Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
improving the ranger
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="evilbob" data-source="post: 6559938" data-attributes="member: 9789"><p>Looking at a 5.0 ranger, they seem to have very little party synergy at upper levels. They also seem to lack a clear role. A dex-based fighter can out-damage them and cover several of their skills; a rogue can out-damage them and cover pretty much any of their skills and then some; a druid is just about strictly better in every way and is also a druid; other casters bring more utility; etc. They definitely do alright at lower levels - at level 5 they could potentially get 3-4 attacks in one round and add a d6 in damage to each one - but past the midpoint they start to dwindle, and by upper levels the general consensus seems to be that multiclassing a ranger is a better option than staying one. (Not a good thing.) Part of the issue comes from the fact that their spells are straight-up <em>awful</em> - but really because all their good ones (except conjure barrage and conjure volley) are concentration. Even weird ones that are a bonus action and only affect your next attack are concentration for some reason - making them conflict directly with all your other useful spells. Ideally they would lose out in martial strength a bit but make that back with a good spell selection, but this isn't the case. And if they can't do either, ideally they would do something no other class can do - but this is REALLY not the case. Even in an exploration-heavy, wilderness-centered campaign there isn't a good reason to bring a ranger if you could bring a druid instead, or have a cleric, or have a rogue. These three classes can pretty much cover anything a ranger can do, PLUS do all the things they are already good at. And I've gotten this far without even mentioning the sad, sad Beastmaster subclass which is easily the weakest one in the PHB, or their pathetic capstone ability which is also the weakest one in the PHB by about a mile.</p><p></p><p>Personally I think the whole class needs re-tooling, but short of that I have a few ideas for a few fixes that will hopefully make the ranger more unique and give them more ability to be useful especially at higher levels. While they don't necessarily need more damage, I've also tried to make the Favored Enemy feature a bit more meaningful, as right now it's also useless. See what you think; I've included rationales behind each improvement. Comments welcome!</p><p></p><p>Ranger Class Improvements</p><p></p><p><strong>Level 1, Foe Slayer</strong>: At 1st level, you can add your Wisdom modifier to the attack roll or damage roll of an attack you make against one of your favored enemies. You can use this feature again after a short or a long rest. At 10th level, you can use this feature a number of times equal to your Wisdom modifier (minimum once) per short or long rest, but never more than once per turn. At 20th level, you can use this feature once on each of your turns, and you may apply half the bonus rounded down to any non-favored enemy.</p><p></p><p><em>This gives a bit of purpose to your favored enemy selections other than rangers simply being amazing linguists, increases your damage a bit at the midpoint at least against creatures you should be doing well against, and makes the capstone feature not completely worthless. It's still not even half as good as the barbarian's, but at least it's something. (Note that allowing rangers to add Wis mod to BOTH attack and damage is still not as good as the barbarian's capstone since you can only do it once per turn. I had thought of making it apply to both, but I wasn't sure - what do people think?)</em></p><p></p><p><strong>Level 2, Spellcasting</strong> (in addition to the current feature): You gain the Druidcraft cantrip. You also gain the spell Hunter's Mark, which does not count against your spells known. When you reach level 13, you no longer need to concentrate to maintain Hunter's Mark, and it always lasts the full duration.</p><p></p><p><em>This gives them a bit more spellcasting flavor with the cantrip and extra spell known, and lets players know that this is a good spell they should probably be using. Even at higher levels it still only adds a d6 to damage, but releasing the concentration requirement allows rangers to combo it with all their other spells. Note that rogues add 7d6 sneak attack damage by level 13 - an extra d6 on every attack for the cost of a spell seems extremely light. I almost want to make the concentration go away earlier, but they don't really need much help with damage earlier.</em></p><p></p><p><strong>Level 3, Primeval Awareness</strong>: This feature does not use a spell slot, but you can only use this feature once per long rest. It also works on any of your favored enemies, in addition to the types listed, and reveals each type of enemy detected. At level 5, you can use this feature for 2 minutes and it can be used again after a short or long rest. At level 9, you can use this feature for 3 minutes and it can be used a number of times equal to your Wisdom modifier (minimum once) per short or long rest. At level 13, you can use this feature for 4 minutes and it also reveals the rough direction (relative to you) and an approximate number of any creatures detected (one, a few, several, etc.). At level 17 it lasts for five minutes and you know the exact number and location of any creatures detected.</p><p></p><p><em>Now we get to the most interesting change, where the worst class feature in the PHB becomes a moderately good one, and a relatively great one at high levels. This gives the ranger something actually unique that they can do, builds off both the favored enemy and favored terrain, and gives them something useful they can do that you would expect a ranger to be able to do.</em></p></blockquote><p></p>
[QUOTE="evilbob, post: 6559938, member: 9789"] Looking at a 5.0 ranger, they seem to have very little party synergy at upper levels. They also seem to lack a clear role. A dex-based fighter can out-damage them and cover several of their skills; a rogue can out-damage them and cover pretty much any of their skills and then some; a druid is just about strictly better in every way and is also a druid; other casters bring more utility; etc. They definitely do alright at lower levels - at level 5 they could potentially get 3-4 attacks in one round and add a d6 in damage to each one - but past the midpoint they start to dwindle, and by upper levels the general consensus seems to be that multiclassing a ranger is a better option than staying one. (Not a good thing.) Part of the issue comes from the fact that their spells are straight-up [I]awful[/I] - but really because all their good ones (except conjure barrage and conjure volley) are concentration. Even weird ones that are a bonus action and only affect your next attack are concentration for some reason - making them conflict directly with all your other useful spells. Ideally they would lose out in martial strength a bit but make that back with a good spell selection, but this isn't the case. And if they can't do either, ideally they would do something no other class can do - but this is REALLY not the case. Even in an exploration-heavy, wilderness-centered campaign there isn't a good reason to bring a ranger if you could bring a druid instead, or have a cleric, or have a rogue. These three classes can pretty much cover anything a ranger can do, PLUS do all the things they are already good at. And I've gotten this far without even mentioning the sad, sad Beastmaster subclass which is easily the weakest one in the PHB, or their pathetic capstone ability which is also the weakest one in the PHB by about a mile. Personally I think the whole class needs re-tooling, but short of that I have a few ideas for a few fixes that will hopefully make the ranger more unique and give them more ability to be useful especially at higher levels. While they don't necessarily need more damage, I've also tried to make the Favored Enemy feature a bit more meaningful, as right now it's also useless. See what you think; I've included rationales behind each improvement. Comments welcome! Ranger Class Improvements [B]Level 1, Foe Slayer[/B]: At 1st level, you can add your Wisdom modifier to the attack roll or damage roll of an attack you make against one of your favored enemies. You can use this feature again after a short or a long rest. At 10th level, you can use this feature a number of times equal to your Wisdom modifier (minimum once) per short or long rest, but never more than once per turn. At 20th level, you can use this feature once on each of your turns, and you may apply half the bonus rounded down to any non-favored enemy. [I]This gives a bit of purpose to your favored enemy selections other than rangers simply being amazing linguists, increases your damage a bit at the midpoint at least against creatures you should be doing well against, and makes the capstone feature not completely worthless. It's still not even half as good as the barbarian's, but at least it's something. (Note that allowing rangers to add Wis mod to BOTH attack and damage is still not as good as the barbarian's capstone since you can only do it once per turn. I had thought of making it apply to both, but I wasn't sure - what do people think?)[/I] [B]Level 2, Spellcasting[/B] (in addition to the current feature): You gain the Druidcraft cantrip. You also gain the spell Hunter's Mark, which does not count against your spells known. When you reach level 13, you no longer need to concentrate to maintain Hunter's Mark, and it always lasts the full duration. [I]This gives them a bit more spellcasting flavor with the cantrip and extra spell known, and lets players know that this is a good spell they should probably be using. Even at higher levels it still only adds a d6 to damage, but releasing the concentration requirement allows rangers to combo it with all their other spells. Note that rogues add 7d6 sneak attack damage by level 13 - an extra d6 on every attack for the cost of a spell seems extremely light. I almost want to make the concentration go away earlier, but they don't really need much help with damage earlier.[/I] [B]Level 3, Primeval Awareness[/B]: This feature does not use a spell slot, but you can only use this feature once per long rest. It also works on any of your favored enemies, in addition to the types listed, and reveals each type of enemy detected. At level 5, you can use this feature for 2 minutes and it can be used again after a short or long rest. At level 9, you can use this feature for 3 minutes and it can be used a number of times equal to your Wisdom modifier (minimum once) per short or long rest. At level 13, you can use this feature for 4 minutes and it also reveals the rough direction (relative to you) and an approximate number of any creatures detected (one, a few, several, etc.). At level 17 it lasts for five minutes and you know the exact number and location of any creatures detected. [I]Now we get to the most interesting change, where the worst class feature in the PHB becomes a moderately good one, and a relatively great one at high levels. This gives the ranger something actually unique that they can do, builds off both the favored enemy and favored terrain, and gives them something useful they can do that you would expect a ranger to be able to do.[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
improving the ranger
Top