D&D (2024) [HOMEBREW] Ranger Ideas +

I think the main problem is bonus action hunters mark.

Maybe bonus action to cast it reaction to move it. Mixed in with any of your ideas.
Bonus action to cast it, class ability lets you cast it as part of the Attack action or as part of a Search or Study action when investigating their tracks or active perceptioning the creature.

It's late, I can't word.
 

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Are the ideas for a specific table or for public publish content?

Because this is typically where the entire problem that Ranger has resulted in. For Rangers some things are tolerated at some tables and abhorrent at others.

The 2024 ranger is the LCD version of the class in the 5e framework.
 

Lately I've been wondering if the easiest fix is just to have Hunter's Mark do more damage when cast at a higher level. The ranger would maintain the free castings at level 1 but if one really wanted to capitalize on Hunter's Mark they could always just cast at a higher level and do more damage, like an extra d6 as a third level spell and then another d6 as a fifth level spell.. That keeps it relevant throughout a campaign
Bestow Curse is 3rd level for 1d8, but it lasts only a minute, has no rider (if you choose the damage option), but the damage applies to whenever you deal damage with an attack or spell so conceivably it could proc more if you're creative. Conjure Minor Elementals is 4th level for 2d8 and lasts 10 minutes, but it adds damage to all your attacks against any creature. Then it scales by 1d8 per level. Conceivably you could back track that in some way, but it makes level 1 for 1d6 feel too powerful? All while we have Divine Favor for 1d4 with no concentration.

Its probably fair to say a 1st level spells upcast in a 4th level slot should be worse than a 4th level spell, but maybe not? Preparation doesn't care about spell level, so they're competing for the same resources.

The trouble is that a TWFing ranger starts with 2 attacks and can have 4 at level 5 with one simple trick (a feat) when they can spare their bonus action for Dual Wielder, or 3 without their bonus action. Beastmaster can finagle more procs of HM at 11th level, while Warlock gets 4 Eldritch Blasts for showing up (even if they multiclass).

That's why I've been running myself ragged advocating for all damage riders to be 1/round, and I'm seeing echos of the designers original intent to use bonus actions to restrict class abilities.

Makes me wonder if concentration was too one size fits all. BG3 introduced the concept of an "Elixers slot", where Elixers are potions that last the full day but you can't stack them. Maybe we could have 1 self buff, and have concentration be saved for when you cast something on someone else or you're maintaining a zone area of effect; I don't even think spells that have a save to end them each round should have concentration, since that's multiple chances each round to end them my players often don't take them.
 

Ideally as close as possible.

That’s one of my suggestions, too. Give HM a trade-off to shorten duration but lose concentration, or add a rider effect to HM for every subclass, but that is more work.

Unless someone stated that as their goal who I have blocked, I don’t think anyone has done so.

Please stop crapping a + thread.
I love the concept of adding a rider for every subclass, but it that does require a lot of work and a lot of player buy in (I have a list of 10 generic and I think archetypal ranger subclasses I'm working on, mostly because of my distaste for hyperspecific subclasses and compound words). But my players are used to me homebrewing stuff, I've been doing it since 2001.
 

Why on earth make it a separate spell?

It’s just, “[name of feature]. When you cast Hunter’s Mark, [description of additional effect that leans into the subclass].”

Maybe BM simply buffs the companion while HM is active, while Hunter gets an expanded crit range, Fey Wanderer gets a charm effect or a teleport, Gloom Stalker turns invisible or something spookie like a fear aura, whatever.

But other ideas are much simpler.
Beast Master: if you do not command your beast to use an action, it can use its action to attack the target of your Hunter's Mark on its own.

Hunter: you know the resistances, immunities, and vulnerabilities of creatures affected by your Hunter's Mark, and you score critical hits on rolls of 19 or 20 against them.

Gloom Stalker: something something stealth?

Fey Wanderer: you can use your bonus action to teleport up to 30 ft directly toward a target of your Hunter's Mark?

Idk, brainstorming.
 


You gain the Invisible condition toward the target of your Hunter's Mark? They'll never see you coming.
Oooh! As long as the table knows how to run stealth (invisible doesn't mean hidden) that could be really cool and really flavorful! Could also replace the dark vision invisibility thing that I get so frustrated adjucating at the table.
 

Oooh! As long as the table knows how to run stealth (invisible doesn't mean hidden) that could be really cool and really flavorful! Could also replace the dark vision invisibility thing that I get so frustrated adjucating at the table.
I know what you mean. I am currently playing a 2014 Bugbear Gloom Stalker Ranger/Scout Rogue, and I never seem to have a good opportunity to really use that subclass feature.

The Level Up Tenebrous Stalker Ranger has a feature that would be really useful for the Gloom Stalker Ranger. Embrace the Dark.

Embrace the Dark​

Beginning at 7th level, you can enshroud yourself in darkness. As an action, you can activate your shroud of darkness. Your shroud remains active for 1 hour, until you fall unconscious , or until you use a bonus action to deactivate it. While your shroud is active, light within 30 feet decreases from bright light to dim light , from dim light to darkness , or from darkness to magical darkness. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
 

@doctorbadwolf , sorry for spamming, but I just dusted off my last full ranger rewrite attempt, thought I'd share it with you, see if you like any of it. I feel like it balances against the Rogue if you assume an Arcane Trickster rogue gets as much oomph from its subclass abilities and spells as a ranger gets from its subclass abilities and spells, but that probably isn't the case. It feels balanced against the Paladin to me, but I haven't gone too deep with white room analysis (doing that today actually). I've changed a few features, and I have notes explaining my thoughts.

XEVIAT’S EXPANDED RANGER

LEVEL 1: SPELLCASTING
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

I personally use ½ Ranger Level + Wisdom modifier at my table still. I like encouraging Wisdom. I also use a more simplified "Known" vs "Prepared" terminology that saves so many words.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Minor change, but letting them change daily really helps a Ranger be able to prepare spells to assist any changes in terrain or threats so they can do their party role. I do this for paladins too.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells. For 10 gp, you can inscribe runes and attach totems to a bow or wooden haft or handle and use that weapon as a Spellcasting Focus as well.

I feel that gishes shouldn't have to hand juggle so much.

LEVEL 1: FAVORED ENEMY
You learn how to effectively read and track your prey. As a bonus action, you can choose a creature you can see within 90 feet and mark it as your favored enemy. For the next hour, you gain the following benefits:

  • Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain ranger levels, as shown in the Favored Enemy column of the ranger table.
  • Add your Favored Enemy die to any Intelligence, Wisdom (Perception), or Wisdom (Survival) check you make to Search or Study it.
  • The target is considered “familiar” to you for the purposes of spells, like Locate Creature.

You can have a number of creatures marked as your Favored Enemy equal to your Wisdom modifier. If you mark another creature when you have already reached your maximum, you choose which creature loses the mark (no action). You can also end the effect on a creature you have marked without an action. The effect ends if the creature is on a different plane than you.

Your Favored Enemy die changes as you gain levels, as seen in the Favored Enemy column of the Ranger class table. At level 5 it is 1d6, at level 9 it is 1d8, at level 13 it is 1d10, and at level 17 it is 1d12.

Additiinally, at level 9, a creature remains marked as your Favored Enemy for up to 8 hours. At level 17, it remains marked for up to 24 hours. (Considering having it scale 1 minute/level, 1 hour/level, 1 day/level, 1/month level, permanent, but that's just the old school in me.)

Hunter's Mark and Hex are removed as spells and made into class abilities. I will be adding more Shot and Strike spells for the ranger so they can utilize their spell slots for damage like smite. This does put their damage ahead of the Paladin, but Paladins have Lay on Hands, so the trade off between offense and defense seems fine to me. Changing the damage to being scaling but 1/round avoids balance issues.

LEVEL 1: WEAPON MASTERY
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

LEVEL 2: DEFT EXPLORER
You are skilled at navigating and surviving the untamed wilds. You gain the following benefits:
  • You ignore difficult terrain.
  • You have advantage on saving throws against environmental hazards and effects.
  • You can take the Dash, Hide, Search, or Study actions as a Bonus Action.

Additionally, when traveling for an hour or more, you gain the following benefits:
Difficult terrain doesn’t slow your group, provided they can see and hear you.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
You can move stealthily at a normal pace. If you are leading a group, you can grant this benefit to a number of creatures equal to your Wisdom modifier.

Big change here, brought back 5.14 a little, and added some defense and utility to help compare with Rogue. Having to wait till level 14 to be great at stealth feels weird. But it importantly doesn't remove wilderness challenges, it just helps. The “familiar to you” addition opens up fun spell usage.

LEVEL 2: EXPERTISE
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Separated this from Natural Explorer. Bards get expertise and jack of all trades, seems fine to me.

LEVEL 2: FIGHTING STYLE
You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below:
  • Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Wait a minute! I just noticed that druidic warrior is weaker than Magic Adept: Druid for no reason I can see. Now I really might do the level 5 feature.

LEVEL 3: RANGER SUBCLASS (Conclave, I like all the subclasses having their own categorical name)
You gain a Ranger subclass of your choice. Your subclass represents the kinds of creatures you have specialized to track and fight, or the kinds of places that you range. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level or lower.

All ranger subclasses will have bonus spells to compare with paladins.

LEVEL 3: PRIMEVAL AWARENESS
Not finalized, originally I was playing with getting a different 1-5 bonus spells based on the terrain you're in, so rangers always have the utility spells they're going to need, but my drafts were taking up way too much page space. Paladin's Divine Sense got moved under Channel Divinity uses and their channel Divinity is their main level 3 subclass features so rangers probably don't need anything here. But I really like the buffy the vampire slayer feeling when your foes are near angle.

LEVEL 4: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

LEVEL 5: EXTRA ATTACK
You can attack twice instead of once whenever you take the Attack action on your turn.

Was tempted to add “if you selected Druidic Warrior instead of a fighting style, when you take the attack action you may forgo one attack to cast a cantrip”, but I'm not sure. I've never seen anyone take Druidic Warrior and I want to encourage it.

LEVEL 5: RELENTLESS HUNTER
You are able to mark a target as your Favored Enemy part of an Attack action against it. You may also mark it as part of a Search or Study action while examining the creature, it's tracks, or one of its possessions, even if the creature is out of range. You must make a successful Wisdom (Perception), Wisdom (Survival), or an Intelligence (Arcana, History, Investigation, Nature, or Religion, depending on creature type) check, DC 10 + 1 per hour since creature made the tracks or touched the object to use this feature.

Kept the name, moved it earlier. This helps manage the Favored Enemy mark while also adding tracking utility and a cool bloodhound vibe. Also makes it so you can keep reapplying the mark if you're tracking someone for long distances.

LEVEL 6: ROVING
Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

LEVEL 9: EXPERTISE
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

LEVEL 10: TIRELESS
Primal forces now help fuel you on your journeys, granting you the following benefits:
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Ranger level plus Wisdom modifier. You regain use of this feature after you finish a Short or Long rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Slight change to the temporary hit points function, having it be 1/rest but increasing the amount. It's comparable to Lay on hands, as the Paladin is getting Radiant Strikes around here, which changes the balance of offense vs defense. Not a necessary change, and could go back on it if it proves to be too much.

LEVEL 13: PRECISE HUNTER
You have Advantage on attack rolls against the creature currently marked as your Favored Enemy. If you otherwise would have had advantage to attacks against it, you instead add your Wisdom Modifier to any weapon damage rolls against it. Additionally, creatures marked as your Favored Enemy suffer disadvantage on saving throws against your abilities.

Moved this earlier and added to it. Rogues have had Steady Aim since 3rd level. My own games have an Aim standard action as a self help, and I've been giving it a an option for Cunning Action for years. This helps the Ranger keep up with baseline Rogue damage expectations, and gives a use for Wisdom and makes it so you are encouraged to still seek advantage.

LEVEL 14: NATURE’S PROTECTION
You invoke spirits of nature to magically protect you against its threats. You have advantage on saving throws against the abilities of Beasts, Elementals, Fey, Oozes, and Plants.

You also gain Resistance against one damage type, chosen from Acid, Cold, Fire, Lightning, Poison, or Thunder. Whenever you finish a Short or Long rest, you can change the damage type to another on the list.

I know I just added a level 2 feature for hide as a bonus action and said rangers shouldn't have to wait for stealth, but rangers don't all get stealth proficiency so Nature's Veil and the earlier Chamo and other abilities felt like potential wastes if you're not trained in stealth. I'm adding Vanish as a spell ala the 3E Swift spells where it was switched to minor action and 1 round, not sure if it should be 3rd or 2nd level. Also, Rogues and Paladins and others get defensive boosts, why not Ranger?

LEVEL 18: FERAL SENSES
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

LEVEL 19: EPIC BOON
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.

LEVEL 20: FOE SLAYER
When you attack a creature marked as your Favored Enemy with advantage, if both attack rolls would hit the target, your attack becomes a Critical Hit instead.

Additionally, creatures marked as your Favored Enemy remain marked permanently, until you choose to end the effect.

I crunched the numbers on this and it's comparable to fighter 4th attack and Barbarian +4 Str. It's also a unique mechanic, and it boosts Crits, and I love it. Also, Epic Ranger can track someone for years.

RANGER SUBCLASSES
Ranger subclasses are themed around the kinds of creatures they hunt, or the kinds of places they range. Originally I was trying to move the favored enemy concept into the subclasses, but then found that synonyms for Ranger and Hunter helped me latch onto broad concepts without everything having to be X Hunter or X Slayer. Single nouns (Beastmaster movie was one word, it's always been one word to me, ignore that it's a compound word) help keep things archetypical and not hyperspecific.
  • Beastmaster: Bonds with animals, protects people from beasts and protects beasts from people. Built around animal companion, but easier to direct and use like paladins can with their divine steed.
  • Dragoon: Dragon riders and dragon slayers. Yes, real world dragoons were french cavalry named for their guns, dragons, but shhhh.
  • Hunter: Bounty Hunters, big game hunters, monster hunters (like the game “Monster Hunter”). The more generic subclass.
  • Keeper: Protects people and nature against the unnatural alien aberrant beings from the far realm. Struggled with a name but I like Keeper as it has multiple connotations: keeper of forbidden knowledge, keeps us safe. Bit of a psionic theme.
  • Planeswalker: Ranges on the outer and inner planes, adept at dealing with varied magical environmental threats as well as elementals and outsiders. Little elemental theme, likely summoning focused.
  • Predator: Kills for fun, draws on the power of nature's predators, takes trophies. Bit of a barbarian+druid theme, using aspects of beasts rather than wild shape. Antithesis with the Hunter, bit of an evil theme.
  • Slayer: Monster slayers, adept at dealing with monstrous humanoids like lycanthropes, vampires, corporeal undead, and the like. But of a divine theme, think Van Helsing and the like, but with the ranger's nature theming.
  • Stalker: Ranges in the Shadowfell and underdark, stealth focused. Basically the gloom stalker, but one word.
  • Wanderer: Ranges in the Feywild and magical wilderness, adept at dealing with fey and other magical creatures. Basically fey wanderer. Teleportation and trickery focused.
  • Warden: Ranges in the material world, adept at dealing with natural threats and hazards. Bit more druidic magic focused.

What do you think?
 
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