My Ranger fix

Improvements in red:


Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking and hunting a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes or plants. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
Whenever performing an attack with weapon against chosen creature you can add Wisdom modifier to the attack roll or damage roll.
Your proficiency is doubled to track them and automatically remember any common information regarding your favorite enemies. You choose an additional enemy in the level 6 and 14.

Hunter's Mark (Not spell)
By level 3, you can choose a single target and mark it as a bonus action. Every time you attack a marked target deals 1d6 extra damage. You can not score another target until the previous target dies. You get advantage in checks to track this target.
If the enemy manages to escape the mark harsh until you make a long rest.
At level 18 the damage increases to 2d6.

Primeval Awareness
By level 4 the Ranger can, with a successful Perception check (DC set by Dungeon Master), sense the presence of aberrations, demons, celestial, dragons, feys and elementals at a distance of up to half mile. The information does not provide direction or amount.

Hide in Plain Sight
Starting at level 10, you can use 1 minute to create a camouflage for you. For the process you need of fresh mud, dust, plants, soot and other materials naturally occurring in the region. Once camouflaged you have advantage in all stealth checks in this terrain. Additionally, when not being watched, you can try to hide by pressing yourself up against a solid surface, such as a tree or rock, that is at least as tall and wide as you are.

Prey Slayer
At level 20, the Ranger can use one of its weapon attacks to make a lethal blow against any creature, less constructs or undeads.
This attack deals 5d10 extra damage of the same type of used weapon.
Additionally the hit target must succeed on Constitution check DC 18 or have its speed becomes 0 until end of turn. This lasts 1 minute and a success save ends this effect.
You can not be used again until you finish a short or long rest.
 
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It might be worth outlining why you think these are necessary 'fixes' for the Ranger class if you would like to invite discussion of your ideas.

At the moment it isn't clear what you don't like about it, and hence how these are useful or interesting to you.

How about it?

Cheers
 

It might be worth outlining why you think these are necessary 'fixes' for the Ranger class if you would like to invite discussion of your ideas.

At the moment it isn't clear what you don't like about it, and hence how these are useful or interesting to you.

How about it?


A survey on the official website gave the worst grades to Favorite Enemy and Beast Master, and the Wizards promised improvements for the class.
Those above are my suggestions.

I believe that improvements will come in September with Rage of Demons, Drizzt campaign.
 

I played with Ranger up to level 16 and I felt gradually the class was outdated/weak compared to my teammates (barbarian, cleric, fighter and monk).

Underpower feeling, unfortunately.
 

A survey on the official website gave the worst grades to Favorite Enemy and Beast Master, and the Wizards promised improvements for the class.
Those above are my suggestions.

I believe that improvements will come in September with Rage of Demons, Drizzt campaign.

I like the level 20 ability. No matter what you think of the Ranger as a whole, the Foe Slayer capstone feat is weak relative to the Fighter"s fourth attack or the rogue's stroke of luck. And it is clearly inferior to Primal Champion (+ wis on attack OR damage for one type of creature versus +2 to hit, +2 to damage, +40 hit points, and +2 on two saves).

It could have been add Wisdom bonus to all attack and damage rolls and not been completely out of line.
 

I'm playing with a simpler fix, having the Beast Companion level in ways like a cantrip. Make it happen at first level so both subclasses get it. The Beast Master could then get multiple beasts with the spell connections. The other would just get the one leveling beast.
 

A survey on the official website gave the worst grades to Favorite Enemy and Beast Master, and the Wizards promised improvements for the class.
Those above are my suggestions.

I believe that improvements will come in September with Rage of Demons, Drizzt campaign.
I can't find anything in your house rules that provides any of the fixes for animal companions that people actually want.

Hint: ACs that fight independently and survive combat.
 

I like the level 20 ability. No matter what you think of the Ranger as a whole, the Foe Slayer capstone feat is weak relative to the Fighter"s fourth attack or the rogue's stroke of luck. And it is clearly inferior to Primal Champion (+ wis on attack OR damage for one type of creature versus +2 to hit, +2 to damage, +40 hit points, and +2 on two saves).

It could have been add Wisdom bonus to all attack and damage rolls and not been completely out of line.


I inserted Foe Slayer in Favorite Enemy.
See above.
 

I can't find anything in your house rules that provides any of the fixes for animal companions that people actually want.

Hint: ACs that fight independently and survive combat.


Fix the Beast Master is too complicated, I not tried.
But he benefit of my versions of Enemy Favored and Hunter's Mark (not spell) already does the Beast Master better.
 

I too am an advocate of enhancing the existing ranger in 5th edition, but I admit, it needs to be a subtle change or the ranger runs the risk of becoming "too good" if not done properly. I am a long time player of this game and have often played rangers throughout the years. I have never minded the ranger lagging a bit behind other melee classes because I always loved the combat bonuses that a ranger received against its "favored enemies" It always made the difference (to me) in being a class I would play and one I would pass on in favor of a Paladin or a Fighter.

The 5th edition ranger looked like a fun class to play so I tried it. I haven't played one to high level, but my observation so far is this ...

1) The class would be dead and buried if not for the Hunter's Mark spell.
2) Something is missing w/o some kind of COMBAT bonus against favored enemies.

I see how the designers designed the 5th edition ranger and I get it. (Its still a fun class to play) I just really really miss a solid (non spell related) combat bonus against favored enemies. Its what defined a ranger in all past editions of this game, and my opinion, the game would not suffer or be imbalanced if a ranger once again had a combat related bonus vs favored enemies again.

I had to fight hard to implement a house rule to address this in my play group, but they finally agreed to it since it is relatively minor. We just reworded the Hunters Mark spell to change the 1d6 damage to 1d8 damage IF the marked target happens to be one of the rangers favored enemies. All other aspects of the spell stay the same. It's not a stellar change, but it adds just enough to the ranger to make me really enjoy the class in 5th edition.

I think a straight wisdom bonus against favored enemies is an interesting concept and would be fun to try, but something seems a little OP to me when I think about it with Sharpshooter, Colossus Slayer, Hunters Mark a High Dex etc ...

Enjoy your gaming & Long live Rangers!
 

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