’s not always the case. Not nearly as essential if you’re [B]STR-based[/B]. [*][COLOR=darkviolet][B]Medicine (WIS)[/B][/COLOR]: Occasionally useful, and you’ll probably be good at it. Not a priority, though. [*][COLOR=darkviolet][B]Sleight of Hand (DEX)[/B][/COLOR]: While it has its uses, there are simply more all-around useful skills for Rangers to consider. [*][COLOR=#ff0000][B]Arcana/History/Religion (INT)[/B][/COLOR]: Your INT likely won’t be high enough to put these to any good use. [*][COLOR=#ff0000][B]Deception/Intimidation/Persuasion/Performance (CHA)[/B][/COLOR]: Rangers have all the Charisma of a wet paper bag and will thus have no use for these skills. [/LIST] [SIZE=4][B]Attributes[/B][/SIZE] Your biggest decision will be whether you want to attack with Dexterity or with Strength. That will also determine what array you'd prefer to use, assuming point buy is an option. DEX-Rangers are less MAD on the whole; in fact, they can literally get away with 15, 15, 15, 8, 8, 8. STR-Rangers, on the other hand, are much more MAD (they still need some DEX for Armor Class in medium armor) and will have to take an array more like 15, 14, 14, 12, 8, 8. [LIST] [*][B]Strength[/B]: One of two possible [COLOR=goldenrod][B]attack stats[/B][/COLOR] for the Ranger, which results in a more MAD character than the other option. A STR-Ranger still needs some DEX (14 is ideal) since Rangers don’t have heavy armor proficiency and they’d still at least like to have passable Stealth. Still, a high STR can pay off with grappling and shoving becoming viable combat options, as well as builds based off the feats Great Weapon Master and/or Polearm Master. If you’re [COLOR=#ff0000][B]attacking with DEX[/B][/COLOR], you can actually get away with dumping this. [*][COLOR=deepskyblue][B]Dexterity[/B][/COLOR]: The other possible [COLOR=goldenrod][B]attack stat[/B][/COLOR], and the most efficient of the two options for it. If you’re making an archery build this is obviously the choice for you. Also the stat for using finesse weapons. Going DEX means higher initiative, higher DEX save, ability to wear lighter armor and have a solid AC and less MAD, as you can straight dump STR if you want. To wit, even [COLOR=#0000ff][B]STR-Rangers[/B][/COLOR] need some investment (14) in this stat. [*][COLOR=#0000ff][B]Constitution[/B][/COLOR]: More hit points are always a good thing, and a lot of nasty status-inflicting spells and attacks test the CON save. CON is also important for concentration saves used to maintain spells, making it especially important for a [COLOR=deepskyblue][B]melee[/B][/COLOR] build. No lower than 12 in any case, and melee Rangers want this at 14 at the very least, if not higher. [*][COLOR=darkviolet][B]Intelligence[/B][/COLOR]: Well, INT-based skills do work with Natural Explorer, so there’s that, I suppose. [COLOR=#ff0000][B]Other than that[/B][/COLOR], you’re not missing out on much if you lack smarts. Overall a fairly safe dump stat. [*][COLOR=#0000ff][B]Wisdom[/B][/COLOR]: A fairly important secondary or tertiary stat for the Ranger. It determines the DC of certain Ranger spells, and Ranger class skills like Perception, Survival, Insight and Animal Handling key off this stat. Nasty mind-affecting conditions often target the WIS saving throw, too. Try to start with at least a 12 here, and higher if you can. [COLOR=deepskyblue][B]DEX-based archery Rangers[/B][/COLOR] especially should try starting with a 14 or even a 16. [*][COLOR=#ff0000][B]Charisma[/B][/COLOR]: Rangers aren’t known for being sociable. Dump it, it does nothing for the class. [/LIST] [B][SIZE=4]Backgrounds[/SIZE][/B] You can customize your background with help from your DM, but here are the "official" backgrounds. Also keep in mind that if a background gives you a skill you already had from your class or race, you get to pick any other skill to replace it (including a non-class skill). This is a good way to pick up, say, Acrobatics for you DEX-Rangers. [spoiler=PHB backgrounds] [COLOR=#ff0000][B]Acolyte[/B][/COLOR]: Insight is good, but everything else is so not Ranger-worthy. You don't even get any tool proficiencies. [COLOR=#ff0000][B]Charlatan[/B][/COLOR]: Nope. [B]Criminal/Spy[/B]: Thieves' tools proficiency and Stealth (which in practice gives you another skill you may want) save this background. Criminal contacts can come in handy, but you're stuck with a skill in Deception that's useless to you. [COLOR=darkviolet][B]Entertainer/Gladiator[/B][/COLOR]: Well, you get Acrobatics at least. Everything else sucks, though. [COLOR=#0000ff][B]Folk Hero[/B][/COLOR]: Very solid, and pretty appropriate as well for the Ranger flavor-wise. Survival and Animal Handling as skills. Plus Rustic Hospitality is nice. [B]Guild Artisan/Guild Merchant[/B]: Insight is good. Persuasion is not. On the other hand, proficiency with a set of artisan's tools (or navigator's if Merchant) and guild membership's benefits are pretty nice. [COLOR=#ff0000][B]Hermit[/B][/COLOR]: One meh skill in Medicine, and the rest of this is useless for a Ranger. [COLOR=#ff0000][B]Noble/Knight[/B][/COLOR]: Two useless skills. Get out of here. [COLOR=deepskyblue][B]Outlander[/B][/COLOR]: Thematically appropriate and a top pick for a Ranger. Survival is a staple (if you have it from your class, pick up Acrobatics), and Athletics is great especially if you're STR-based. Amazingly, the Wanderer benefits are not redundant with the Ranger's own terrain features, but rather complement them very nicely and even give the Ranger something to work with, exploration-wise, even if not in their favored terrain. [COLOR=#ff0000][B]Sage[/B][/COLOR]: Ha. Ha. Ha. No. [COLOR=deepskyblue][B]Sailor/Pirate[/B][/COLOR]: Perception, woo! (Which should translate to a free pick of Acrobatics as you get Perception from your class already.) Athletics is also good, especially if you're STR-based. Also great tools proficiencies in navigator's tools and water vehicles, and both Ship's Passage and the Pirate's Bad Reputation certainly have their uses. A top background choice, for sure. [COLOR=darkviolet][B]Soldier[/B][/COLOR]: You get Athletics, and that's about it as far as relevance to Rangers. Stick with Outsider or Sailor/Pirate. [B]Urchin[/B]: Much like Criminal/Spy, Stealth/free skill pick and thieves' tools proficiency save this one. City Secrets is also nice if you want to be more of an "urban Ranger." [/spoiler] [spoiler=SCAG backgrounds] [COLOR=#0000ff][B]City Watch[/B][/COLOR]: Athletics, Insight and two languages is pretty nice. This background is a little dissonant with your typical Ranger though. [COLOR=darkviolet][B]Clan Crafter[/B][/COLOR]: History sucks, but Insight, artisan’s tools and Dwarvish are OK. Overall, meh. [COLOR=#ff0000][B]Cloistered Scholar[/B][/COLOR]: No. [COLOR=#ff0000][B]Courtier[/B][/COLOR]: Not for you. [B]Faction Agent[/B]: The Harpers and Emerald Enclave are decent for Rangers. [COLOR=deepskyblue][B]Far Traveler[/B][/COLOR]: Insight and Perception, musical instrument and some social access. Very good. [COLOR=darkviolet][B]Inheritor[/B][/COLOR]: Survival is good, but the rest not so much. [COLOR=#ff0000][B]Knight of the Order[/B][/COLOR]: No. [COLOR=darkviolet][B]Mercenary[/B][/COLOR]: Athletics good, Persuasion not your thing. Overall, pass. [COLOR=deepskyblue][B]Urban Bounty Hunter[/B][/COLOR]: Insight and Stealth and some very useful connections. Good one. [COLOR=deepskyblue][B]Uthgardt Tribe Member[/B][/COLOR]: Athletics and Survival, musical instrument or artisan’s tools and some nice allies. Very good. [COLOR=#ff0000][B]Waterdhavian Noble[/B][/COLOR]: Two skills you can’t use effectively. No. [/spoiler] [SIZE=4][B]Class Features[/B][/SIZE] [B][I]Lv. 1[/I] [COLOR=#ff0000]Favored Enemy[/COLOR] (Lv. 6, 14)[/B]: One of the Ranger's long-time signatures makes a return in name only. This time around it has nothing to do with combat (well, until what passes for the class' capstone at Lv. 20). Instead, it gives you advantage to track your favored enemies with Survival and advantage on those useless INT knowledge skills about them, along with one language of said enemy. And you only get three of these your entire career (or up to six humanoid races). A very poorly designed class feature that is situational in the best-case scenario. [B][COLOR=#ff0000]Natural Explorer[/COLOR] (Lv. 6, 10)[/B]: Much like Favored Enemy, highly situational at best. Expertise on all INT and WIS checks and skills if you’re in your Favored Terrain, but you only get three of those your whole career. Bleh. You could literally go entire campaigns without ever enjoying the benefits of this. The host of other perks of this feature likewise only work in your Favored Terrain. This may very well be the worst designed class feature in all of 5e, battling it out only with, well, Favored Enemy. Lucky you. ([I]As an aside:[/I] The whole Favored Terrain concept would’ve been MUCH more flavorful AND effective if, when you picked specific terrains, you gained some benefits unique to your terrain choices that still applied everywhere.) [B][I]Lv. 2[/I] Fighting Style[/B]: Choose one among the following. [LIST] [*][COLOR=deepskyblue][B]Archery[/B][/COLOR]: If you're going to attack primarily [COLOR=goldenrod][B]with ranged weapons[/B][/COLOR], then you take this without a second thought. The +2 to hit is especially sexy when it partially mitigates the penalty from the Sharpshooter feat's hit-for-damage trade. [*][COLOR=#0000ff][B]Defense[/B][/COLOR]: Since Rangers don’t get the Great Weapon Fighting style, this is what those who want to use a two-hander or polearm will take. Which many argue is a better style for two-hander and polearm wielders, anyway. +1 AC is boring but beneficial. [*][COLOR=#0000ff][B]Dueling[/B][/COLOR]: The best choice if you plan to primarily use a single one-handed weapon, thanks to the flat damage bonus on each hit. That +2 to damage works out to around a 20% increase in damage at early levels and still a substantial boost even later. Works with a shield. [*][B]Two-Weapon Fighting[/B]: Well, if you're going to [COLOR=goldenrod][B]dual-wield[/B][/COLOR], then obviously you'll go for this style. Question is if you want to. Dual-wielding isn't exactly the strongest in 5e, although if you've got Hunter's Mark up against the biggest threat it does help. [/LIST] [COLOR=#0000ff][B]Spellcasting[/B][/COLOR]: With many of the Ranger's leveled class features being either highly situational or just plain bad, it is the spellcasting that is the one MAJOR saving grace for the class, power-wise. Despite being only a half-caster, the Ranger gets much of its combat prowess, utility and exploration from a spell list that really is quite solid. [I]With that said[/I], however, the mechanics of the Ranger's spellcasting feature are arguably the weakest in the game. They learn only a very limited amount of spells; similar in manner to the Bard, Sorcerer and Warlock but not even as many as they do. So the Ranger must pick spells wisely and eliminate many options right off. Even compared to, say, the Paladin, the Ranger's spellcasting is very lacking in versatility. And as for material components, it's a component pouch or bust. [I][B]Lv. 3[/B][/I] [B]Ranger Archetypes[/B] will be described under their own section. [COLOR=darkviolet][B]Primeval Awareness[/B][/COLOR]: Basically, you only use this if you have spell slots left over before taking a long rest, in which case, hey, you might as well. And on a hilarious note, this feature happens to be less precise if you use this in your Favored Terrain! [B][I]Lv. 4 (8, 12, 16, 19)[/I] Ability Score Improvements[/B]: You get the standard 5 that everyone else who isn't the Fighter or Rogue gets. You're a pretty MAD class overall, so you'll likely just have room for a couple of feats. [B][I]Lv. 5[/I][/B] [COLOR=deepskyblue][B]Extra Attack[/B][/COLOR]: Obviously great; at this level it literally doubles the power of your Attack action. Like every other major weapon-using class that isn't the Fighter, this caps at two attacks. [B][I]Lv. 8[/I] Land's Stride[/B]: Move normally through nonmagical difficult terrain, along with advantage on saves vs. magical plants that impede your movement. This one's a decent enough ribbon that comes at a level where you also get an ASI. [B][I]Lv. 10[/I][/B] [COLOR=darkviolet][B]Hide in Plain Sight[/B][/COLOR]: In party play, you’d typically use this if you’re on night watch in an area with nowhere else to hide otherwise, getting surprise rounds if you detect approaching enemies with Perception and manage to stay hidden. Otherwise, this is yet another situational Ranger class feature that usually doesn’t mesh with the party. Aside from night watch, you could use this for eavesdropping on a hostile warband's meeting or something similar — when you already somehow figured out the location of said meeting in advance and arrived there to camouflage yourself before they arrived. If you're in a team of Rangers this would be useful for setting up an ambush. [B][I]Lv. 14[/I][/B] [COLOR=darkviolet][B]Vanish[/B][/COLOR]: Well, this would’ve been nice about, oh, at least eight levels ago? I mean, for the love of Mielikki, this is 1/3rd of the Rogue’s Cunning Action [I]12 levels later than the Rogue[/I]! I mean, I appreciate that longbow archers, in particular, can use this to get constant advantage, but that’s a playstyle I would’ve liked to have had available a whole lot sooner, again, like it was for said Rogue. The can’t-be-tracked part is a ribbon. [I][B]Lv. 18[/B][/I] [COLOR=darkviolet][B]Feral Senses[/B][/COLOR]: Negate disadvantage on your attacks against creatures you can’t see. This would’ve been a pretty good get within the first 10 levels, but it’s pretty underwhelming at Lv. 18. (Noticing a theme here?) And the second paragraph of this feature literally does nothing because invisible creatures are always detectable unless they’re hiding anyway. [I][B]Lv. 20[/B][/I] [COLOR=#ff0000][B]Foe Slayer[/B][/COLOR]: Finally, at the capstone, your Favored Enemy gets a combat application. Which makes it as useful as Favored Enemy has been for 19 levels. Yeah. Exactly. The mechanic of the effect itself works out to a 1/your turns infinite use of the Battle Master Fighter’s Precision Attack maneuver, using your WIS-mod instead. Which would’ve been nice at about, oh, Lv. 11, maybe, and that’s if it applied to everything and not just Favored Enemies? As a capstone though, pretty underwhelming, and that it’s attached to Favored Enemy makes it just plain worthless. [/QUOTE]
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[GUIDE] Seeing the Forest for the Trees: The Ranger Guide
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