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Paladin and Ranger Are Backward
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<blockquote data-quote="steeldragons" data-source="post: 8253797" data-attributes="member: 92511"><p><span style="font-size: 15px">I think my biggest problem with Natural Explorer is that there is just so much stuff crammed into it. I mean, yes, they have a thematic connection, but it really doesn't match other class' initial features. </span></p><p><em><span style="font-size: 15px"><strong>Level 1</strong></span></em></p><p><em><span style="font-size: 15px"><strong><em>Wilderness Expertise:</em></strong></span></em></p><p><span style="font-size: 15px">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: <em>Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp. </em></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">When you make Intelligence or Wisdom checks relevant to your favored terrain add your proficiency bonus whether or not it is a skill with which you are proficient. Your proficiency bonus is doubled if using a proficient skill.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">In your favored terrain, you can not be slowed by mundane difficult terrain. If desired, you can automatically move as normal with Stealth when traveling alone in your preferred terrain(s). </span></li> <li data-xf-list-type="ul">While tracking other creatures (Survival), you also learn their exact number, their sizes, and how long ago they passed through the area.</li> <li data-xf-list-type="ul">When you forage (Survival or Nature check), you find twice as much food as you normally would</li> <li data-xf-list-type="ul">When the DM calls for a group check related to survival or travel in your favored terrain, you can replace the lowest result of the group check with your own.</li> </ul><p><span style="font-size: 15px">You choose additional favored terrain types at 6th, 10th, and 15th, level. At 6th level you can add <em>Aquatic/Marine, Subterranean,</em> and <em>Urban</em> favored terrain options. At 10th and/or 15th you add a single <em>Planar</em> realm (Fae, Shadow, one Elemental Plane, one layer of the Abyss, etc...) with which you have experience as a favored terrain.</span></p><p></p><p><strong><em>Natural Explorer:</em></strong></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">While traveling for an hour or more in any wilderness, you can scout a safe path through/around it (Survival), allowing you and your allies to ignore the mundane difficult terrain. In your favored terrain you have advantage on these checks. </span></li> <li data-xf-list-type="ul"><span style="font-size: 15px"><span style="font-size: 15px">When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Your proficiency bonus is added to any Passive Perception rolls, and doubled in your favored terrain.</span></span></li> </ul><p></p><p><span style="font-size: 15px"><strong>Favored Enemy</strong> -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</span> <span style="font-size: 15px">Choose a type of favored enemy:</span> <span style="font-size: 15px"><em>Beasts, Fey, Monstrosities, Plants,</em> or</span><em><span style="font-size: 15px"> Undead. </span></em><span style="font-size: 15px">Alternatively, you can select two races of</span><em><span style="font-size: 15px"> Humanoids (</span></em><span style="font-size: 15px">such as gnolls and orcs) as favored enemies. You gain the following benefits related to your choice;</span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 15px">You have advantage on Wisdom (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival" target="_blank">Survival</a>) checks to track your favored enemies, Intelligence checks to recall information about them, and Charisma checks to interact with them.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">You can understand and communicate simple ideas with members of your favored enemy with animal or higher intelligence, even if you do not share a language.</span></li> <li data-xf-list-type="ul"><span style="font-size: 15px">You learn to apply bonus damage against your favored enemies. This</span><strong><span style="font-size: 15px"> <em><strong>Prey's Bane</strong></em> </span></strong><span style="font-size: 15px">could be a special technique or weak spot you learn, a particular poison or irritant you know they have a vulnerability to, imbuing some of your magical energies into your attack, or other means). At 1st level this additional damage is d6 damage to a weapon (melee or ranged) attack. At 5th level the damage increases to 2d6 and can be applied as non-lethal damage and with unarmed strikes. At 9th level the damage increases to 3d8 and the ranger's Bane damage is considered "magical" for the purposes of bypassing resistances or immunities to mundane damage.</span></li> </ul><p><span style="font-size: 15px">You choose one additional favored enemy category (or two humanoids), as well as an associated language, at 6th and 14th level. At 6th level you can add <em>Constructs, Elementals, Giants, Dragons,</em> or <em>Oozes</em> as favored enemies. At 14th level you can select <em>Aberrations, Celestials,</em> or <em>Fiends</em> as favored enemies. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.</span></p><p></p><p><strong><span style="font-size: 15px">Level 2 - </span></strong></p><p><strong><span style="font-size: 15px">Spellcasting</span></strong><span style="font-size: 15px">- Prepared caster spellcasting writeup. Expanded spell list from tasha's.</span></p><ul> <li data-xf-list-type="ul"><strong>Favored Terrain Spells - </strong>Each Favored Terrain comes with additional spells, which you always have prepared, and do not count against your number of prepared spells.<ul> <li data-xf-list-type="ul">Arctic - Ice Knife, Heat Metal (Continual Flame doesn't actually produce heat)</li> <li data-xf-list-type="ul">Coastal - Fog Cloud, Calm Emotions</li> <li data-xf-list-type="ul">Desert - Create or Destroy Water, Blur</li> <li data-xf-list-type="ul">Forest - Entangle, Animal Messenger</li> <li data-xf-list-type="ul">Grassland - Longstrider, Find Steed (fight me)</li> <li data-xf-list-type="ul">Mountain - Featherfall, Spiderclimb</li> <li data-xf-list-type="ul">Wetlands - Detect Poison and Disease, Lesser Restoration</li> <li data-xf-list-type="ul">Subterranean - Faerie Fire, Darkvision</li> <li data-xf-list-type="ul">Urban - Disguise Self, Pass with Trace</li> </ul></li> <li data-xf-list-type="ul"><strong>Ritual Casting: </strong>You can cast any spell from the Ranger spell list with the ritual tag as a ritual. You also use any spell with the ritual tag from the Druid spell list that is a spell level you could cast. Your ritual expertise expands and increases as you gain experience as follows. At 9th level you can use any ritual spells from the Ranger or Druid list, and spells with the ritual tag from the Wizard spell list of a spell level you can cast. At 13th level you can use any ritual spell from the Ranger or Druid lists, and ritual spells from the Wizard or Cleric spell lists of a spell level you can cast. At 17th level you can use any spells from the Ranger, Druid, Wizard or Cleric spell lists that have the ritual tag as a ritual.</li> </ul><p><em><span style="font-size: 15px"><strong><em>Fighting Style </em>- </strong>as phb+tasha's</span></em></p><p></p><p>...I'm getting confused by/wrapped up in my own things...somehow...Natural Explorer or Favored Enemy need to be wrapped up into Wilderness Expertise so there are only 2 features at first level, not three. </p><p></p><p>I am also, now, thi nking mayhaps the bonus spells might be good presented for terrain and favored enemies as Minigiant originally posted, then let the rangers choose their two bonus spells each day -always prepared, not taking slots for preparation- or make it 1 bonus spell per castable spell level? So if you give 2 terrain spells and 2 favored foe spells, they could eevntually have all 4 prepared, all of the time, without taking any prep slots.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8253797, member: 92511"] [SIZE=4]I think my biggest problem with Natural Explorer is that there is just so much stuff crammed into it. I mean, yes, they have a thematic connection, but it really doesn't match other class' initial features. [/SIZE] [I][SIZE=4][B]Level 1 [I]Wilderness Expertise:[/I][/B][/SIZE][/I] [SIZE=4]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: [I]Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp. [/I][/SIZE] [LIST] [*][SIZE=4]When you make Intelligence or Wisdom checks relevant to your favored terrain add your proficiency bonus whether or not it is a skill with which you are proficient. Your proficiency bonus is doubled if using a proficient skill.[/SIZE] [*][SIZE=4]In your favored terrain, you can not be slowed by mundane difficult terrain. If desired, you can automatically move as normal with Stealth when traveling alone in your preferred terrain(s). [/SIZE] [*]While tracking other creatures (Survival), you also learn their exact number, their sizes, and how long ago they passed through the area. [*]When you forage (Survival or Nature check), you find twice as much food as you normally would [*]When the DM calls for a group check related to survival or travel in your favored terrain, you can replace the lowest result of the group check with your own. [/LIST] [SIZE=4]You choose additional favored terrain types at 6th, 10th, and 15th, level. At 6th level you can add [I]Aquatic/Marine, Subterranean,[/I] and [I]Urban[/I] favored terrain options. At 10th and/or 15th you add a single [I]Planar[/I] realm (Fae, Shadow, one Elemental Plane, one layer of the Abyss, etc...) with which you have experience as a favored terrain.[/SIZE] [B][I]Natural Explorer:[/I][/B] [LIST] [*][SIZE=4]While traveling for an hour or more in any wilderness, you can scout a safe path through/around it (Survival), allowing you and your allies to ignore the mundane difficult terrain. In your favored terrain you have advantage on these checks. [/SIZE] [*][SIZE=4][SIZE=4]When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Your proficiency bonus is added to any Passive Perception rolls, and doubled in your favored terrain.[/SIZE][/SIZE] [/LIST] [SIZE=4][B]Favored Enemy[/B] -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.[/SIZE] [SIZE=4]Choose a type of favored enemy:[/SIZE] [SIZE=4][I]Beasts, Fey, Monstrosities, Plants,[/I] or[/SIZE][I][SIZE=4] Undead. [/SIZE][/I][SIZE=4]Alternatively, you can select two races of[/SIZE][I][SIZE=4] Humanoids ([/SIZE][/I][SIZE=4]such as gnolls and orcs) as favored enemies. You gain the following benefits related to your choice;[/SIZE] [LIST] [*][SIZE=4]You have advantage on Wisdom ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival']Survival[/URL]) checks to track your favored enemies, Intelligence checks to recall information about them, and Charisma checks to interact with them.[/SIZE] [*][SIZE=4]You can understand and communicate simple ideas with members of your favored enemy with animal or higher intelligence, even if you do not share a language.[/SIZE] [*][SIZE=4]You learn to apply bonus damage against your favored enemies. This[/SIZE][B][SIZE=4] [I][B]Prey's Bane[/B][/I] [/SIZE][/B][SIZE=4]could be a special technique or weak spot you learn, a particular poison or irritant you know they have a vulnerability to, imbuing some of your magical energies into your attack, or other means). At 1st level this additional damage is d6 damage to a weapon (melee or ranged) attack. At 5th level the damage increases to 2d6 and can be applied as non-lethal damage and with unarmed strikes. At 9th level the damage increases to 3d8 and the ranger's Bane damage is considered "magical" for the purposes of bypassing resistances or immunities to mundane damage.[/SIZE] [/LIST] [SIZE=4]You choose one additional favored enemy category (or two humanoids), as well as an associated language, at 6th and 14th level. At 6th level you can add [I]Constructs, Elementals, Giants, Dragons,[/I] or [I]Oozes[/I] as favored enemies. At 14th level you can select [I]Aberrations, Celestials,[/I] or [I]Fiends[/I] as favored enemies. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.[/SIZE] [B][SIZE=4]Level 2 - Spellcasting[/SIZE][/B][SIZE=4]- Prepared caster spellcasting writeup. Expanded spell list from tasha's.[/SIZE] [LIST] [*][B]Favored Terrain Spells - [/B]Each Favored Terrain comes with additional spells, which you always have prepared, and do not count against your number of prepared spells. [LIST] [*]Arctic - Ice Knife, Heat Metal (Continual Flame doesn't actually produce heat) [*]Coastal - Fog Cloud, Calm Emotions [*]Desert - Create or Destroy Water, Blur [*]Forest - Entangle, Animal Messenger [*]Grassland - Longstrider, Find Steed (fight me) [*]Mountain - Featherfall, Spiderclimb [*]Wetlands - Detect Poison and Disease, Lesser Restoration [*]Subterranean - Faerie Fire, Darkvision [*]Urban - Disguise Self, Pass with Trace [/LIST] [*][B]Ritual Casting: [/B]You can cast any spell from the Ranger spell list with the ritual tag as a ritual. You also use any spell with the ritual tag from the Druid spell list that is a spell level you could cast. Your ritual expertise expands and increases as you gain experience as follows. At 9th level you can use any ritual spells from the Ranger or Druid list, and spells with the ritual tag from the Wizard spell list of a spell level you can cast. At 13th level you can use any ritual spell from the Ranger or Druid lists, and ritual spells from the Wizard or Cleric spell lists of a spell level you can cast. At 17th level you can use any spells from the Ranger, Druid, Wizard or Cleric spell lists that have the ritual tag as a ritual. [/LIST] [I][SIZE=4][B][I]Fighting Style [/I]- [/B]as phb+tasha's[/SIZE][/I] ...I'm getting confused by/wrapped up in my own things...somehow...Natural Explorer or Favored Enemy need to be wrapped up into Wilderness Expertise so there are only 2 features at first level, not three. I am also, now, thi nking mayhaps the bonus spells might be good presented for terrain and favored enemies as Minigiant originally posted, then let the rangers choose their two bonus spells each day -always prepared, not taking slots for preparation- or make it 1 bonus spell per castable spell level? So if you give 2 terrain spells and 2 favored foe spells, they could eevntually have all 4 prepared, all of the time, without taking any prep slots. [/QUOTE]
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