Quickleaf
Legend
I just finished a rough draft of a ranger class for D&D Next, and I'd like to get your feedback on it. This is for levels 1 to 10, so obviously there's some speculation about attack, save DC, hit die progression, etc. I did compare to the numbers of other classes, but I designed it more by *feel* than by math.
Why did I go to the trouble?
I've got a large group of players who can only meet intermittently, and who like a lot of classes to choose from. Specifically, the game we're trying to start is "All Stars D&D" where they take their favorite character, re-make them as a 5e character (we've yet to decide what level, probably 10th), figure out how they might know each other, and then we go from there. One of the players' favorite PC was a ranger, hence the homebrew.
Design goals
Besides making a balanced 5e class, I had a few goals for the ranger...
* Allow for spellcasting and non-spellcasting rangers in the same class thru the "Nature's Boon" feature which lets the player choose from a leveling animal companion, an improving hunter's quarry type feature, or limited spellcasting.
* Allow for several different fighting styles with simple design. The fighting styles are beast, bow, melee, and skirmisher.
* Adapt the 4e Essentials' "wilderness knacks" from Heroes of the Forgotten Kingdoms to 5e.
* Incorporate a new "scouting" feature to emphasize the ranger's excellence in exploration.
* Begin compiling a ranger spell list. I've just begun this and haven't designed any new spells yet.
* Borrowed David Guyll's "Hunter" background, homebrewed over here: D&D Next: Homebrew Compilation 1 | Points of Light
* Inspired by a couple posts....
It's attached as a PDF below. Looking forward to your feedback!

Why did I go to the trouble?
I've got a large group of players who can only meet intermittently, and who like a lot of classes to choose from. Specifically, the game we're trying to start is "All Stars D&D" where they take their favorite character, re-make them as a 5e character (we've yet to decide what level, probably 10th), figure out how they might know each other, and then we go from there. One of the players' favorite PC was a ranger, hence the homebrew.
Design goals
Besides making a balanced 5e class, I had a few goals for the ranger...
* Allow for spellcasting and non-spellcasting rangers in the same class thru the "Nature's Boon" feature which lets the player choose from a leveling animal companion, an improving hunter's quarry type feature, or limited spellcasting.
* Allow for several different fighting styles with simple design. The fighting styles are beast, bow, melee, and skirmisher.
* Adapt the 4e Essentials' "wilderness knacks" from Heroes of the Forgotten Kingdoms to 5e.
* Incorporate a new "scouting" feature to emphasize the ranger's excellence in exploration.
* Begin compiling a ranger spell list. I've just begun this and haven't designed any new spells yet.
* Borrowed David Guyll's "Hunter" background, homebrewed over here: D&D Next: Homebrew Compilation 1 | Points of Light
* Inspired by a couple posts....
Lanefan said:Ranger: defining traits are:
1. tracking, herblore, woodscraft
2. toughness - main stat should be Con.
3. relatively simple fighting techniques (i.e. no 2-weapon tripe or fancy-pants maneuvers) but very good at these basics
4. hunter's weapons only to start with - spear, bow, axe, simple sword
steeldragons said:Ranger
Defining Trait: Tracking.
Whether they have a wolf or panther or not, are really good at killing goblins vs. giants or surviving/moving through mountains vs. forests, whether they know some "survivalist magic" or not, the Ranger can track. They can find the signs and notice the details that others (even other trackers or woodsmen or hunters) will miss. They WILL find you.
-Favored Enemy gets wrapped up/written into Favored Terrain and get built into the class. Special movement (either a bonus or just not being penalized for difficult terrain), stealth/hiding bonuses in that terrain, attack bonus in that terrain against any foe?
-Stealth (anywhere), herbal/natural/mundane healing, and animal/plant/local regional lore should all be built into the class.
-Magic Use, either druidic or arcane AND Animal companions should be achievable options/optional builds through specialties. NOT written into the default of the class. Fighting styles (the whole "archer v. dual-wielder" stuff) should be easily achievable through options, NOT built in to the class.
It's attached as a PDF below. Looking forward to your feedback!

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