D&D (2024) Ranger Ideas +

doctorbadwolf

Heretic of The Seventh Circle
Okay, by + I just mean don’t derail with arguments about the premise of the thread or the goals of the thread, or about wotc or whatever.

So, I have some ideas for the 2024 Ranger that I want to flesh out, possible for a setting book I’m working on but possibly just for my home games.

First, Hunter’s Mark can be cast without concentration once a day, but it only lasts for 1 minute. At level 5 it becomes “when you cast Hunters Mark with your Favored Enemy feature, you can modify the spell to have a duration of one minute and cause it to lose the concentration keyword.”

At level 11, you can make an attack as part of the bonus action used to cast Hunter’s Mark or to change the target of that spell. Wis mod/LR.

Ensaring Strike loses concentration. (It already has a limiter in the form of repeat saving throws).

Beast Master’s Primal Companion: Each Beast option is like the Summon X spells, having different “aspects” you can choose when summoning it or at the end of a long rest. Land and Sea get Pack Hunter, Behemoth, or Ambush Predator. Air gets Scout, Ambush Predator, and Familiar.

You can spend a level 2+ spell slot when you cast Hunter’s Mark to have a second primal companion or to buff your companion, for as long as the spell lasts. If you do so, the spell has concentration even if cast using Favored Enemy.

buff would just be THP and it deals Hunter’s Mark damage.

Pack Hunter can give advantage against an enemy it hits, and is mobile. Maybe gets to shove or trip when it attacks instead of just straight advantage?

Behemoth has more HP and can be up to Large.

Ambush Predator has strong stealth and hits harder but has less HP.

Scout is very fast and has Evasion and strong stealth, and can help as a bonus action.

Familiar basically acts like a familiar.

Maybe all three get Scout.

I’m also working on a spell that is similar to Booming Blade as a “smite”, where you mark the target and deal a little force damage with the triggering attack, and if it takes the Magic Action or uses a special ability that is magical, before the spell ends, it takes more force damage.
Another spell would hurt you if you move more than half speed or use any movement type other than walking. Spells that target the strategies and abilities of common monsters.

I’d also like to give the Ranger Find Familiar as a spell, and the ability to add wisdom to nature checks.

Any thoughts on these various ideas? If you had to pick just one to develop, which would it be and what would you do with it?
 

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I think Hunter's Mark without concentration should come into play at level 5 rather than 1 to discourage dipping one level into Ranger to get free damage on every attack on top of whatever spell they're concentrating on.

Tbh I think Hunter's Mark shouldn't be a spell at all but just a Ranger feature that they can expend favored enemy to use, with no concentration attached to it.

I do like @Zardnaar's idea of being able to move it with your reaction.
 

I think Hunter's Mark without concentration should come into play at level 5 rather than 1 to discourage dipping one level into Ranger to get free damage on every attack on top of whatever spell they're concentrating on.

Tbh I think Hunter's Mark shouldn't be a spell at all but just a Ranger feature that they can expend favored enemy to use, with no concentration attached to it.

I do like @Zardnaar's idea of being able to move it with your reaction.

Not mine originally. Can't remember where I saw it.

Wife's playing one currently level 4. Think she's multiclassing out after 5.
 

1: drop favored enemy

2: add Hunter's focus
As a bonus action you can focus on one target you can see or hear,
you gain advantage on Insight, Perception and Survival checks vs that target
ONCE ON YOUR TURN you deal extra +1d4 damage when you hit the target with an attack. Extra damage is the same type of damage that is the attack.
at level 5, damage is increased to +1d6
at level 9, damage is increased to +1d8
at level 13, damage is increased to +1d10
at level 17, damage is increase to +1d12 and you have advantage on attacks vs the target
at level 20, you can deal damage with ALL attacks you make vs the target

focus lasts until you pick a new target of finish a Long rest.

at 13th level you can focus on up to 5 targets with a single Bonus action or separate until total of 5 targets.
focus lasts for 1 week now.

3: change to Hunter's mark spell
lose the skill boosts,
add: you ignore any disadvantage on attacks vs target and all cover bonuses to AC.
bonus damage stays the same.
 


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