D&D General Ranger Identity Patch (+)

The later 4E ranger from essentials (Hunter as a Ranged Controller, and Scout as a Melee Dual Wielding Striker) did improve on the non combat flavour quite a bit. (I know the simplified classes are not for everyone, but the Ranger ones are well done in my oppinion especially because the non combat and flavour).

It had wildnerness knacks like improving stealth or climbing of the team or being able to easier keep watch while resting or better scouting areas.

Also it had animal aspects which (some of them) granted bonus to skills and or movement (or perception).
Yeah the essentials utility powers for the scout and hunter also fed back into the original Ranger and improved it's flavour a bit, though obviously not as much as having wilderness knacks did for the E versions.
I dont get why the 5E 2024 class should not be rangers in terms of ID or rather I am not 100% understanding what your problems are with it. Having ritual casting with nature flavoured spells for me is one of the best things in my oppinion to give a ranger the non combat identity, its exactly the kind of magic I expect. I agree that WotC has problems with the Ranger, in 2024 for me its especially the capstone (and the sometimes really bad subclasses).
The class has almost nothing contributing to it meeting the identity of the ranger anymore except for the spells, which IMO is a complete failure. Spells cannot carry a class in terms of identity, unless the entire identity of the class is spellcraft itself, a la the wizard.
Then having the Rangers Power come to big parts from the subclass (strong subclasses overall, and level 11 power spike being subclass dependant), also fits really well the Ranger, because the ranger is flexible (which is part of its identity and part of its lack of identity XD), but this also means that the subclasses all need to be (equally) strong (and flavourfull), which I think is a bit lacking.
For sure, and I like those elements, but without a strong core class identity (and frustrating basic gameplay loop in combat, and lackluster later level features) it just falls flat.
And even ranger flexibility falls a little flat since you can't change more than 1 spell per day, and don't get any "expert" general skill feature like jack of all trades or reliable talent, you get to be an expert in one skill and get a climb and swim speed eventually, and that's it. Then having your flexibility be in subclass choice and somewhat in spells (though a broader spell list is needed to really sell that) is countered by spells being mostly locked in once chosen and subclasses being totally locked in at level 3.
Also many of the class features (most of them coming from Tashas) are 100% what I expect from a Ranger in case of flavour:

  • Ritual casting as mentioned above
  • Weapon Mastery: Having mastered 2 different weapons (like Sword and Bow like Aragor) is perfect for a Ranger.
  • Deft Explorer: You traveled a lot so you know more languages and also learned a skill specifically good.
  • Having the flexibility of learning 2 nature themed cantrips (druid) or be better at fighting with a specific weapon style is great fit for the "adaptility"
  • Roving: Being good at climbing and swimming and also faster (and not using heavy armor) fits the Ranger which goes true wilderness well and does differentiate it more from fighter (and paladin) with heavy armor.
  • Expertise: Getting more reliable at skills (tracking, sneaking, perception etc.) is also really much ranger (especially with the skill list from the class)
  • Tireless: You can keep going and going longer than others, fits a Ranger well. (Especially if you think "special units" which are also named ranger). Especially handling exhaustion which others cant easily.
  • Even the "hunters mark" which is like "attacking the enemies weakness" and "being able to chase it down" is fitting, although it would not need to be a spell, but thats just 5E design.
Deft Explorer would sell the identity more if it were a boost to several skills, similar to jack of all trades, but otherwise sure. And Hunter's Mark is just poorly designed so making it so core to the class makes the class unavoidably frustrating for anyone who actually wants to use all their class features and actually play the ranger as having spell based versatility, because almost all of the spells worth using have concentration. Even Ensaring Strike, as if they only learned that lesson for the paladin but not for the ranger.
I think the only thing the 2024 version for me could improve on the flavour would be:

  • Letting you use hunters mark on tracks of creatures. So if you are tracking/following a creature (and find tracks of them), you can mark it easily before combat making it easier to follow and give a small bonus for combat start
  • Adding some additional unique ranger rituals to the spell list of the ranger.
  • Rename "favored enemy" to something more fitting like "stalker"
  • Make sure all the subclasses get some bonus spells fitting the subclass and some non combat feature. (Beastmaster learns to share spells with the beast later, but does not get any spells they could share as a bonus...)
I agree with all of these as being good ideas, absolutely.
In terms of how Ranger power could improve:
  • Make the Hunter subclass better. Like a lot better. It has no bonus spells, no non combat feature and a weak level 11 feature (depending on hunters mark even).
    • In general: Have level 11 feature be less about area attack damage. (3 of the subclasses deal more area attack damage)
    • Also several subclasses have rather weak / not synergizing level 15 features.
  • And of course create a better level 20 feature, because that is really weak. Like Hunters Mark does no longer need an action, and you can concentrate on 2 spells if one of them is hunters mark. (In addition to making it 1D10 damage).
Yeah even just making hunters mark confer automatic advantage even if you have disadvantage would make the capstone feel cool, and that isn't actually much of a boost at that level.

But yeah hunter and beastmaster need spells. BM i would accept being able to cast self spells on your companion as a replacement for bonus spells, maybe.
 

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IIRC it is like the 3.5 version with balance fixes to make it not weak alongside most classes, right? That is exactly whsy i wanted from 5e Ranger.
Some buffs that it needed, but mostly it was just a great package to build around. A big issue in 3E is classes that are all in on only one pillar, and the PF1 ranger gets goodies in every bucket. Its my favorite class next to bard and witch from that era.

And i say that as someone who hates 3.5e almost as much as some folks hate 4e.
let's not get crazy GIF by Shadowhunters
 

Yep. My point stands though, regardless. The class itself needs to fix the identity problem, and spells can add to that.
Ranger doesn't have an identity problem.

The problem is D&D's mechanics.
In every edition, Ranger is a switch hitter: Melee and Ranged and sometimes Spell and Sometimes Beast.
Every edition. And this is usually bad out the core. MAD and Multiple Feat Dependency.

Choosing melee feats/powers/invocations/knacks/perks/talents doesn't help your ranged feats/powers/invocations/knacks/perks/talents or your pet feats/powers/invocations/knacks/perks/talents.

So the best rangers and what become the ranger identity in D&D: Great at one style Good at another.
You take the strong general stuff: 4E's Twin Strike or 5.5E GWM feat
You take a melee spell, a beast spell, and a ranged spell.

Embrace the MAD. Be the archer with good melee. The beastmaster with a strong bow.
 

Yeah the essentials utility powers for the scout and hunter also fed back into the original Ranger and improved it's flavour a bit, though obviously not as much as having wilderness knacks did for the E versions.

The class has almost nothing contributing to it meeting the identity of the ranger anymore except for the spells, which IMO is a complete failure. Spells cannot carry a class in terms of identity, unless the entire identity of the class is spellcraft itself, a la the wizard.

For sure, and I like those elements, but without a strong core class identity (and frustrating basic gameplay loop in combat, and lackluster later level features) it just falls flat.
And even ranger flexibility falls a little flat since you can't change more than 1 spell per day, and don't get any "expert" general skill feature like jack of all trades or reliable talent, you get to be an expert in one skill and get a climb and swim speed eventually, and that's it. Then having your flexibility be in subclass choice and somewhat in spells (though a broader spell list is needed to really sell that) is countered by spells being mostly locked in once chosen and subclasses being totally locked in at level 3.

Deft Explorer would sell the identity more if it were a boost to several skills, similar to jack of all trades, but otherwise sure. And Hunter's Mark is just poorly designed so making it so core to the class makes the class unavoidably frustrating for anyone who actually wants to use all their class features and actually play the ranger as having spell based versatility, because almost all of the spells worth using have concentration. Even Ensaring Strike, as if they only learned that lesson for the paladin but not for the ranger.

I agree with all of these as being good ideas, absolutely.

Yeah even just making hunters mark confer automatic advantage even if you have disadvantage would make the capstone feel cool, and that isn't actually much of a boost at that level.

But yeah hunter and beastmaster need spells. BM i would accept being able to cast self spells on your companion as a replacement for bonus spells, maybe.

Thanj you for the thorough answer! I will go more in detail another time, but I really appreciate this!

I did disagree with you quite a bit in the other thread but this made it a lot more clear qhat you mean.


I think one big difference for you and for me is that with Ranger being flexible I mean less that a single Ranger needs to be flexibel, for me a Ranger is an expert, I mean more that the range of Rangers for me needa to be broad and flexible.


Thats why deft explorer for me works well (and I would not want a a broad boost to all skills like the bard), on the other hand a reliable class feature (like not being able to roll below 10) would fit perfecly.


I also fully agree that a class should not just be defined by its spells, especially when spell lists are not unique, thats why I often dont like spellcasters too much.


Honestly my favourite ranger would have no spells (except rituals and more of them!), but thats not a small change but a complete rework.


Ah and some "natural familiar" ritual/spell is something I miss from Ranger which could be easily added in 5e.


Also I would rather have something more flexible than the level 14 invisibility feature.
 

I replaced Favored Enemy with Hunter's Vision.

Hunter’s Vision​

You are an expert at discovering an enemy’s weaknesses, especially an enemy native to your favored terrain. As a Bonus Action you may designate a target within 90 feet that you can see or hear as your prey, marking them in your mind and with your senses. You have Advantage on Wisdom (Survival) or Intelligence (Investigation) checks to track your prey, as well as Wisdom (Perception) checks to find them. In addition, you deal an extra 1d6 of damage to the target whenever you hit it with a weapon attack or +1d8 if it is a creature native to your favored terrain. This extra damage increases with your ranger level (as noted on the Ranger Table).

You can have only one creature designated as your prey at a time. Your designation lasts until your next Long Rest, or until you designate a new creature as your prey. You may designate prey a number of times equal to your proficiency bonus between Short or Long rests.

At higher levels, you gain additional abilities against your marked prey. The levels I choose are based on my 10 level hack of 5e, but 1 of them gives you a chance to Daze the prey and later to make their speed 0 until the beginning of your next turn when you hit them (in addition to the bonus damage). The hunter subclass also grants other abilities connected to Hunter's Vision.

Also my rangers only get spells if they choose the "Warden" subclass, otherwise no spells for them.
 

The flexibility tends to all flat...

unless there are spells because the different aspects of being a ranger typically takes up a lot of design space..


Like one of the main aspects of being a ranger is that you taking a whole bunch of specialized knowledge and training. And in order to do that over 20 levels of play requires to take a whole huge chunk of the ranger class and separate it out so that you can choose a specialty.

Ranger has an identity.
The issue in D&D.
 

5e should just embrace the 1e definition of Ranger.

Rangers are a sub class of fighter who are adept at woodcraft, tracking, scouting, infiltration, and spying.

Done and done.
 



5e should just embrace the 1e definition of Ranger.

Rangers are a sub class of fighter who are adept at woodcraft, tracking, scouting, infiltration, and spying.

Done and done.
Sounds like the Scout Rogue to me. ;)

I honestly think 2024 Ranger is 90% of the way there. I'd like to see more flexibility in the Breath of the Wild esque Stamina features and a reworked Hunter's Mark. I do like the idea of a variant Sorcery Points / Martial Superiority / Psi Energy / Monk's Focus / Pugilist's Moxie feature that instead of magic spells that gives a lot of exploration tier and combat tier skill powers.

Rangers are Experts, like with Bards, and Rogues and Artificers. I think they represent this aspect the least of the Expert classes currently because they're Part Expert, Part Martial Artist, Part Spellcaster. It's hard to be all of these, but I think the Expertise & Exploration features should take center stage, supplemented by magic and combat prowess, rather than being a Primal Gish with a splash of Skill Expertise and exploration features.
 

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