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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: 7541969" data-attributes="member: 68748"><p><strong>Lv. 3 Spells (Ranger Lv. 9)</strong></p><p></p><p><span style="color: goldenrod"><strong>Conjure Animals</strong></span>: <em>1 action; V,S; Concentration</em>. Even after the Sage Advice ruling making it so the DM gets to choose which animals show up, this is far, far and away the best spell at this level for any Ranger. Without exception, it should be every Ranger’s pick once they get to 9th level. It’s a terrific spell with both endless utility and significant combat presence.</p><p></p><p><strong>Conjure Barrage</strong>: <em>1 action; V,S,M; WIS</em>. 3d8 (save for half) is a bit on the low side damage-wise, but the 60-foot cone is a decent area of effect. Archer Hunters will want to stick with Lightning Arrow, but this is probably the AoE of choice at this level for other Rangers. Unlike Lightning Arrow it doesn’t take your concentration, either.</p><p></p><p><strong>Lightning Arrow</strong>: <em>1 bonus action; V,S; Concentration; WIS</em>. 10’ radius isn’t necessarily the best, but Lightning Arrow’s advantage is that it’s used as part of your usual attack routines — it can even be used as the first shot of an Archer Hunter’s Volley to stack the AoE damage on top of the Volley’s damage.</p><p></p><p><strong>Wind Wall</strong>: <em>1 action; V,S,M; Concentration; WIS</em>. A decent defensive spell that's effective against hordes of Small or smaller enemies, who can’t pass through it. Also worthwhile against hordes of enemies who use ranged attacks short of boulders or siege engines.</p><p></p><p><span style="color: darkviolet"><strong>Nondetection</strong></span>: <em>1 action; V,S,M*</em>. Good when the situation warrants, but said situation is too infrequent to spend a learn on this one. Leave this to a full caster.</p><p></p><p><span style="color: darkviolet"><strong>Plant Growth</strong></span>: <em>1 action/8 hours; V,S</em>. Leave this one to Druids and Paladins of the Ancients.</p><p></p><p><span style="color: darkviolet"><strong>Protection from Energy</strong></span>: <em>1 action; V,S; Concentration</em>. Useful when it's warranted, but again, one best left to a caster with more flexibility.</p><p></p><p><span style="color: darkviolet"><strong>Speak with Plants</strong></span>: <em>1 action; V,S</em>. Interesting, but pass on this.</p><p></p><p><span style="color: darkviolet"><strong>Water Breathing</strong></span>: <em>1 action; V,S,M</em>. Again, one best left to more flexible casters. If you spend most of your time <strong>at sea</strong> this might be worth a look.</p><p></p><p><span style="color: darkviolet"><strong>Water Walk</strong></span>: <em>1 action; V,S,M</em>. Again, leave to other casters.</p><p></p><p><span style="color: #ff0000"><strong>Daylight</strong></span>: <em>1 action; V,S</em>. Torches are a thing.</p><p></p><p><strong><span style="color: #ff0000">Flame Arrows</span> (EEPC/XGTE)</strong>: <em>1 action; V,S; Concentration</em>. Eww. This is simply as bad as it gets. Use your known spell, 3rd-level spell slot and concentration on something, anything else. Preferably an upcast 8-hour <em>Hunter’s Mark</em> or a <em>Conjure Animals</em>.</p><p></p><p><em>Gloom Stalker:</em></p><p></p><p><span style="color: deepskyblue"><strong>Fear</strong></span>: <em>1 action; V,S,M; Concentration; WIS</em>. A top-flight AoE disabler and debuff. Frightened is a powerful condition, and as long as the enemy can see you they’re not getting another save to end this.</p><p></p><p><em>Horizon Walker:</em></p><p></p><p><span style="color: deepskyblue"><strong>Haste</strong></span>: <em>1 action; V,S,M; Concentration</em>. The spell that makes Horizon Walkers a real offensive threat starting at Lv. 9. Just make sure, ESPECIALLY if you’re melee, to have Resilient (CON) and/or War Caster by Lv. 8 so you’ll be ready to cast this and minimize your chances of losing concentration, because the consequences of doing so aren’t so fun.</p><p></p><p><em>Monster Slayer:</em></p><p></p><p><span style="color: darkviolet"><strong>Magic Circle</strong></span>: <em>1 minute; V,S,M; WIS</em>. Very situational and pretty underwhelming.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541969, member: 68748"] [B]Lv. 3 Spells (Ranger Lv. 9)[/B] [color=goldenrod][B]Conjure Animals[/B][/color]: [I]1 action; V,S; Concentration[/I]. Even after the Sage Advice ruling making it so the DM gets to choose which animals show up, this is far, far and away the best spell at this level for any Ranger. Without exception, it should be every Ranger’s pick once they get to 9th level. It’s a terrific spell with both endless utility and significant combat presence. [B]Conjure Barrage[/B]: [I]1 action; V,S,M; WIS[/I]. 3d8 (save for half) is a bit on the low side damage-wise, but the 60-foot cone is a decent area of effect. Archer Hunters will want to stick with Lightning Arrow, but this is probably the AoE of choice at this level for other Rangers. Unlike Lightning Arrow it doesn’t take your concentration, either. [B]Lightning Arrow[/B]: [I]1 bonus action; V,S; Concentration; WIS[/I]. 10’ radius isn’t necessarily the best, but Lightning Arrow’s advantage is that it’s used as part of your usual attack routines — it can even be used as the first shot of an Archer Hunter’s Volley to stack the AoE damage on top of the Volley’s damage. [B]Wind Wall[/B]: [I]1 action; V,S,M; Concentration; WIS[/I]. A decent defensive spell that's effective against hordes of Small or smaller enemies, who can’t pass through it. Also worthwhile against hordes of enemies who use ranged attacks short of boulders or siege engines. [COLOR=darkviolet][B]Nondetection[/B][/COLOR]: [I]1 action; V,S,M*[/I]. Good when the situation warrants, but said situation is too infrequent to spend a learn on this one. Leave this to a full caster. [COLOR=darkviolet][B]Plant Growth[/B][/COLOR]: [I]1 action/8 hours; V,S[/I]. Leave this one to Druids and Paladins of the Ancients. [COLOR=darkviolet][B]Protection from Energy[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Useful when it's warranted, but again, one best left to a caster with more flexibility. [COLOR=darkviolet][B]Speak with Plants[/B][/COLOR]: [I]1 action; V,S[/I]. Interesting, but pass on this. [COLOR=darkviolet][B]Water Breathing[/B][/COLOR]: [I]1 action; V,S,M[/I]. Again, one best left to more flexible casters. If you spend most of your time [B]at sea[/B] this might be worth a look. [COLOR=darkviolet][B]Water Walk[/B][/COLOR]: [I]1 action; V,S,M[/I]. Again, leave to other casters. [COLOR=#ff0000][B]Daylight[/B][/COLOR]: [I]1 action; V,S[/I]. Torches are a thing. [B][COLOR=#ff0000]Flame Arrows[/COLOR] (EEPC/XGTE)[/B]: [I]1 action; V,S; Concentration[/I]. Eww. This is simply as bad as it gets. Use your known spell, 3rd-level spell slot and concentration on something, anything else. Preferably an upcast 8-hour [I]Hunter’s Mark[/I] or a [I]Conjure Animals[/I]. [I]Gloom Stalker:[/I] [COLOR=deepskyblue][B]Fear[/B][/COLOR]: [I]1 action; V,S,M; Concentration; WIS[/I]. A top-flight AoE disabler and debuff. Frightened is a powerful condition, and as long as the enemy can see you they’re not getting another save to end this. [I]Horizon Walker:[/I] [COLOR=deepskyblue][B]Haste[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. The spell that makes Horizon Walkers a real offensive threat starting at Lv. 9. Just make sure, ESPECIALLY if you’re melee, to have Resilient (CON) and/or War Caster by Lv. 8 so you’ll be ready to cast this and minimize your chances of losing concentration, because the consequences of doing so aren’t so fun. [I]Monster Slayer:[/I] [COLOR=darkviolet][B]Magic Circle[/B][/COLOR]: [I]1 minute; V,S,M; WIS[/I]. Very situational and pretty underwhelming. [/QUOTE]
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