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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: 7541971" data-attributes="member: 68748"><p><strong>Lv. 5 Spells (Ranger Lv. 17)</strong></p><p></p><p><span style="color: goldenrod"><strong>Conjure Volley</strong></span>: <em>1 action; V,S,M; WIS</em>. The Ranger's best anti-horde spell, and it's a good one. Damage is actually slightly above that of a <em>Fireball</em> upcast with a 5th-level slot, with twice the radius (which equals 4 times the area of effect). And it’s still half damage on save, too. No Ranger at this level, melee or ranged, should go without this spell; a melee Ranger should still keep a thrown weapon handy for this.</p><p></p><p><span style="color: #0000ff"><strong>Swift Quiver</strong></span>: <em>1 bonus action; V,S,M; Concentration</em>. Limitless ammunition while it's in effect, plus two extra ranged attacks every round as a bonus action. Unfortunately the concentration requirement means you can't have it running at the same time as <em>Hunter's Mark</em>, <em>Conjure Animals</em>, or <em>Guardian of Nature</em>, but with Sharpshooter and some source of advantage or other attack roll boost this will come out ahead of those spells.</p><p></p><p><strong><span style="color: #0000ff">Wrath of Nature</span> (XGTE)</strong>: <em>1 action; V,S; Concentration; WIS</em>. A fairly good battlefield control spell with a huge area (60-foot cube) if you have a caster-grade WIS. The Roots and Vines part, in particular, is a nice restraining effect on an enemy of any size, since they have to use both their action and an Athletics check to escape. The Rocks part can really hurt flyers in the cube.</p><p></p><p><span style="color: darkviolet"><strong>Commune with Nature</strong></span>: <em>1 minute; V,S</em>. The knowledge gained can be nice, but this is best left to Druids and Oath of Ancients Paladins, who have more flexibility.</p><p></p><p><span style="color: darkviolet"><strong>Tree Stride</strong></span>: <em>1 action; V,S; Concentration</em>. Can't deny the cool factor and the convenience at times, but your limited spell opportunities are best spent elsewhere.</p><p></p><p><strong><span style="color: #ff0000">Steel Wind Strike</span> (XGTE)</strong>: <em>1 action; S,M; WIS</em>. Yes, it looks cool, but that’s all it’s got going for it. By every practical measure, it is greatly outclassed by <em>Conjure Volley</em> in the same function.</p><p></p><p><em>Gloom Stalker:</em></p><p></p><p><span style="color: darkviolet"><strong>Seeming</strong></span>: <em>1 action; V,S; WIS</em>. Mass <em>Disguise Self</em>, basically. Pretty disappointing for Lv. 17.</p><p></p><p><em>Horizon Walker:</em></p><p></p><p><strong>Teleportation Circle</strong>: <em>1 minute; V,M*</em>. Can be pretty handy for exploration purposes. You can even make your own permanent circle after a year.</p><p></p><p><em>Monster Slayer:</em></p><p></p><p><strong>Hold Monster</strong>: <em>1 action; V,S,M; Concentration, WIS</em>. Paralysis is an awesome effect. This spell however is held back from greatness by (a) its all-or-nothing quality in regards to saving against it, (b) allowing the enemy a save every round, and (c ) the fact that at Lv. 17, you’re facing a lot of enemies with Legendary Resistance.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7541971, member: 68748"] [B]Lv. 5 Spells (Ranger Lv. 17)[/B] [COLOR=goldenrod][B]Conjure Volley[/B][/COLOR]: [I]1 action; V,S,M; WIS[/I]. The Ranger's best anti-horde spell, and it's a good one. Damage is actually slightly above that of a [I]Fireball[/I] upcast with a 5th-level slot, with twice the radius (which equals 4 times the area of effect). And it’s still half damage on save, too. No Ranger at this level, melee or ranged, should go without this spell; a melee Ranger should still keep a thrown weapon handy for this. [COLOR=#0000ff][B]Swift Quiver[/B][/COLOR]: [I]1 bonus action; V,S,M; Concentration[/I]. Limitless ammunition while it's in effect, plus two extra ranged attacks every round as a bonus action. Unfortunately the concentration requirement means you can't have it running at the same time as [I]Hunter's Mark[/I], [I]Conjure Animals[/I], or [I]Guardian of Nature[/I], but with Sharpshooter and some source of advantage or other attack roll boost this will come out ahead of those spells. [B][COLOR=#0000ff]Wrath of Nature[/COLOR] (XGTE)[/B]: [I]1 action; V,S; Concentration; WIS[/I]. A fairly good battlefield control spell with a huge area (60-foot cube) if you have a caster-grade WIS. The Roots and Vines part, in particular, is a nice restraining effect on an enemy of any size, since they have to use both their action and an Athletics check to escape. The Rocks part can really hurt flyers in the cube. [COLOR=darkviolet][B]Commune with Nature[/B][/COLOR]: [I]1 minute; V,S[/I]. The knowledge gained can be nice, but this is best left to Druids and Oath of Ancients Paladins, who have more flexibility. [COLOR=darkviolet][B]Tree Stride[/B][/COLOR]: [I]1 action; V,S; Concentration[/I]. Can't deny the cool factor and the convenience at times, but your limited spell opportunities are best spent elsewhere. [B][COLOR=#ff0000]Steel Wind Strike[/COLOR] (XGTE)[/B]: [I]1 action; S,M; WIS[/I]. Yes, it looks cool, but that’s all it’s got going for it. By every practical measure, it is greatly outclassed by [I]Conjure Volley[/I] in the same function. [I]Gloom Stalker:[/I] [COLOR=darkviolet][B]Seeming[/B][/COLOR]: [I]1 action; V,S; WIS[/I]. Mass [I]Disguise Self[/I], basically. Pretty disappointing for Lv. 17. [I]Horizon Walker:[/I] [B]Teleportation Circle[/B]: [I]1 minute; V,M*[/I]. Can be pretty handy for exploration purposes. You can even make your own permanent circle after a year. [I]Monster Slayer:[/I] [B]Hold Monster[/B]: [I]1 action; V,S,M; Concentration, WIS[/I]. Paralysis is an awesome effect. This spell however is held back from greatness by (a) its all-or-nothing quality in regards to saving against it, (b) allowing the enemy a save every round, and (c ) the fact that at Lv. 17, you’re facing a lot of enemies with Legendary Resistance. [/QUOTE]
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