D&D (2024) How to simply fix Ranger in 2024.

or rework Favored foe's bonus HM to smite like ability.
Once on your turn you can spend a usage of HM to deal extra +2d8 Acid, Cold, Fire, Lightning, Poison or Thunder damage when you hit a target with weapon or unarmed attack.

13th level: +3d6 damage
17th level: you have advantage on attack vs damaged target until the end of your next turn.
20th level: +1d6 damage on every attack.
This has actually been a consideration of mine. Change "favored enemy" to a mark that gives you advantage on Search and Study checks against it, and then have "Hunter's Shot" spells for neat attacks.

I crunched the numbers, and this ended up feeling balanced against smite:

Hunter's Shot
Once per turn, when you make an attack against your favored enemy, you can expend a spell slot to make a Hunter's Shot. Your next attack roll against the target is made with advantage, and if it hits it deals an additional +1d6 force damage, +1d6 per level of the spell slot expended.

Divine Smite is +2d8 (9) damage, no chance of missing since you declare after you hit.
Hunter's shot off a longbow attack (75% chance to hit with the archery fighting style), is:
Base Longbow: 1d8+3, 75% hit (5% crit), average damage 5.85
with Hunter's Shot: 1d8+2d6+3, 93.75% hit with advantage (9.75% crit), average damage 14.715 (gain of 8.865)
 

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Okay, here are my two simple fixes for the Ranger. Thoughts?

First: The castings of Hunter's Mark that do not expend a spell slot each day also do not trigger the "Another Concentration Effect" part of the Concentration rule (p. 363). In other words, for those castings, you can still cast and concentrate on one other concentration spell at the same time. If you take damage and lose concentration, Hunter's Mark is lost (at least until you reach 13th level and get the relentless hunter feature), along with the second spell if any. I think that solves the most annoying issue with the class (that a key feature creates too much disincentive to learn or use other concentration spells that are supposed to be available to the class and otherwise fit well thematically) without breaking other features (such as Relentless Hunter).

Second fix: Must do something with Foe Slayer, which is ridiculously weak compared to other classes level 20 features (and especially Barbarians, Fighters and Paladins). Simple fix is a second Extra Attack (so three attacks with the Attack action instead of two) like Fighter level 11. Alternatively, maybe a "Nature's Warrior" power as a bonus action once per day similar to Elder Champion for Oath of Glory Paladins (but where using the feature gives you the effects of Longstrider, Jump, Aid and Stoneskin for the duration).
 



So, which feature sucks less? Favored Foe (the 2014 version or the 2024 version) or Hunter's Mark (the 2014 version)?

The way I generally play a Ranger Favored Foe is more useful than Hunter's Mark. Part of this though is both the action economy and resource cost.

Comparing the two and their application RAW:
1. Hunter's Mark is not typically a spell I would get on a Ranger. I would pick a better spell. Favored Foe is something I would typically get on a 2014 post-Tasha Ranger. Even though it is weak it is generally better than 2014 Favored Enemy, which is what I was giving up to get it. If I had to give up a 1st level spell I would not get FF either. If comparing to the 2024 rules these are the same as HM is always prepared so you are not giving up a spell preparation.

2. Hunter's Mark uses a spell slot to cast (2014). FF used a free use. If comparing to the 2024 HM rules these are the same.

3. Action Economy: This heavily favors FF (excuse the pun). No bonus action to cast.

4. Damage: I will call this a wash as it is situational and specific to both the PC and the enemies. FF allows for spamming multiple enemies, has higher peak damage at high level. HM has better sustained damage over time, especially at low level but uses up bonus actions which can lower overall damage.

I am playing a 2024 Fey Wanderer 3/Monk 1 right now and it is rare that Hunter's Mark is a good damage boost. Even if I am attacking, I am going to go with Hand Axe/Nick-dagger and then an unarmed strike. Using HM instead of the unarmed strike is going to be the same damage on the round you use it even if both attacks go to the same enemy and if you hit them most enemies are not going to be around the next round to use it again, meaning you lose it again to move it. So I am finding it difficult to really use HM effectively and even when I am concentrating on it, it often is not even on an enemy. Mostly I am using HM when I start the fight with ranged attacks and when I am in melee I usually don't even use it even if I am still concentrating on it. The old Favored Foe would be a lot easier/better.
 
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