D&D 5E Martial Ranger - Final version...I think

ScuroNotte

Explorer
The Martial Ranger Remastered by Scuronotte

Introducing the Remastered Martial Ranger. The focus of the class is striking first in combat and being aware of your surroundings, much like a tiger stalks its prey or the deer senses danger (like a scent in the air or movement in the tall grass). The changes and the rationale behind the changes are:
  1. The ranger stills maintains damage output with the damage bonus in the early levels, though less due to loss of the Hunter’s Mark spell, but it is still on par with the fighter and Barbarian due in part with the bonus damage gained at 3rd level subclass feature. At 11th level, to help them maintain this damage, the bonus damage they achieved at 3rd level once per turn is now applicable to each attack or increased, depending on the subclass.
  2. Additional features to help their combat ability focuses on attacking first. Rangers are hunters, and, as modern hunters, they wait patiently for the target before attacking. Alacrity at 9th, Ambush Master at 17th, and Hunter Master at 20th level increase the chances for the Ranger to strike first and take away any possible advantage the enemy has.
  3. Early levels and features show how the Ranger is survives in the wilds and how efficient they track their prey. Hunter’s Eye, Tracker, Roaming, Cunning instincts, Explorer, Pathfinder, Vigilant, and Light-Footed all enforce the idea that the Ranger’s skills allows them to overcome obstacles that most cannot. In almost any terrain, there will be areas to be climbed, bodies of water, and difficult terrains while simultaneously not losing their focus to pursue their prey.
  4. Initially I had Evasion as a standalone feature, but noticed that at 7th level, in addition to gaining this feature the Rogue and Monk gain an additional sneak attack damage die and Stillness of Mind with 1 Ki point, respectably. Therefore, I added an additional feature that is appropriate for the class and strength for 10th level .
  5. I changed Land’s Stride, and split it into 2 features in which you ignore non magical then magical difficult terrain and plants.. Also added the ignore difficult terrain travel for party.
  6. A part of the Vigilant feature also harkens back to the PHB Natural Explorer Part of this feature utilizes a component of the Natural Explorer feature: “when engaged in other activities……..always alert to danger.” Bonus to passive checks to Perception and Investigation equal to part of the Observant feat was perfect to represent this ability.
  7. For those who prefer spell casting, thee is a path that offers such abilities.

Would love to "hear" opinions, thought, suggestions. Thank you.
 

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DND_Reborn

Legend
I'll look through this all later, but off-hand I noticed the Trapper's tools! Nice addition, I am adding it to my homebrew Revised 5E as soon as I finish writing this LOL!
 

NotAYakk

Legend
The healing stuff is granted at level 1 but does nothing until level 2/4. If intended, awkward.

At level 1, you are incometent in combat; you are dominated by both paladins and fighters in every feature.

Modifying only twf is strange.

Primordial Strike text and example disagree.​


Reactions should be in reaction to something.

Agility is awkardly worded.

The table is... proficiency bonus.

Lycanthropic mechanics are unclear. I assume you are supposed to gain some features from the MM creature?​


Dread ambusher goes from 1d8 to 2d6. Strange.

The subclasses vary widely in power combat boost at 11.
 

ScuroNotte

Explorer
The healing stuff is granted at level 1 but does nothing until level 2/4. If intended, awkward.
The healing intended to start at 1st level. Will try to fix that.
At level 1, you are incometent in combat; you are dominated by both paladins and fighters in every feature.
At first level neither the Paladin nor the PHB Ranger gained any combat bonus. The healing is compatible to Paladin.

The paladin gets Divine Smite at 2nd level at a cost of spell slots, which are very few in the beginning. The Fighter gets 1 action surge per rest and a limited damage boost at 3rd level from the Archetype. The Ranger gains an always active damage bonus at 3rd level.

Modifying only twf is strange.
I felt that was the only fighting style that needed to be fixed.

Primordial Strike text and example disagree.​

Primordial Strike text and example disagree.
I don't see how they disagree?
Reactions should be in reaction to something.
What are you referring to?
Agility is awkardly worded.
I am open to suggestions.
The table is... proficiency bonus.
Yes, it is, just as the rages for the barbarian. The purpose is if you multiclass, you do not continue to gain further uses.

Lycanthropic mechanics are unclear. I assume you are supposed to gain some features from the MM creature?
Yes, Should make the wording clearer, such as refer to MM.
Dread ambusher goes from 1d8 to 2d6. Strange.

The subclasses vary widely in power combat boost at 11.
All the subclasses gain a boost in damage in later levels, whether to each attack or to a single attack. The selection is based on the subclass. The subclass that gains a power combat bonus to only 1 attack is based on my image of that subclass focusing on a single strike. Other examples for differences in damage boost in subclass is the fighter champion, battle master, etc..
 

ScuroNotte

Explorer
I'll look through this all later, but off-hand I noticed the Trapper's tools! Nice addition, I am adding it to my homebrew Revised 5E as soon as I finish writing this LOL!
I found it surprising and frustrating that a hunter would not have a tool or ability to set traps.
 

I only read the base class, Hunter, and Beast Master. Overall, I think it's probably fine, especially for home games. A lot of the high level base class abilities don't feel very high level to me, but that's pretty standard.

My main criticism of the base class would be that Astute and Herbal Healing are quite good, and they probably wouldn't be well balanced in a campaign that allows multiclassing. The cure disease ability should probably be delayed to at least level 3. Otherwise it's fine.

An unusually large number of abilities key off bonus actions. Remember that you generally can't use a standard action to do a bonus action, so too many bonus action only features actually limits the class. Not a criticism, just an observation.

I like the Two-Weapon Fighting (modified) fighting style. I might steal that.




The second paragraph of Hunter's Eye on page 6 says:

In addition, your keen eyesight can spot your prey regardless of amount of lighting. You gain one of the following features of your choice:

I think that wording is a bit confusing. I'd prefer:

In addition, your keen eyesight can spot your prey regardless of amount of lighting, granting you one of the following features of your choice:




Under the last bullet point for Ranger's Companion under Beast Master on page 8, it says:

* You can try to magically restore it's life if it dies. Or you can obtain another one by spending up to 8 hours to locate and bond with another animal companion that is not hostile to you.

I don't see how magically restoring my companion to life works. Is it like a free raise dead but only for your companion? Maybe it should be worded like Totem Barbarian's speak with animals ability?




On page 19 under Hunter, the Hunter's Prey ability has odd scaling.

Once per turn, whenever you hit a target with a weapon attack, it takes an extra 1d8 damage. If each weapon attack is against a different target, the extra damage is 1d10.

When you reach 11th level in this class, the extra damage is increased to 2d4 and applied to each weapon attack. If each weapon attack is against a different target, the extra damage is 2d6.

1d8 to 2d4 is odd. It's +0.5 damage. That's not really an upgrade? Honestly, I think it'd be fine if it were 1d8 --> 1d10 and 1d10 --> 1d12. Using 2d6 is fine for 1d12, but I'd generally favor fewer dice. Remember, the player is already rolling weapon damage. More than two dice starts to really add extra time, IMX.




On page 19 under Hunter > Multiattack (Modified) > Whirlwind Attack, it says:

Whirlwind Attack. You can use your action to make a single melee attack each against any number of creatures within your reach, with a separate attack roll for each target. You may move up to a total of half your speed between each attacks.

I'm not sure if I'm reading the underlined part right. Is the intent that I be able to take the attack action, move 30', use my bonus action from 6th level's Cunning Instincts to Dash and move another 30', and make a melee attack against every creature that I pass by, provided I never move than 15' between each attack?

With a perfect setup making 32 attack rolls against 32 opponents? Each round? While possibly benefiting from level 7's Escape the Horde Defensive Tactic or level 3's Art of War? And, if you're able to kill the targets in 1 hit, you could theoretically attack an additional 12 targets in your movement path? So you could cuisinart a 15' wide hallway packed with 44 goblins? Potentially expanding to 72 attack rolls against 72 opponents if I have a reach weapon, depending on exactly what you mean by "within your reach"? And that's all before movement modifiers? And it's discounting targets that occupy less than one 5 foot square?

Again, I understand that that setup is just never going to happen in reality, and I'm not saying it's automatically broken at level 11 to be able to do that, but I want to be sure that that really is the intended design.
 

ScuroNotte

Explorer
I only read the base class, Hunter, and Beast Master. Overall, I think it's probably fine, especially for home games. A lot of the high level base class abilities don't feel very high level to me, but that's pretty standard.

My main criticism of the base class would be that Astute and Herbal Healing are quite good, and they probably wouldn't be well balanced in a campaign that allows multiclassing. The cure disease ability should probably be delayed to at least level 3. Otherwise it's fine.
Astute is same as expertise but with 2 languages added. Also Tasha's Cunning is the same, except I added another skill while removing the bonus damage from Favored Foe.
Herbal Healing does the same as Paladin's Lay of Hands feature, can either heal or remove 1 disease or poison effect. This is more limited in that you must have this poultice prepared and that you have to find the ingredients to create them. And with respect to multiclass, the healing aspects scale with the ranger levels and invest in Wisdom. Also, depending on build, most would want want expertise and sneak attack damage than Astute and limited healing.

An unusually large number of abilities key off bonus actions. Remember that you generally can't use a standard action to do a bonus action, so too many bonus action only features actually limits the class. Not a criticism, just an observation.
I agree, but I though some features would be to advantageous if done as a free action.

I like the Two-Weapon Fighting (modified) fighting style. I might steal that.
Thanks. It was weaker than other FS.

The second paragraph of Hunter's Eye on page 6 says:

I think that wording is a bit confusing. I'd prefer:
Prefer your wording. Is it Ok if I use it?




Under the last bullet point for Ranger's Companion under Beast Master on page 8, it says:

I don't see how magically restoring my companion to life works. Is it like a free raise dead but only for your companion? Maybe it should be worded like Totem Barbarian's speak with animals ability?
That is a great idea. Thank you. Do you suggest it can be done at 3rd level or later?

On page 19 under Hunter, the Hunter's Prey ability has odd scaling.

1d8 to 2d4 is odd. It's +0.5 damage. That's not really an upgrade? Honestly, I think it'd be fine if it were 1d8 --> 1d10 and 1d10 --> 1d12. Using 2d6 is fine for 1d12, but I'd generally favor fewer dice. Remember, the player is already rolling weapon damage. More than two dice starts to really add extra time, IMX.
The thought process was just increase the minimum damage to 2.
The reasoning behind the 2d6 was to encourage a player to use the Multiattack feature. As written, why would a ranger select it as even the main spells focus on one target for damage benefits.

On page 19 under Hunter > Multiattack (Modified) > Whirlwind Attack, it says:

I'm not sure if I'm reading the underlined part right. Is the intent that I be able to take the attack action, move 30', use my bonus action from 6th level's Cunning Instincts to Dash and move another 30', and make a melee attack against every creature that I pass by, provided I never move than 15' between each attack?

With a perfect setup making 32 attack rolls against 32 opponents? Each round? While possibly benefiting from level 7's Escape the Horde Defensive Tactic or level 3's Art of War? And, if you're able to kill the targets in 1 hit, you could theoretically attack an additional 12 targets in your movement path? So you could cuisinart a 15' wide hallway packed with 44 goblins? Potentially expanding to 72 attack rolls against 72 opponents if I have a reach weapon, depending on exactly what you mean by "within your reach"? And that's all before movement modifiers? And it's discounting targets that occupy less than one 5 foot square?

Again, I understand that that setup is just never going to happen in reality, and I'm not saying it's automatically broken at level 11 to be able to do that, but I want to be sure that that really is the intended design.
Need to reword it as that is definitely NOT what I intended. What I was trying to say is that you can make an attack against any creature in half of your movement path. So if you have 30 ft movement, you can use your attack action to move 15ft and attack each creature in your path. With this movement, if you had a creature at the beginning, one at the end, and 3 creatures on each side of the 15ft movement, the most you would be able to attack are 8 creatures. You would be surrounded though.
I was picturing Legolas has he mowed down the enemies. Personally, I chose Horde Breaker at 3rd level and took the Mobile feat at 8th level to gain the Art of War feature and to gain 10ft of movement.


I want to thank you for pointing out the flaws and offering insight how I can improve them. Thank you.
 
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NotAYakk

Legend
The healing intended to start at 1st level. Will try to fix that.
I'd avoid math.

Like, 1d8, increasing to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17. And the slow version just maximizes the healing.
At first level neither the Paladin nor the PHB Ranger gained any combat bonus. The healing is compatible to Paladin.
LoH is a combat bonus, as is heavy armor. As you are adding healing, that can track.

The PHB Ranger was considered a bad class by most. Partly because it was poor at level 1.
The paladin gets Divine Smite at 2nd level at a cost of spell slots, which are very few in the beginning. The Fighter gets 1 action surge per rest and a limited damage boost at 3rd level from the Archetype. The Ranger gains an always active damage bonus at 3rd level.
I am just talking about level 1. It matters.

(Smite at 2 works well, as advised fights/day is low at 2. And it is 100% accurate.)
I felt that was the only fighting style that needed to be fixed.
Only for rangers? Like, I can imagine a bunch of Ranger style variations. But only 1 style for 1 class... seems awkward.
I don't see how they disagree?
They said different things. Maybe I read one or the other wrong.
What are you referring to?
You have an ability that states "using your reaction". Not a reaction to something, just action economy resource token.
I am open to suggestions.

Yes, it is, just as the rages for the barbarian. The purpose is if you multiclass, you do not continue to gain further uses.
Guarding use 5 and 6 of a T3 ability behind anti-multiclassing is needless complexity to solve at best a trivial problem.

Doing this for T1 abilities makes sense if you can't manage anything better. By T3, it is nonsense; you added an extra lookup table to prevent someone who is already more than 50% ranger from getting 6 instead of 4 uses a day of an ability at level 17.
All the subclasses gain a boost in damage in later levels, whether to each attack or to a single attack. The selection is based on the subclass. The subclass that gains a power combat bonus to only 1 attack is based on my image of that subclass focusing on a single strike. Other examples for differences in damage boost in subclass is the fighter champion, battle master, etc..
Yes, but going from 1d8 to 2d6 here, and 1d6 to 2d6 elsewhere, seems like a typo. I'd expect 1d8 to 2d8. Not a die change.

The level 11 offensive boosts are not very balanced against each other. Without design intent info, all I can say is it looks funny.
 

ScuroNotte

Explorer
I'd avoid math.

Like, 1d8, increasing to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17. And the slow version just maximizes the healing.
LOL. Just like my wife, she hates math.

LoH is a combat bonus, as is heavy armor. As you are adding healing, that can track.

The PHB Ranger was considered a bad class by most. Partly because it was poor at level 1.

I am just talking about level 1. It matters.

(Smite at 2 works well, as advised fights/day is low at 2. And it is 100% accurate.)
The Ranger class was horrendous, Especially at 1st because if not in favored terrain or met your favored enemy, both features were useless. To have a features that was reliant on the GM to include was poor judgement.

Only for rangers? Like, I can imagine a bunch of Ranger style variations. But only 1 style for 1 class... seems awkward.
I'll add a not. The change is for any class with this FS.

They said different things. Maybe I read one or the other wrong.

You have an ability that states "using your reaction". Not a reaction to something, just action economy resource token.
Found it. It was an error and fixed it. Thank you.
Guarding use 5 and 6 of a T3 ability behind anti-multiclassing is needless complexity to solve at best a trivial problem.

Doing this for T1 abilities makes sense if you can't manage anything better. By T3, it is nonsense; you added an extra lookup table to prevent someone who is already more than 50% ranger from getting 6 instead of 4 uses a day of an ability at level 17.
Your points are valid. You are convincing me to change it.
Yes, but going from 1d8 to 2d6 here, and 1d6 to 2d6 elsewhere, seems like a typo. I'd expect 1d8 to 2d8. Not a die change.

The level 11 offensive boosts are not very balanced against each other. Without design intent info, all I can say is it looks funny.
The starting 1d6 is for damage that deals non-weapon damage: force, psychic, fire, etc. The starting 1d8 is for weapon damage type. I know that in XGtE, the Horizon's damage is 1d8 force damage, but at cost of your bonus action. I removed the bonus action cost, allowing me to lower the damage and open up the bonus action.
 



NotAYakk

Legend
Do you 1d6 to 1d10 is better?
1d6 to 1d10 is ok, but often I'd want it to go 1d6 1d8 1d10. 1d6 to 2d6 is ok.

1d8 to 2d6 is strange, especially when another similar ability does 1d6 to 2d6.

I think when a die changes size, it should either change count or go up by 1 step at a time. It just ... feels smoother?

As an example of me trying to use that kind of "smooth" die transition on a non-spellcasting Ranger:

I did a 30 minute "non-magical" Ranger, and what I did was give it a "Ranger die" (I called it .. awareness?) that scaled from 1d4 up to 1d12. Then hung abilities off it at various points.

So instead of expertise, you started with being able to roll it to add to Perception and Investigation checks. At later levels you could add it to other stuff.

If I remember right, one thing you could do is replace a weapon damage roll with a roll of the die on your Quarry. So when you roll low on your weapon damage roll, you can "reroll" using your "Ranger die". It rewarded small-die weapons more than big-die weapons (so boosted bows and light melee weapons more than two handed weapons), which fit with how Rangers are often depicted.

If you went with something like that, then hanging random stuff off it you want to scale would require less verbage.

Similarly, "pass without trace" let your allies add your "Ranger die" to their stealth checks if they where close enough to you. You could hang Ranger healing off it as well.

It acted a bit like the pre-5e fighter, who got a similar die that scaled. And it provided a unified mechanic.

Here it is: D&D 5E - Tasha's really improved and changed the feel of Rangers

Feel free to steal anything you want; it was far less polished than yours is.
 

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