I know thread doesnt belong hear, but few read homebrew. Ranger overhaul

ScuroNotte

Explorer
I apologize to all who hate such posts placed here, but few comment in the homebrew section and I would love honest opinions on the modified class I present before you.

I would love an opinion on the changes on the core Ranger features. I used the template for the Paladin and modified the features with Ranger abilities that I felt were similar. Hopefully it did not result in some overpowered character.

I value the opinions of the people on the boards and any critique is much appreciated.

1st Expertise (Survival & Nature), Natural Explorer (2 terrains)
2nd Fighting Style, Spells
3rd Archetype
4th Score improvement
5th Extra Attack
6th Natural Explorer (2 terrains), Swift of Foot
7th Archetype
8th Score Improvement, Land's Stride
9th Evasion
10th Expertise (Stealth & 1 other 2 Ranger skill)
11th Archetype
12th Score Improvement
13th Wisdom (or Constitution) Proficiency
14th Vanish
15th Archetype
16th Score Improvement
17th Feral Senses
18th Ranger Recovery
19th Score Improvement
20th Foe Slayer
 
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Expertise (New)
At first level, gain expertise in Survival and Nature.
Gain expertise in Stealth and 1 other Ranger skill at 11th level.


Natural Explorer (Change)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check (excluding expertise skills) related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You choose an additional two favored terrain types at 6th level.
Additionally, learn a language spoken by a humanoid or creature that inhabits each selected terrain
 
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Fighting Style (Change)

GREAT WEAPON FIGHTING (Added)
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You are able to draw and stow both weapons. All attacks are part of the attack action.


Swift of Foot
At 6th level, your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Land’s Stride - No Change

Evasion
At 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Wisdom ( or Constitution) proficiency
At 13th level, you gain proficiency in Wisdom saving throws.
 
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Vanish (Change)
Starting at 14th level, you can use the Hide or Dash actions as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.


Feral Senses - No Change Except gained at 17th level
 
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Ranger’s Stamina (Added)
At 19th level, you time in harsh climates strengthen your constitution. When you use Ranger HD, you gain max amount of HP

Foe Slayer (Change)
At 20th level, once on each of your turns, you can add your Wisdom modifier to your attack or damage roll to an attack you make against ANY FOE.

Spells
As Paladin in number known (based on Wisdom modifier) and changed after long rest.
No Bonus spells gained
 
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Spells added
1st Protection from Evil/Good
3rd Dispel Magic, Elemental Weapon, Tongues
4th Dominate Beast

Spells Changed
5th Swift Quiver to Swift Attack – Use bonus action to make either 2 additional ranged or melee weapon attacks.

Add to Ranger Hunter Archetype

Horde Cleaver
At 11th level, your ability to combat hordes excels. When a melee attack reduces a creature to 0 hit points, any excess damage from that attack carries over to another creature within reach (5ft) if the original attack roll can hit it. If that creature is also reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or the damage carried over fails to hit the target or fails to reduce target to 0 hit points.
 
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This feature doesn’t reveal the creatures’ location or number. You know the general direction and approximate number.
? Think you forgot to delete something :P

I've never used Primeval Awareness and it seems mostly pointless to me. I would say that using it 3 or 4 times per short rest (probably while roving the countryside and ready to short rest whenever) means it's not really limited at all, but then, I'm not sure if that's even a problem.

Swift of Foot is a no-go. It's one of the benefits of the Mobile feat, verbatim. You can already get that benefit by taking the feat if you want it; give the class something cool of its own to use. Also, this and Horde Cleaver suffer the problem of clearly belonging to the Hunter archetype, yet being in the main class progression.

Well, speaking of Horde Cleaver. First, level 11 is where a ranger would get their third archetype feature. Paladins have different archetype progression, at level 15 and 20, but you have Foe Slayer as the capstone here and no fourth archetype feature. You'll need to juggle somethings around to get this to jibe. Second, re-using the original attack roll for the second target seems weird, it should almost always work. (If you're getting hammered by multiple enemies, in my experience, it's usually more than one of the same enemy.) I would reroll the attack or make the damage automatic, leaning toward reroll. Problem is that's very close to what the Great Weapon Master feat does, and certainly the same idea (cleave through one enemy and into another). I would try to think of a different feature here.

Fortunately, you already have a different feature ready to go. Notice that the upgrade to Expertise is considered a separate class feature for bards and rogues. I would list Expertise as a class feature twice and call it good.

For the proficiency in Wisdom saves, look at Diamond Soul: level 14, proficiency in EVERYTHING, plus spend a point to reroll a save. Paladins add Charisma to all saves for them and their friends at level 6. You can afford a much stronger feature here.

Ranger's Stamina is an interesting idea, but I don't fully understand how it works. Long rests let you regain hit dice too, can you recover those? And other non-spell class features that refresh on a long rest? If you just want it to recover more HP, I would give a bonus to hit-dice-based recovery. Maybe always take the maximum result on all HD rolls, add +1 or +2 to each die, regain some number of HD each time you short rest, etc.

Foe Slayer still seems lackluster, but meh, that's certainly not your fault.
 

I think it safe to say it is overpowered, yes.

No class receives more than 1 feature at any given level above 3rd.

This build has, roughly, 4 or so more features than it should or any other class does. I would take a couple of those secondary features and wrap them up into archetype features.

Also, re: the archetype features, as rangers are now, would include two features at 3rd, then 1 at 7th, 1 at 11th, and 1 at 15th. Following the Paladin's progression, they would be 2 archetype features at 3rd, 1 at 7th, 1 at 15th and 1 at 20th... Either way, there should be 4 places/levels that the archetype feature comes in, not 3.

So, from what I can tell, something like this seems more in line with what's in the PHB:
1st Expertise, Natural Explorer (Both of these are fine, I suppose, though Expertise at 1st level is, obviously, supposed to be the Rogue's "thing". I would push Expertise back a couple of levels and put something else useful here.)
2nd Fighting Style, Spells, Primeval Awareness There should only be 2 features here. I'm going to go with Fighting Style and Spell Use.
3rd Archetype (two features from your subclass)
4th Score improvement (as normal. Fine.)
5th Extra Attack (as normal. Fine.)
6th Natural Explorer, Swift of Foot As noted, this is a feat, and you should only have 1 feature here anyway. The improvement/addition to your Natural Explorer is your feature for this level.
7th Archetype (as normal. Fine.)
8th Score Improvement (as normal), Land's Stride Your Score Improvement is your "feature" for this level...and for 8th level for any and every other class. You [and no other character] don't get something else in addition to that. I concur Land's Stride seems like the kind of thing a Ranger should definitely have...you just can't have it at this level. I would be tempted, and this is only a suggestion, to throw this in at 5th and push their Extra Attack back a few levels. But, I suspect, that would not be something you (or many others) would appreciate.
9th Evasion Again, a rogue's thing but placed here, a couple of levels later than the rogue gets it, makes sense and doesn't "step on proverbial toes." I think this works fine.
10th Wisdom proficiency Is there some reason you want this instead of the 3rd favored terrain from Natural Explorer, like the ranger has now/is supposed to get?
11th Horde Cleaver, Expertise If you want to keep Expertise as a ranger feature, I would suggest using it here for the first time. Not as a "get extra skills to have expertise in." Horde Cleaver is a Hunter subclass feature...and while I agree that it serves well for a base class feature, again, as models of every single other class shows you, you have no precedent to receive 2 features here. Easy fix:
11th: Archetype This matches the existing ranger class structure. Then you can make Horde Cleaver the 11th level Archetype Feature for one subclass and Expertise the 11th level archetype feature for another subclass.
12th Score Improvement (as normal. Fine.)
13th
14th Feral Senses, Vanish (Pick one and, honestly, Feral Senses is too good to get this early.)
15th Archetype (as normal. Fine.)
16th Score Improvement (as normal. Fine.)
17th
18th Ranger Recovery This is interesting. I might even allow it to regain spell slots, as the magical recovery works (up to half the ranger's level worth of slots) It might even be too far back for as useful as it might be. I would further adjust it to allow you to regain your HD on the short rest as if it were a long rest...and then you can use those to replace your HP, but not "auto-full HP on a short rest." That's WAY out of hand/OP and immersion breaking.
19th Score Improvement (as normal. Fine.)
20th Foe Slayer (existing lackluster capstone. Fine.) Honestly, I'd be willing to ditch this and push the Feral Senses back here...suffering no disadavantage/preternatural senses to fight invisible foes is pretty cool/capstone sounding...Significantly more "I'm 20th LEVELLLL!!!" better than "+Wis mod. to damage," imho. meh.

In fact, after going through item by item, I am curious how you feel you modeled this after the paladin's progression? Other than spell slots ...which the ranger and paladin already share.

Bottom line, hey, if this is going to be fun for you and your DM is cool with it, have a blast. I think it is completely out of whack/imbalanced with existing class structure and I would not allow it. But...I'm not your DM. B-)
 

Swift of Foot is no different than Swashbuckler's Fancy Foot. The reason I added this feature was to aid the Ranger when moving through large groups.

Cleaver is not the same as Great Weapon Master feat. The feat gives a bonus attack. The feature allows the damage to roll over to adjacent target if the original attack would have hit it as well

Your take on Ranger's Stamina is much better than mine. Max from hit die used on short rest. Can't be used again until long rest
 

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