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Paladin and Ranger Are Backward
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8250288" data-attributes="member: 6871653"><p>These are my changes to the ranger class:</p><p>1) Made them more of a team player</p><p>2) have them engage with the rules rather than skipping them.</p><p>3) have all features interact with one another. </p><p>4) make the ranger more versatile, as per the OP.</p><p></p><p>[HR][/HR]</p><p><strong>Ranger</strong></p><p><strong></strong></p><p><strong>Favored Enemy</strong></p><p>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p><p></p><p>Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits when dealing with your Favored Enemies:</p><p></p><ul> <li data-xf-list-type="ul">You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies. </li> <li data-xf-list-type="ul">You have advantage on Intelligence checks to recall information about them.</li> <li data-xf-list-type="ul">You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them. </li> </ul><p></p><p>You choose one additional favored enemy at 6th and 14th level. At the end of a long rest in your Favored Terrain, you can change one of your favored enemies for another if you've encountered them before. </p><p></p><p><strong>Natural Explorer</strong></p><p>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</p><p></p><p>While traveling for an hour or more in your favored terrain, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north. </li> <li data-xf-list-type="ul">Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping.</li> <li data-xf-list-type="ul">You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling.</li> <li data-xf-list-type="ul">When you forage, you automatically know if the food or water gathered is poisoned or diseased and you and your allies regain 2 more Hit Die at the end of a long rest.</li> <li data-xf-list-type="ul">As long as you are in a favored terrain, you are always considered as carrying an Healer’s Kit and any tool’s kit you are proficient with.</li> <li data-xf-list-type="ul">When you finish a long rest in a favored terrain, you can switch one ranger’s spell you know for another from the ranger’s spell list. The spell must be of a level you can cast.</li> <li data-xf-list-type="ul">When in a favored terrain, you are always considered to be wielding a components pouch and can ignore the material components of spells unless they are consumed upon casting.</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> </ul><p></p><p>You choose additional favored terrain types at 6th and 10th level. At the end of a long rest, you can change one of your favored terrain for the type of terrain where you finished your rest.</p><p></p><p><strong>Primeval Awareness</strong></p><p>Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense through supernatural sight or hearing whether your favored enemies are present within 120 feet of you (or within up to 1 miles if you are in your favored terrain) if they are not behind total cover. You know the location and alignment of any being whose presence you sense (but not its identity). Within the same radius, you also detect the presence of any place, beast or plant that has been desecrated or enchanted by magic or is blighted by poison or diseases.</p><p></p><p>You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.</p><p></p><p><strong>Hide in Plain Sight</strong></p><p>Starting at 10th level, you and your allies within 60 feet of you can spend 5 minutes (or 1 minutes if you are in a favored terrain) creating camouflage. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.</p><p></p><p>Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks and +10 to Initiative roll as long as you remain there without moving or taking actions. Once a creature camouflaged moves or takes an action or a reaction, they must camouflage themselves again to gain this benefit, but have advantage on Dexterity (Stealth) checks for 1 minute.</p><p></p><p><strong>Foe Slayer</strong></p><p>At 20th level, you no longer need to roll for damage when you hit one of your favored enemies; you deal automatically the maximum damage.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8250288, member: 6871653"] These are my changes to the ranger class: 1) Made them more of a team player 2) have them engage with the rules rather than skipping them. 3) have all features interact with one another. 4) make the ranger more versatile, as per the OP. [HR][/HR] [B]Ranger Favored Enemy[/B] Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits when dealing with your Favored Enemies: [LIST] [*]You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies. [*]You have advantage on Intelligence checks to recall information about them. [*]You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them. [/LIST] You choose one additional favored enemy at 6th and 14th level. At the end of a long rest in your Favored Terrain, you can change one of your favored enemies for another if you've encountered them before. [B]Natural Explorer[/B] You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: [LIST] [*]Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north. [*]Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping. [*]You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling. [*]When you forage, you automatically know if the food or water gathered is poisoned or diseased and you and your allies regain 2 more Hit Die at the end of a long rest. [*]As long as you are in a favored terrain, you are always considered as carrying an Healer’s Kit and any tool’s kit you are proficient with. [*]When you finish a long rest in a favored terrain, you can switch one ranger’s spell you know for another from the ranger’s spell list. The spell must be of a level you can cast. [*]When in a favored terrain, you are always considered to be wielding a components pouch and can ignore the material components of spells unless they are consumed upon casting. [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/LIST] You choose additional favored terrain types at 6th and 10th level. At the end of a long rest, you can change one of your favored terrain for the type of terrain where you finished your rest. [B]Primeval Awareness[/B] Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense through supernatural sight or hearing whether your favored enemies are present within 120 feet of you (or within up to 1 miles if you are in your favored terrain) if they are not behind total cover. You know the location and alignment of any being whose presence you sense (but not its identity). Within the same radius, you also detect the presence of any place, beast or plant that has been desecrated or enchanted by magic or is blighted by poison or diseases. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses. [B]Hide in Plain Sight[/B] Starting at 10th level, you and your allies within 60 feet of you can spend 5 minutes (or 1 minutes if you are in a favored terrain) creating camouflage. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks and +10 to Initiative roll as long as you remain there without moving or taking actions. Once a creature camouflaged moves or takes an action or a reaction, they must camouflage themselves again to gain this benefit, but have advantage on Dexterity (Stealth) checks for 1 minute. [B]Foe Slayer[/B] At 20th level, you no longer need to roll for damage when you hit one of your favored enemies; you deal automatically the maximum damage. [/QUOTE]
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