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Let's Build a Ranger Subclass for Fighter
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<blockquote data-quote="steeldragons" data-source="post: 7374625" data-attributes="member: 92511"><p>@3rd Lvl: I'd use Favored Enemies and Natural Explorer as normal here. Natural Explorer<em> is </em>your ribbon ability. Instead of new Favored Enemies at 6th and 14th, make them 7th and 15th.</p><p></p><p>@7th: This is where I'd put the 1/3rd caster/casting kicking in, as close to their original AD&D spellcasting (druid @8th, mage @9th...or vice versa). 1/3rd caster progression and selection as normal (for the Eldritch knight). Cantrips and spell choices from Druid or Wizard spell lists.</p><p>New Favored Enemy.</p><p></p><p>@10th: Foe Slayer, but instead of Wis. to hit <em>or</em> damage, make it both and instead of one attack on your turn, make it any attack on a favored enemy. Part of the suckiness of the PHB Ranger is this fairly self-evident defining ability (being better at fighting -hitting and damage- your favored enemies) is their 20th level "capstone"...and it's only good for one of your attacks per round[your turn]. Putting it in at 10th level seems significantly more balanced...and flavorful.</p><p></p><p>@15th: Vanish, as normal. Hide as a bonus action may be situational, but never being tracked unless you purposely leave a trail is a meaningful high level ability one would expect from a ranger. </p><p>New Favored Enemy.</p><p></p><p> [MENTION=6749508]18[/MENTION]th: Primeval Awareness, as written. An esoteric supernatural radar of creatures in your surroundings (up to a mile!) seems a flavorful magical high level thing for a ranger. A 3rd level feature, as the PHB class? Not in a million years. At 18th? Sure.</p><p></p><p>So at 20th level, you're getting 4 attacks per round, against 3 categories of creatures or 6 humanoids (or any combination therein) you have +Wis mod to attack & damage against them and advantage to all Wis & Int checks about them; 3 Indomitables; 2 Action Surges; Vanish; Second Wind; Natural Explorer; and 1/3rd caster progression (which gets to a max of 14th level: 3 cantrips, 10 spells known, 4/3/2) & spells of nature and/or arcane origin of your choice. </p><p></p><p>That sounds like a pretty fine ranger to play, actually...</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7374625, member: 92511"] @3rd Lvl: I'd use Favored Enemies and Natural Explorer as normal here. Natural Explorer[I] is [/I]your ribbon ability. Instead of new Favored Enemies at 6th and 14th, make them 7th and 15th. @7th: This is where I'd put the 1/3rd caster/casting kicking in, as close to their original AD&D spellcasting (druid @8th, mage @9th...or vice versa). 1/3rd caster progression and selection as normal (for the Eldritch knight). Cantrips and spell choices from Druid or Wizard spell lists. New Favored Enemy. @10th: Foe Slayer, but instead of Wis. to hit [I]or[/I] damage, make it both and instead of one attack on your turn, make it any attack on a favored enemy. Part of the suckiness of the PHB Ranger is this fairly self-evident defining ability (being better at fighting -hitting and damage- your favored enemies) is their 20th level "capstone"...and it's only good for one of your attacks per round[your turn]. Putting it in at 10th level seems significantly more balanced...and flavorful. @15th: Vanish, as normal. Hide as a bonus action may be situational, but never being tracked unless you purposely leave a trail is a meaningful high level ability one would expect from a ranger. New Favored Enemy. [MENTION=6749508]18[/MENTION]th: Primeval Awareness, as written. An esoteric supernatural radar of creatures in your surroundings (up to a mile!) seems a flavorful magical high level thing for a ranger. A 3rd level feature, as the PHB class? Not in a million years. At 18th? Sure. So at 20th level, you're getting 4 attacks per round, against 3 categories of creatures or 6 humanoids (or any combination therein) you have +Wis mod to attack & damage against them and advantage to all Wis & Int checks about them; 3 Indomitables; 2 Action Surges; Vanish; Second Wind; Natural Explorer; and 1/3rd caster progression (which gets to a max of 14th level: 3 cantrips, 10 spells known, 4/3/2) & spells of nature and/or arcane origin of your choice. That sounds like a pretty fine ranger to play, actually... [/QUOTE]
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