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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: 7541970" data-attributes="member: 68748"><p><strong>Lv. 4 Spells (Ranger Lv. 13)</strong></p><p></p><p><span style="color: deepskyblue"><strong>Freedom of Movement</strong></span>: <em>1 action; V,S,M</em>. Ignoring difficult terrain is good, automatic escapes from grapples is great, and immunity to paralyzed and restrained is bloody fantastic. A key defensive buff, moreso since it doesn't use Concentration.</p><p></p><p><span style="color: deepskyblue"><strong>Guardian of Nature</strong></span> <strong>(XGTE)</strong>: <em>1 bonus action; V; Concentration</em>. In one form or another, you get advantage on all your attacks for the fight, Great Tree for DEX (and WIS if that’s relevant) and Primal Beast for STR. Which is, of course, awesome. The Great Tree gets the added bonus of being easier to maintain concentration on with advantage on CON saves. It’s not as high priority for <span style="color: #0000ff"><strong>Gloom Stalkers</strong></span>, who get <em>Greater Invisibility</em>, but even for them it’s not a bad idea down the road.</p><p></p><p><strong>Conjure Woodland Beings</strong>: <em>1 action; V,S,M; Concentration</em>. Remember that Sage Advice dictates that the DM chooses which creatures show up. Which put the kibosh on the 8 Pixies cheese from early in the edition’s life cycle. None of the other possibilities are as effective in combat as what Conjure Animals offers, either. That said, a summon spell is still a summon spell and still has its uses.</p><p></p><p><strong>Stoneskin</strong>: <em>1 action; V,S,M*; Concentration</em>. The old classic gives resistance to all the typical weapon damage types from nonmagical weapons, which protects you from a lot of things even at high CRs. 100 gp cost per casting ain’t cheap, though.</p><p></p><p><span style="color: darkviolet"><strong>Grasping Vine</strong></span>: <em>1 bonus action; V,S; Concentration; WIS</em>. A fairly cool-sounding battlefield control spell, but one you don't really need.</p><p></p><p><span style="color: #ff0000"><strong>Locate Creature</strong></span>: <em>1 action; V,S,M; Concentration</em>. How about no.</p><p></p><p><em>Gloom Stalker:</em></p><p></p><p><span style="color: deepskyblue"><strong>Greater Invisibility</strong></span>: <em>1 action; V,S; Concentration</em>. Cast on yourself, click on Sharpshooter or Great Weapon Master, and laugh. Or cast on a Fighter with one of those feats, or any Rogue, and laugh even harder. Blindsight, truesight and tremorsense can thwart this spell, though, so Gloom Stalkers may still want to consider taking <em>Guardian of Nature</em> at some point to cover their bases on getting advantage.</p><p></p><p><em>Horizon Walker, Monster Slayer:</em></p><p></p><p><span style="color: #0000ff"><strong>Banishment</strong></span>: <em>1 action; V,S,M; Concentration; WIS</em>. Removing an enemy from the battlefield for a while is a strong ability. This spell’s all-or-nothing quality holds it back a little, but it tests the Charisma save, which many enemies won’t be good at.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541970, member: 68748"] [B]Lv. 4 Spells (Ranger Lv. 13)[/B] [COLOR=deepskyblue][B]Freedom of Movement[/B][/COLOR]: [I]1 action; V,S,M[/I]. Ignoring difficult terrain is good, automatic escapes from grapples is great, and immunity to paralyzed and restrained is bloody fantastic. A key defensive buff, moreso since it doesn't use Concentration. [COLOR=deepskyblue][B]Guardian of Nature[/B][/COLOR] [B](XGTE)[/B]: [I]1 bonus action; V; Concentration[/I]. In one form or another, you get advantage on all your attacks for the fight, Great Tree for DEX (and WIS if that’s relevant) and Primal Beast for STR. Which is, of course, awesome. The Great Tree gets the added bonus of being easier to maintain concentration on with advantage on CON saves. It’s not as high priority for [COLOR=#0000ff][B]Gloom Stalkers[/B][/COLOR], who get [I]Greater Invisibility[/I], but even for them it’s not a bad idea down the road. [B]Conjure Woodland Beings[/B]: [I]1 action; V,S,M; Concentration[/I]. Remember that Sage Advice dictates that the DM chooses which creatures show up. Which put the kibosh on the 8 Pixies cheese from early in the edition’s life cycle. None of the other possibilities are as effective in combat as what Conjure Animals offers, either. That said, a summon spell is still a summon spell and still has its uses. [B]Stoneskin[/B]: [I]1 action; V,S,M*; Concentration[/I]. The old classic gives resistance to all the typical weapon damage types from nonmagical weapons, which protects you from a lot of things even at high CRs. 100 gp cost per casting ain’t cheap, though. [COLOR=darkviolet][B]Grasping Vine[/B][/COLOR]: [I]1 bonus action; V,S; Concentration; WIS[/I]. A fairly cool-sounding battlefield control spell, but one you don't really need. [COLOR=#ff0000][B]Locate Creature[/B][/COLOR]: [I]1 action; V,S,M; Concentration[/I]. How about no. [I]Gloom Stalker:[/I] [COLOR=deepskyblue][B]Greater Invisibility[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Cast on yourself, click on Sharpshooter or Great Weapon Master, and laugh. Or cast on a Fighter with one of those feats, or any Rogue, and laugh even harder. Blindsight, truesight and tremorsense can thwart this spell, though, so Gloom Stalkers may still want to consider taking [I]Guardian of Nature[/I] at some point to cover their bases on getting advantage. [I]Horizon Walker, Monster Slayer:[/I] [COLOR=#0000ff][B]Banishment[/B][/COLOR]: [I]1 action; V,S,M; Concentration; WIS[/I]. Removing an enemy from the battlefield for a while is a strong ability. This spell’s all-or-nothing quality holds it back a little, but it tests the Charisma save, which many enemies won’t be good at. [/QUOTE]
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