Ranger core class fix

This is my take on a simpler, more practical, spell-less ranger.

Enjoy!

==============
Class Features
==============

Hit Points
==========
As in PH.

Proficiencies
=============
As in PH.

Equipment
=========
As in PH.

Favored enemy
=============
Choose a type of favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid
(such as gnolls and orcs) as favored enemies.

When you gain this feature, you also learn one
language of your choice that is spoken by your favored
enemies, if they speak one at all.

You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level.

When you are tracking a favored enemy, add your proficiency
bonus to the Wisdom (Survival) check if you have not
chosen Survival as a skill. If you are proficient in
Survival, your proficiency bonus is doubled.

You have a +2 bonus to your attack roll when you attack
a favored enemy.

You know the following information concerning your favored enemy:
-Diet.
-Usual sleeping cycle.
-Habits common to all members of your favored enemy's
race.

Natural Explorer
================
You always know which way is north.

You always know the number of hours left before the
next sunrise or sunset.

Choose one type of favored terrain: arctic,
coast, desert, forest, grassland, mountain, swamp,
or underground.

Your proficiency bonus is doubled for any
ability check you make that uses your chosen
proficiencies while you are in your chosen terrain.
When you are tracking a favored enemy on a favored
terrain, only the bonuses mentioned in the Favored Enemy
section apply.

While traveling for an hour or more in your favored
terrain, you gain the following benefits: as in PH.

You choose additional favored terrain in types at 6th
and 10th level.

Fighting Style
==============
As in PH.

Ranger Archetype
================
http://www.enworld.org/forum/showthread.php?485432-Ranger-archetype-fix&p=6891175#post6891175

Guerilla tactics
================
Starting at 3rd level, you can use the Hide action as
a bonus action on your turn. You can always try to
hide when you are on your favored terrain.

Extra Attack
============
As in PH.

Land's Stride
=============
As in PH.

Vanish
======
Starting at 10th level, you can't be tracked by
nonmagical means, unless you choose to leave a trail.

Feral Senses
=============
At 15th level, your gain preternatural senses that help
you fight creatures you can't see. When you attack a
creature you can't see, your inability to see it doesn't
impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible
creature within 30 feet of you, provided that the
creature isn't hidden from you.

Foe Slayer
==========
At 20th level, add your proficiency bonus to the
damage roll of every attack against a favored enemy.
 
Last edited:

log in or register to remove this ad

Sorry, but it's weak. By taking out spells, you're removing a source of extra damage and/or healing, and you haven't given anything really to accommodate that except for +2 to hit against favored enemies (without DM guidelines for how often these should show up to be fair).


Sent from my iPhone using Tapatalk
 

Sorry, but it's weak. By taking out spells, you're removing a source of extra damage and/or healing, and you haven't given anything really to accommodate that except for +2 to hit against favored enemies (without DM guidelines for how often these should show up to be fair).

True. But that will be balanced by empowering the ranger archetypes. Still working on that...

Edit: Added the Hunter archetype.
 
Last edited:

I'd be wary of putting the buffs into the archetypes. Each level of a class should really be giving out about a feat/ASI's worth of abilities.


Sent from my iPhone using Tapatalk
 

maybe as a little extra for favored terrain, this

"As long as you are in your favored terrain, you get the following bonus depending on the type of terrain.
An extra 10 foot of movement speed if your chosen favored terrain is arctic, grassland or desert
A swim speed equal to your movement speed if your chosen favored terrain is coast or swamp.
A climb speed equal to your movement speed if your chosen terrain is forest mountain or underground."

this gives a bit of extra mobility to rangers that pick their terrain smart, but may overlap a bit if you have a mariner fighting style.
 

This is my take on a simpler, more practical, spell-less ranger.
Choose one type of favored terrain: arctic,
coast, desert, forest, grassland, mountain, swamp,
or underground.

Your proficiency bonus is doubled for any
ability check you make that uses your chosen
proficiencies while you are in your chosen terrain.

This seems strange. Why would you gain a bonus to, say, a persuasion or a history check just because you're in the forest and you happen to like being in the forest?

I'd restrict this to Survival, Stealth, Perception and Investigation. Maybe Athletics and/or Acrobatics as well.
 

Remove ads

Top