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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: 7541967" data-attributes="member: 68748"><p><span style="font-size: 18px"><strong>VI. Spells</strong></span></p><p></p><p></p><p>You are a class that has to learn spells, rather than prepares them, thus limiting your versatility as compared to a class such as the Druid, Cleric or Paladin. Furthermore, you learn the least amount of spells in the game, so you must pick wisely. (At most you'll know around two spells per spell level on average.) Also, you can retrain a spell after every level you gain, and you might be making use of that at times.</p><p></p><p>For your convenience, spells will have their components listed, along with their action type (action, reaction, bonus action) and if they require Concentration. An "M" with an asterisk (*) means that the material component has a cost and/or is consumed by the spell, which means you need more than just your component pouch. Also, a WIS will denote if the spell uses the Ranger’s Wisdom for anything remarkable, such as a saving throw; some Rangers may not increase their WIS high enough to be a casting stat and will thus want to know whether to avoid considering those spells.</p><p></p><p></p><p></p><p><strong>Lv. 1 Spells (Ranger Lv. 2)</strong></p><p></p><p><span style="color: goldenrod"><strong>Hunter's Mark</strong></span>: <em>1 bonus action; V; Concentration</em>. This spell might as well be a class feature. It is the Ranger class' staple damage boost, applying to every single weapon attack you make against the target you marked with this. Every other Concentration spell you consider will have to be measured against this one. You can mark a new target after you killed a prior one as long as you're still concentrating on this spell, using another bonus action. <strong>Note</strong> that some builds will have rounds where they’ll have to weigh different options for their bonus action (especially dual-wielders, Crossbow Experts, Polearm Masters, Horizon Walkers, Monster Slayers, and Beast Masters), but even those builds should put this spell to use enough, particularly against boss-type enemies, to make it a vital part of their arsenal.</p><p></p><p><span style="color: deepskyblue"><strong>Absorb Elements</strong></span> <strong>(EEPC/XGTE)</strong>: <em>1 reaction; S</em>. A strong defensive reaction spell against elemental damage which also boosts your offense the following turn. Very nice. <strong>Note</strong>, however, that you will need War Caster to cast this when dual-wielding or using a shield, because of the somatic component, so if you’re one of those builds you’ll want to weigh whether you’re going to take that feat before taking this spell.</p><p></p><p><span style="color: deepskyblue"><strong>Goodberry</strong></span>: <em>1 action; V,S,M</em>. Overall, the Ranger's "healing" spell of choice at this level, as long as it's cast out of combat. The total healing amount just edges out a <em>Cure Wounds</em> cast with a 1st-level slot, and it can be spread out among allies as need. This spell also doubles as free food creation, which amusingly also means it renders the Ranger's enhanced foraging ability from Natural Explorer kind of redundant.</p><p></p><p><span style="color: #0000ff"><strong>Hail of Thorns</strong></span>: <em>1 bonus action; V; Concentration; WIS</em>. You get a pretty good low-level AoE spell if you favor ranged weapons. It'll do its thing as part of your normal attack routine.</p><p></p><p><strong><span style="color: #0000ff">Zephyr Strike</span> (XGTE)</strong>: <em>1 bonus action; V; Concentration</em>. Walk through enemy forces to your heart’s content without drawing OAs for a full minute. That’s a really good mobility boost for melee Rangers and really not bad for any build. The one-time attack with advantage and extra damage is also followed by 30 feet extra speed, which is good for any Ranger, melee or ranged.</p><p></p><p><strong>Beast Bond (EEPC/XGTE)</strong>: <em>1 action; V,S,M; Concentration</em>. Basically, this is a spell for melee Beast Masters who don’t take a Wolf. Which I would call a mandatory spell for those Beast Master builds if it were a good idea to constantly have the beast in the thick of combat to begin with. Obviously, <span style="color: #ff0000"><strong>everyone else</strong></span> ignore this spell.</p><p></p><p><strong>Ensnaring Strike</strong>: <em>1 bonus action; V; Concentration; WIS</em>. Restraining with piercing damage round-to-round when you hit with a weapon attack (melee or ranged) after casting this. It’s solid early but quickly loses value at <span style="color: darkviolet"><strong>higher levels</strong></span> when you face more Large and larger enemies.</p><p></p><p><span style="color: darkviolet"><strong>Alarm</strong></span>: <em>1 minute; V,S,M</em>. Has its uses, but you can do without it.</p><p></p><p><span style="color: darkviolet"><strong>Animal Friendship</strong></span>: <em>1 action; V,S,M; WIS</em>. Charm an animal for a day. It’s Ranger-y, to be sure, but there’s just better things to take.</p><p></p><p><span style="color: darkviolet"><strong>Cure Wounds</strong></span>: <em>1 action; V,S</em>. Goodberry is better. And if you need to stabilize a dying ally, use a Medicine check.</p><p></p><p><span style="color: darkviolet"><strong>Fog Cloud</strong></span>: <em>1 action; V,S; Concentration</em>. Creating a place to hide on a whim is neat, but, again, your opportunities are too few to give this a serious look.</p><p></p><p><span style="color: darkviolet"><strong>Snare</strong></span> <strong>(XGTE)</strong>: <em>1 minute; S,M*; WIS</em>. Admittedly cool and flavorful for the Ranger, but too limited in use to seriously consider.</p><p></p><p><span style="color: darkviolet"><strong>Speak with Animals</strong></span>: <em>1 action; V,S</em>. Interesting, probably fun, and can get decent information, but generally not a priority.</p><p></p><p><span style="color: #ff0000"><strong>Detect Magic</strong></span>: <em>1 action; V,S; Concentration</em>. Your repertoire of learned spells is limited and precious. Don't waste such opportunities on spells like this.</p><p></p><p><span style="color: #ff0000"><strong>Detect Poison and Disease</strong></span>: <em>1 action; V,S,M; Concentration</em>. No.</p><p></p><p><span style="color: #ff0000"><strong>Jump</strong></span>: <em>1 action; V,S,M</em>. Definitely not worth one of your precious learned spells.</p><p></p><p><span style="color: #ff0000"><strong>Longstrider</strong></span>: <em>1 action; V,S,M</em>. No. There’s just much better spells to learn with your limited repertoire.</p><p></p><p><em>Gloom Stalker:</em></p><p></p><p><strong>Disguise Self</strong>: <em>1 action; V,S; WIS</em>. Not something you’ll cast all the time, but having it on tap for when it is useful is appreciated.</p><p></p><p><em>Horizon Walker, Monster Slayer:</em></p><p></p><p><strong>Protection from Evil and Good</strong>: <em>1 action; V,S,M; Concentration</em>. Good to have on tap when you’re about to face the creature types on the list.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541967, member: 68748"] [SIZE=5][B]VI. Spells[/B][/SIZE] You are a class that has to learn spells, rather than prepares them, thus limiting your versatility as compared to a class such as the Druid, Cleric or Paladin. Furthermore, you learn the least amount of spells in the game, so you must pick wisely. (At most you'll know around two spells per spell level on average.) Also, you can retrain a spell after every level you gain, and you might be making use of that at times. For your convenience, spells will have their components listed, along with their action type (action, reaction, bonus action) and if they require Concentration. An "M" with an asterisk (*) means that the material component has a cost and/or is consumed by the spell, which means you need more than just your component pouch. Also, a WIS will denote if the spell uses the Ranger’s Wisdom for anything remarkable, such as a saving throw; some Rangers may not increase their WIS high enough to be a casting stat and will thus want to know whether to avoid considering those spells. [B]Lv. 1 Spells (Ranger Lv. 2)[/B] [COLOR=goldenrod][B]Hunter's Mark[/B][/COLOR]: [I]1 bonus action; V; Concentration[/I]. This spell might as well be a class feature. It is the Ranger class' staple damage boost, applying to every single weapon attack you make against the target you marked with this. Every other Concentration spell you consider will have to be measured against this one. You can mark a new target after you killed a prior one as long as you're still concentrating on this spell, using another bonus action. [B]Note[/B] that some builds will have rounds where they’ll have to weigh different options for their bonus action (especially dual-wielders, Crossbow Experts, Polearm Masters, Horizon Walkers, Monster Slayers, and Beast Masters), but even those builds should put this spell to use enough, particularly against boss-type enemies, to make it a vital part of their arsenal. [COLOR=deepskyblue][B]Absorb Elements[/B][/COLOR] [B](EEPC/XGTE)[/B]: [I]1 reaction; S[/I]. A strong defensive reaction spell against elemental damage which also boosts your offense the following turn. Very nice. [B]Note[/B], however, that you will need War Caster to cast this when dual-wielding or using a shield, because of the somatic component, so if you’re one of those builds you’ll want to weigh whether you’re going to take that feat before taking this spell. [COLOR=deepskyblue][B]Goodberry[/B][/COLOR]: [I]1 action; V,S,M[/I]. Overall, the Ranger's "healing" spell of choice at this level, as long as it's cast out of combat. The total healing amount just edges out a [I]Cure Wounds[/I] cast with a 1st-level slot, and it can be spread out among allies as need. This spell also doubles as free food creation, which amusingly also means it renders the Ranger's enhanced foraging ability from Natural Explorer kind of redundant. [COLOR=#0000ff][B]Hail of Thorns[/B][/COLOR]: [I]1 bonus action; V; Concentration; WIS[/I]. You get a pretty good low-level AoE spell if you favor ranged weapons. It'll do its thing as part of your normal attack routine. [B][COLOR=#0000ff]Zephyr Strike[/COLOR] (XGTE)[/B]: [I]1 bonus action; V; Concentration[/I]. Walk through enemy forces to your heart’s content without drawing OAs for a full minute. That’s a really good mobility boost for melee Rangers and really not bad for any build. The one-time attack with advantage and extra damage is also followed by 30 feet extra speed, which is good for any Ranger, melee or ranged. [B]Beast Bond (EEPC/XGTE)[/B]: [I]1 action; V,S,M; Concentration[/I]. Basically, this is a spell for melee Beast Masters who don’t take a Wolf. Which I would call a mandatory spell for those Beast Master builds if it were a good idea to constantly have the beast in the thick of combat to begin with. Obviously, [COLOR=#ff0000][B]everyone else[/B][/COLOR] ignore this spell. [B]Ensnaring Strike[/B]: [I]1 bonus action; V; Concentration; WIS[/I]. Restraining with piercing damage round-to-round when you hit with a weapon attack (melee or ranged) after casting this. It’s solid early but quickly loses value at [COLOR=darkviolet][B]higher levels[/B][/COLOR] when you face more Large and larger enemies. [COLOR=darkviolet][B]Alarm[/B][/COLOR]: [I]1 minute; V,S,M[/I]. Has its uses, but you can do without it. [COLOR=darkviolet][B]Animal Friendship[/B][/COLOR]: [I]1 action; V,S,M; WIS[/I]. Charm an animal for a day. It’s Ranger-y, to be sure, but there’s just better things to take. [COLOR=darkviolet][B]Cure Wounds[/B][/COLOR]: [I]1 action; V,S[/I]. Goodberry is better. And if you need to stabilize a dying ally, use a Medicine check. [COLOR=darkviolet][B]Fog Cloud[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Creating a place to hide on a whim is neat, but, again, your opportunities are too few to give this a serious look. [COLOR=darkviolet][B]Snare[/B][/COLOR] [B](XGTE)[/B]: [I]1 minute; S,M*; WIS[/I]. Admittedly cool and flavorful for the Ranger, but too limited in use to seriously consider. [COLOR=darkviolet][B]Speak with Animals[/B][/COLOR]: [I]1 action; V,S[/I]. Interesting, probably fun, and can get decent information, but generally not a priority. [COLOR=#ff0000][B]Detect Magic[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Your repertoire of learned spells is limited and precious. Don't waste such opportunities on spells like this. [COLOR=#ff0000][B]Detect Poison and Disease[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. No. [COLOR=#ff0000][B]Jump[/B][/COLOR]: [I]1 action; V,S,M[/I]. Definitely not worth one of your precious learned spells. [COLOR=#ff0000][B]Longstrider[/B][/COLOR]: [I]1 action; V,S,M[/I]. No. There’s just much better spells to learn with your limited repertoire. [I]Gloom Stalker:[/I] [B]Disguise Self[/B]: [I]1 action; V,S; WIS[/I]. Not something you’ll cast all the time, but having it on tap for when it is useful is appreciated. [I]Horizon Walker, Monster Slayer:[/I] [B]Protection from Evil and Good[/B]: [I]1 action; V,S,M; Concentration[/I]. Good to have on tap when you’re about to face the creature types on the list. [/QUOTE]
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