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5E Ranger on a Warlock frame?


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Ancalagon

Dusty Dragon
I like it. In fact, let’s put every class on a Warlock frame, since it’s basically AEDU by another name.

You can already do a pseudo paladin, a pseudo cleric, a pseudo mage, a pseudo rogue....

Interestingly, in the GLOG, one of the warlock's version is you swear fealty to this patron and you instantly gain the benefit of one level of another class - seeing how you can only have 4 such levels, it's a considerable boon.
 

Horwath

Hero
I like it. In fact, let’s put every class on a Warlock frame, since it’s basically AEDU by another name.

one of few good things in 4E.

My problem was that all classes had same number or A, same number of E, same number of D and U.

If they did some classes more focused of A or E or D, it could have been slightly better.

I would like to keep spell slots to Daily recharge cycle,

but most of the classes could get Ki/sorcery/demon/faith/rage/cunning/inspiration7whatevery points on short rest recharge cycle.
 

Zardnaar

Legend
Don't let me dissuade you from looking for yourself, but I did check all that and wasn't happy. 4E's emphasis was heavily on combat options. The ranger class identity worked in that edition, but in a 5E environment, it doesn't make sense to load it up with all the bow and dual-wielding tricks and have the fighter say "Do I mean nothing to you?" So I was looking instead for cool things to do in the wilderness, and there's just not a lot of big ideas on that front.

4E ranger only had the label. It was more of a 3.5 Scout on steroids.

The hexblade would be the default roughly, half Spellcaster like the phb but refresh on a short rest instead of a spell pattern.

Invocations become talents or whatever. 2E skills and power might have some options as well for ideas along with 3E or even 4E.

1E favored enemies but only prof bonus to damage instead of level. It's half the low level monsters but oh well. Makes dual wielding a bit better and they lose hunters quarry.

Also they kinda need fairy fire back.
 



NotAYakk

Legend
Make it a half pact magic caster and arcanum goes away.

It being a pact could be folded into fluff too. The base ranger can be fey pact.
 

Minigiant

Legend
Supporter
You know the real problem.

The ranger needed more exclusive spells at the start. And it still needs more.

If the ranger had more spells, then they would have handled ranger uniqueness. Because without 3e tables of skill features and books of feats, the only way to do rangery things is to roll skills that everyone can get and hope the DM let you.

So the ranger got a "skip steps" class feature instead of a desert ranger casting "create water". Or a forest ranger casting branch to branch. Or the coastal ranger casting deep breath. Etc.
 

Quickleaf

Legend
@Wiseblood A couple years back, I wrote up my own take on a revised ranger that followed a similar thought process. I wanted something where spellcasting was not baked into the class, but rather opted into through subclass choice. I wanted something where Natural Explorer didn't essentially amount to a "fast forward/skip" button for exploration. And I wanted something which used an Eldritch Invocations model to account for various odds and ends that fit better as options rather than pre-builts. Here it is...omitting the subclasses...

Quickleaf's Revised Ranger

As a ranger you gain the following class features. Any features not described below are identical to the corresponding features of the ranger class in the PHB.

Hit Points
Hit Dice:
1d10 per ranger level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Level: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

Proficiencies
Armor:
Light armor
Weapon: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) scale mail or (b) leather armor
  • (a) 2 shortswords or (b) marital melee weapon
  • (a) dungeoneer’s pack or (b) explorer’s pack
  • a longbow and a quiver of 20 arrows

Overwatch
As a bonus action you can begin concentrating on either a specific enemy or a fixed 10 foot radius area you can see. Maintaining your Overwatch requires concentration.

While concentrating on a specific enemy, your attacks deal +1d6 damage against that enemy. At 6th level, this damage increases to +1d8, at 11th level to +1d10, and at 17th level to +1d12.

While concentrating on an area, you may use your reaction to make an attack against a creature in the area making an attack against you or an ally, or against a creature attempting to leave the area. This attack deals the same bonus damage described above.

Tracking
When you inspect track & sign during a short rest you learn the number and nature of the creatures that have moved through the area in the past 24 hours. You determine the creatures’ overall state of health and the age of the tracks. You ascertain when and where they entered the area, as well as when and where they left. Your first attack against a creature (or group of similar creatures) you have been tracking has advantage.

So long as the weather has been clear, you can learn information from even older tracks as you advance levels. At 5th level you can track back up to 2 days. At 11th level you can track back up to 3 days. At 17th level up to 5 days.

Wilderness Lore
When traveling for an hour or more in the wilderness, you and your companions gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group cannot become lost except by magic.
  • Even when you are engaged in another activity while traveling, you remain alert to danger.
At 6th level you can identify any beast or plant at a glance.

At 10th level you have advantage on checks pertaining to wilderness lore and survival.

At 14th level you can flawlessly anticipate natural hazards by recognizing changes in weather or subtle signs in the landscape. This alerts you to the potential of the threat, such as a storm that will break before nightfall or when you’re entering an area of the Underdark where shrieker mushrooms grow.

Wildcrafts
Your study of the wilds grants you abilities beyond other frontiersman that can appear almost mystical to those sheltered behind civilization’s walls.

At 2nd level you gain 2 wildcrafts of your choice. Your wildcraft options are listed at the end of the class description.

As you gain ranger levels, you learn additional wildcrafts of your choice, as shown on the Ranger level advancement table.

Additionally, when you gain a level in ranger, you can choose one of the wildcrafts you know and replace it with another wildcraft that you could learn at that level.

Ambush Expertise
Prerequisite: Proficiency in Stealth
When the rest of your adventuring group follows your directions and remains within your Aura of Awareness, they can add your Wisdom modifier to their Dexterity (Stealth) checks. If you are traveling alone, you can move stealthily at a normal pace.
When you take the time to set up ambush and surprise your enemies, you can determine the placement of cover and other terrain elements on the map along with the DM.

Animal Companion
Prerequisite: Proficiency in Animal Handling
You have an animal companion that accompanies you on your adventures; choose from bird of prey, mount, or predator. The specific types of companions available depends on the DM’s campaign, though it should be a beast of CR 1/2 or less. Your animal companion acts independently of you, though you can direct its actions with a free Animal Handling check (the Difficulty determined by the situation and what you’re asking them to do). When not being directed it generally follows you. Your animal companion cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. The animal can perform many tricks, such as: attack, come, fetch, guard, heel, retrieve, sit, “speak”, and withdraw. In addition, each category of animal companion has a unique trick it knows: lookout (bird of prey), stunt riding (mount), and track (predator).

Bird of Prey: This includes eagles, falcons, ravens, and in some campaigns less traditional winged creatures like flying snakes or bats. Birds of prey can serve as lookouts, circling above an area up to a square mile and screeching if hostile creatures are sighted.

Mount: In most campaigns this includes horses, and in some campaigns less traditional mounts like camels, elk, giant seahorses, or others. Mounts can perform a variety of riding stunts, in addition to carrying saddlebags and riders.

Predator: This includes wolves, hounds, bobcats, lynxes, and in some campaigns less traditional predators like blink dogs or wolverines. Predators can track by scent on their own using your Wisdom (Survival) score and can Help anyone attempting to track.

Your animal companion gains hit dice as you progress in levels. At every odd level (i.e. 3rd, 5th, 7th, and so on), your animal companion gains 1 extra hit die.

Animal Empathy
Prerequisite: Proficiency in Animal Handling
When facing a hostile beast (or pack of beasts of the same type), provided neither you nor your companions are being overtly threatening, you can make an Animal Handling check to calm the beast so that it does not attack you or your companions so long as you stay out of its territory or don’t otherwise antagonize it. The Difficulty of the check is determined by the DM. This requires you to present yourself to the beast unarmed and make gentle eye contact.

Armored
You gain proficiency in medium armor and shields, halve the time it takes to don or doff armor, and suffer no penalties when sleeping in armor.

Beast Speech
You can cast speak with animals at will, without expending material components. This also allows you to mimic the sounds of any beast. You must have heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a listener to determine that the sound is faked.

Enhanced Darkvision
You gain 60-ft darkvision and do not suffer disadvantage to Wisdom (Perception) checks made in dim light. If you already have darkvision, then increase the range by 60-ft.

Favored Enemy
Choose a favored enemy from the various types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored enemy has a particular language associated with it, you learn that language. Against your favored enemy, you have advantage on attack rolls, Intelligence checks to recall lore about them, Wisdom (Insight) checks, and Wisdom (Perception) checks. You also know any vulnerabilities of your favored enemy as well as their ecology and preferred lairs.

Favored Terrain
Choose a favored terrain from the following: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In your favored terrain, you have advantage on Wisdom (Survival) checks and Dexterity (Stealth) checks, leave no trail and cannot be tracked. Additionally, each type of favored terrain gives you a special benefit:

Arctic: Your Constitution checks and saves against environmental cold are advantaged.
Coast: You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier (minimum 2).
Desert: Your Constitution checks and saves against environmental heat are advantaged, and you can get by fine with one gallon of water in hot weather.
Forest: When foraging you yield twice the amount of food and water.
Grassland: In open clear conditions you can see twice as far as normal.
Mountain: You are immune to altitude sickness.
Swamp: Your Constitution checks and saves against disease are advantaged.
Underdark: You do not suffer disadvantage on Wisdom (Perception) checks due to dim light.

Followers (Beasts)
Prerequisite: 9th level
You gain loyal beast followers. You can use the tables below to generate your followers, rolling 3d6+your Charisma modifier times. The tables are divided according to terrain type, and you may roll on whichever table makes sense for your character and campaign. Your DM has the final say over what kinds of beast followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct (albeit usually limited by animal intelligence).

Arctic Followers (1d100)
1-10Snowy owl, or tern (CR 0)
11-20Ermine, snow hare, snow mouse, use rat (CR 0)
21-32Elk, caribou, reindeer, or musk-ox (CR 1/4)
33-43Wolf (CR 1/4)
44-52Wolverine, use giant badger (CR 1/4)
53-60Blood hawk (CR 1/8)
61-67Dire wolf (CR 1)
68-73Giant elk (CR 2)
74-79Polar bear (CR 2)
80-86Saber-toothed tiger (CR 2)
87-93Winter wolf (CR 3)
94-99Yeti (CR 3)
100DM’s option (e.g. selkie, abdominable yeti, remorhaz, werebear, mammoth)
Aquatic/Coast Followers (1d100)


1-10Beaver, or sea otter, use badger (CR 0)
11-20Osprey, duck, pelican, gull, blood hawk (CR 1/8)
21-32Giant crab (CR 1/8)
33-43Eel, use constrictor snake (CR 1/4)
44-52Crocodile (CR 1/2)
53-60Dolphin, use reef shark (CR 1/2)
61-67Hippocampus or giant seahorse (CR 1/2)
68-73Giant octopus (CR 1)
74-79Swarm of quippers (CR 1)
80-86Hunter shark (CR 2)
87-93Plesiosaurus (CR 2)
94-99Killer whale (CR 3)
100DM’s choice (e.g. nixie, locathah, dragon turtle, merfolk, water elemental, giant shark)
Desert Followers (1d100)


1-10Jackrabbit, hyena, or jackal (CR 0)
11-20Owl or vulture (CR 0)
21-32Camel (CR 1/8)
33-43Bloodhawk or flying snake (CR 1/8)
44-52Giant poisonous snake or giant lizard (CR 1/4)
53-60Giant wasp or swarm of insects (CR 1/2)
61-67Death dog or giant hyena (CR 1)
68-73Giant spider (CR 1)
74-79Giant vulture (CR 1)
80-86Lion (CR 1)
87-93Giant constrictor snake (CR 2)
94-99Giant scorpion or phase spider (CR 3)
100DM’s option (e.g. thri-kreen, moon dog, air elemental, couatl, sphinx)
Forest Followers (1d100)


1-10Deer (CR 0)
11-20Eagle, hawk, or owl (CR 0)
21-32Ferret, fox, squirrel, raccoon, rabbit, skunk (CR 0)
33-43Giant weasel or mastiff (CR 1/8)
44-52Blink dog (CR 1/4)
53-60Giant owl or swarm of ravens (CR 1/4)
61-67Giant wolf spider (CR 1/4)
68-73Black bear or wolf (CR 1/2)
74-79Brown bear or dire wolf (CR 1)
80-86Giant spider (CR 1)
87-93Giant boar (CR 2)
94-99Owlbear (CR 3)
100DM’s option (e.g. centaur, dryad, satyr, treant, pixie, voadkyn, faerie dragon, unicorn)
Grasslands Followers (1d100)


1-10Deer, goat, sheep, antelope, or cattle (CR 0)
11-20Mouse, fox, chipmunk, gopher (CR 0)
21-32Blood hawk or flying snake (CR 1/8)
33-43Axe beak (CR 1/4)
44-52Riding horse (CR 1/4)
53-60Cockatrice (CR 1/2)
61-67Worg (CR 1/2)
68-73Giant eagle, giant vulture, or hippogriff (CR 1)
74-79Lion or tiger (CR 1)
80-86Ankheg (CR 2)
87-93Griffon or pegasus (CR 2)
94-99Rhinoceros (CR 2)
100DM’s option (e.g. brownie, wemic, bulette, gorgon, manticore, couatl)
Hill Followers (1d100)


1-10Deer, goat, or sheep (CR 0)
11-20Eagle, hawk, or owl (CR 0)
21-32Mastiff or mule (CR 1/8)
33-43Elk or boar (CR 1/4)
44-52Panther, cougar (CR 1/4)
53-60Swarm of ravens or swarm of bats (CR 1/4)
61-67Giant goat (CR 1/2)
68-73Worg (CR 1/2)
74-79Brown bear or dire wolf (CR 1)
80-86Giant eagle or hippogriff (CR 1)
87-93Giant elk (CR 2)
94-99Griffon, pegasus, or peryton (CR 2)
100DM’s option (aurumvorax, bulette, gorgon, wereboar, werewolf, chimera, wyvern)
Jungle Followers (1d100)


1-10Giraffe, zebra, or antelope (CR 0)
11-20Baboon (CR 0)
21-32Parrot, cockatoo, or toucan (CR 0)
33-43Flying snake (CR 1/8)
44-52Constrictor snake or giant poisonous snake (CR 1/4)
53-60Giant bat, giant frog, or giant centipede (CR 1/4)
61-67Panther (CR 1/4)
68-73Ape (CR 1/2)
74-79Tiger (CR 1)
80-86Giant constrictor snake or swarm of poisonous snakes (CR 2)
87-93Rhinoceros (CR 2)
94-99Elephant (CR 4)
100DM’s option (e.g. giant ape, couatl, grippli, tabaxi, lizardfolk, weretiger, naga)
Mountain Followers (1d100)


1-10Fox, mouse, squirrel, beaver (CR 0)
11-20Goat, deer, or sheep (CR 0)
21-32Blood hawk (CR 1/8)
33-43Giant badger (CR 1/4)
44-52Pseudodragon (CR 1/4)
53-60Black bear or worg (CR 1/2)
61-67Giant goat (CR 1/2)
68-73Brown bear or dire wolf (CR 1)
74-79Giant eagle or hippogriff (CR 1)
80-86Lion, mountain lion (CR 1)
87-93Giant elk (CR 2)
94-99Griffon or peryton (CR 2)
100DM’s option (e.g. aarakocra, galeb duhr, chimera, wyvern, air elemental, basilisk)
Swamp Followers (1d100)


1-10Owl, heron, loon, or raven (CR 0)
11-20Ferret, fox, otter, or muskrat (CR 0)
21-32Frog or lizard (CR 0)
33-43Giant rat (CR 1/8)
44-52Poisonous snake (CR 1/8)
53-60Giant frog or giant lizard (CR 1/4)
61-67Swarm of bats or swarm of ravens (CR 1/4)
68-73Swarm of rats (CR 1/4)
74-79Crocodile (CR 1/2)
80-86Giant spider (CR 1)
87-93Giant toad (CR 1)
94-99Swarm of poisonous snakes (CR 2)
100DM’s option (e.g. naga, shambling mound, bullywug, lizardfolk, giant crocodile, hydra)
Underdark Followers (1d100)


1-10Giant fire beetle (CR 0)
11-20Stirge or giant rat (CR 1/8)
21-32Giant bat or swarm of bats (CR 1/4)
33-43Giant centipede or giant lizard (CR 1/4)
44-52Rust monster (CR 1/2)
53-60Swarm of insects (CR 1/2)
61-67Fire snake or giant toad (CR 1)
68-73Giant spider (CR 1)
74-79Carrion crawler (CR 2)
80-86Cave bear, as polar bear (CR 2)
87-93Grick (CR 2)
94-99Hook horror or phase spider (CR 3)
100DM’s option (e.g. mongrelfolk, otyugh, myconid, roper, flumph, xorn, umber hulk)
Followers (Humanoids)


Prerequisite: 9th level
You gain loyal humanoid followers. You can use the table below to generate your followers, rolling 3d6+your Charisma modifier times. Your DM has the final say over what kinds of followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct.

Humanoid Followers (1d100)
1-114 Bandits (CR 1/8) or 4 Guards (CR 1/8)
12-36Scout (CR 1/2), any race from PHB
37-43Stablemaster tending 6 warhorses (CR 1/2)
44-50Kennelmaster tending 6 mastiffs (CR 1/8)
51-57Dryad (CR 1)
58-64Spy (CR 1), any race from PHB
65-70Bandit Captain (CR 2), any race from PHB
71-77Berserker (CR 2), any race from PHB
76-81Druid (CR 2), any race from PHB
82-87Knight (CR 3), any race from PHB
88-91Veteran (CR 3), any race from PHB
92-95Subdued Hill Giant (CR 5) or Werebear (CR 5)
96-99NPC, custom-made (CR 4-6) with magic items
100DM’s Option (e.g. mage, stone giant, assassin)
Pathfinding


Prerequisite: 11th level
Once per day you can cast find the path without expending material components.

Plant Speech
Prerequisite: 9th level
You can cast speak with plants at will, without expending material components.

Poison Tolerance
Prerequisite: 9th level
You have advantage on saving throws against poison and have resistance to poison damage.

Poultices
Prerequisite: Proficiency in Medicine or herbalism kit
You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded living creature, thereby expending its use, that creature regains hit points equal to their Constitution modifier plus your ranger level (minimum 1).

Reconnaissance
You are proficient with cartographer’s tool and you gain a spyglass. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a military unit or encampment such as battle standards, officers, numbers, siege weapons, etc.

Scrying Lore
You have been initiated into the mysteries of forgotten ways to discover secrets, specifically as pertains to remote-viewing, detection magic, and ancient lore.
  • Learn a bonus language of your choice.
  • Learn the guidance and true strike cantrips.
  • You may cast any divination spell you find on a spell scroll. Use the PHB ranger spellcasting table and your Wisdom as your spellcasting ability when determining whether you can cast a spell of a particular level (see DMG page 200 for spell scrolls).
  • If you acquire a magic item dealing with clairvoyance or divination like a crystal ball or wand of detection, you may attune to the item with just one round of undivided focus.

Sign Language
You learn a sign language that allows you to communicate strategies without speaking, even with those who do not understand the sign language, so long as whoever you’re communicating with is not hostile toward you, is within 60 feet of you, and can see your face and hands.

Trapping & Snaring
Given 30 minutes you can devise one of the following traps of your choice. Doing so requires access to raw materials, acquired in the wilds with a DC 10 Wisdom (survival) check or cannibalizing equipment you carry worth 5 gold pieces (the equipment is destroyed). The saving throw Difficulty of your traps equals 8 + your proficiency bonus + your Intelligence modifier. Some of the traps you can devise include:
  • Hunting Trap: see PHB or Basic Rules.
  • Rope Hoist: You rig a length of rope to cinch about the legs when a creature brushes a branch held in tension, and then yank them up into the trees above, leaving them suspended upside down. A Medium-sized or smaller creature stepping on the trigger must make a Dexterity saving throw or be restrained 15 feet above the ground. A creature can use its action to cut the rope with a slashing weapon, causing it to take falling damage. Alternately a creature can make a DC 13 Dexterity (Acrobatics) check to wriggle free and cling to the rope.
  • Spiked Pitfall: You dig out a shallow 4-foot pit lined with sharp stakes and cover it with a lightweight woven mat camouflaged with the surrounding terrain. A creature stepping on the pit must make a Dexterity saving throw or take 1d6 piercing damage, fall prone, and reduce its speed by 10 feet. Once a spike is removed from the creature’s foot as an action, its speed returns to normal.
  • Tripwire Log: You rig a tripwire connected to a heavy log hanging from a rope so cause the log to swing down and smash anyone in its path. Any creature in the log’s path failing its Dexterity saving throw takes 2d6 bludgeoning damage. You can rig the log to move in a repeated pendulum motion or to stop after it makes one pass.

Travel Hardened
You can endure an extra “level 0” of endurance that has no ill effect on you. This level exists before level 1 where you’d suffer disadvantage on ability checks. In addition, when an ally you are traveling with would accrue a level of exhaustion due to marching or environmental conditions, you make choose to take the exhaustion on their behalf. You may only help one ally in this manner at a time.

Uncanny Senses
You gain proficiency in the Investigation and Perception skills. If you are already proficient in either of these skills, you instead gain expertise (double proficiency bonus) in that skill.

Aura of Awareness
At 9th level, you are preternaturally alert to the signs of danger and are swift to alert your companions. You cannot be surprised. You and allies within 10 feet of you add your Wisdom modifier to passive Perception scores while you are conscious and can perceive your environment.

At 13th level, you and allies in the aura add your Wisdom modifier to Wisdom (Perception) checks, and can still take reactions even when surprised.

At 18th level, the range of your aura increases to 30 feet.

Free Movement
At 20th level, you gain the benefits of a permanent freedom of movement spell, though it cannot be dispelled or detected in any way.

LevelWildcrafts KnownClass Features
1Overwatch (1d6), Tracking, Wilderness Lore
22Fighting Style, Wildcrafts
32Ranger Archetype
42Ability Score Improvement
53Extra Attack
63Overwatch (1d8), Wilderness Lore improvement
74Ranger Archetype feature
84Ability Score Improvement, Land’s Stride
95Aura of Awareness
105Wilderness Lore improvement, Hide in Plain Sight
115Overwatch (1d10), Ranger Archetype feature
126Ability Score Improvement
136Aura of Awareness improvement
146Wilderness Lore improvement, Vanish
157Ranger Archetype feature
167Ability Score Improvement
177Overwatch (1d12)
188Aura of Awareness improvement, Feral Senses
198Ability Score Improvement
208Free Movement
 
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vincegetorix

Jewel of the North
Lets try it
the RANGER (basic)
HD: 2d6
Prof: ligth, medium, shield armor, simple and martial weapon
Save: Con, Str
Skill: Survival and 3 from perception, investigation, athletic, acrobatics, nature, insight, medecine, animal handling.

LevelfeatureSpell knownSlot levelSpell slotknacks
1Spellcasting, Natural explorer, favored foe211-
2Knacks, fighting style3122
3Archetype4222
4ASI5222
5Extra Attack6323
6Warden Aura, Favored foe (3), Natural explorer (3)7323
7Archetype8424
8ASI9424
9-10525
10Warden Aura Improvement, Natural explorer (4)10525
Natural explorer and Favored Foe both start with 2 choices at 1st level.


Warden aura: ally within 10' gain +Wis to their Initiative roll. At 10, they cant be surprised and have advantage on Wisdom (perception) rolls. At level 18, the aura increases to 30'.


Knacks:
Master Survivalist: Double prof with survival and nature. Can spot resting place secure from natural threats.
Beast friend: can speak with beast.
Foebane: +1d6 damage against favored foes once per turn.
Great traveler: +5 speed, can speak with all humanoids after 1 day of observing them.
Dungeon Master: Double prof in History, can evaluate the value of objects and ascertain the builder of dungeons and ruins.
Greater foebane (level 9): +1d10 against favored foe once per turn.
Land stride (level 9): Ignore difficult terrain. Advantage against spells that creat restraining or damaging terrain.
Watchman: no need to sleep and cant be forced to sleep.
Farsight(level 15): Can cast Clairvoyance at-will
Eyes of the Owl: Gain darkvision 60' against all darkness.
Hinder foe: Once per turn, on a hit, reduce the speed of a creature by 10 after a hit.
Set the trap (level 11): You can cast Glyph of Warding once per day without components.
Fey Beast Tamer: Can cast Find Familiar at-will as an action. Creature is considered a fey.
Moutaineer (level 7): Gain a climb speed equal to walk speed. Reduce fall damage by half. Ignore the hazards of high altitude.
Explorer of the Depths (level 7): Gain a swim speed equal to walk speed. Hold breath twice as long.
Punishing Hunt (Hunter's mark, level 5). Once per turn, make a free attack against a creature under your mark after a hit on another target.
Relentless Hunter (level 9): Can cast hunter mark without concentration and without slot a number of time equal to your Wis mod per day.
Tireless: Lose one level of exhaustion per short rest.
Poultice maker: You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Seeker of the lost (level 9): Can cast Locate Beast and Plant at-will.
Nature's Sight (level 15): Can cast Beast Senses at-will.
Ear to the ground (level 7): Gain training in Investigation and advantage on check related to tracking. Gain tremor sense 30'.
Trap master (level 5): Gain prof with Thieve's tools, can cast Snare at-will.
Penetrating Attack (level 12): Attacks deal +Wis mod on a hit.
Natural Antivenom (level 12): Immune to Poison and the poisoned condition.
Camouflage (level 5): Can become Invisible as an action when in dim light or natural foliage until you move or attack or cause a target to make a saving throw.
Climate Adaptation (Cold): Gain resistance to cold damage, ignore the effect of extreme cold.
Climate Adaptation (Heat): Gain resistance to fire damage, ignore the effect of extreme heat.
Cunning Fox's Escape: You can cast Freedom of Movement without a slot once per day.
 
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vincegetorix

Jewel of the North
Wow! Those are great!

question: Vincegetorix 2d6 HP is that each level? If it is do you think that is too good?
Yes it is, because I'm a MAD MAN!

My idea is that rangers are the most healthy of all class. They have less functional hp than barbarian (because of their rage giving them almost double health), less armor armor than paladin or fighter, but make it up by being tough sons of...you know the rest.
 

I went through 4E material extensively looking for inspiration for my own ranger rewrite, and was frustrated at how little there was to mine from it. 4E utility powers are really... specific.

Did you have a look at the scout and hunter? The 4e PHB ranger was possibly the blandest class in the game - but for flavour the two Essentials rangers were much more interesting.
 

jmartkdr2

Adventurer
If I wanted to build a classless 5e variant, I'd use warlock as a the base anyway because you can make dang near anything work of that frame.
 

vincegetorix

Jewel of the North
the RANGER (basic)

Part 2
the Ranger (advanced)

Levelfeaturespell knownslot levelspell slotsknacks
11Archetype11535
12ASI11536
13-12536
14Vanish, Favored foe (4)12536
15Archetype13537
16ASI13537
17-14547
18Feral Senses, Warden aura improvement14548
19ASI15548
20Foe Slayer15548

Vanish: Can hide as a bonus action while lightly obscured. Can be tracked by non magical means and are under the effect of a permanent nondetection spell.
 
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NotAYakk

Legend
Why is it a good idea to make a ranger into a full (pact magic) caster, but only for first 10 levels?

Seems like a horrible idea to me. Just make it progress at half rate on the warlock spell table. And balance with class festures.
 
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Minigiant

Legend
Supporter
I thought about it and...

Nah, it wouldn't work. The Ranger wouldn't work on a warlock frame because you'd be changing a lot for little gain. The real problem with the ranger is the lack of spells as D&D's base assumption is a medium level magic high fantasy game. Mastering the wild in D&D requires spells if you don't codify the skill system.

So really its just a lot of changes to change Favored Enemy and Natural Explorer. And a lot of Favored Enemy and Natural Explorer is, could be, or used to be spells. Food conjuration, divination and detection, camouflage and stealth spells. alertness and perception spells. so a lot of invocations and knacksthat replace these 2 features would just be grantig spells or writing paragraphs that look like spells.

So it sounds like a lot of extra steps to not create ranger spells and to make rangers real casters.
 

Wiseblood

Adventurer
I thought about it and...

Nah, it wouldn't work. The Ranger wouldn't work on a warlock frame because you'd be changing a lot for little gain. The real problem with the ranger is the lack of spells as D&D's base assumption is a medium level magic high fantasy game. Mastering the wild in D&D requires spells if you don't codify the skill system.

So really its just a lot of changes to change Favored Enemy and Natural Explorer. And a lot of Favored Enemy and Natural Explorer is, could be, or used to be spells. Food conjuration, divination and detection, camouflage and stealth spells. alertness and perception spells. so a lot of invocations and knacksthat replace these 2 features would just be grantig spells or writing paragraphs that look like spells.

So it sounds like a lot of extra steps to not create ranger spells and to make rangers real casters.
I disagree. It’s not the spells that rangers need. The ranger class needs class abilities that bring wilderness to the fore. The ranger abilities in the PHB are often referred to as ribbons. They are merely a petina of “bushcraft”. They solve problems that are so easy to ignore (in game) that they might as well not exist. Wilderness travel IME is hand-waived away almost as quickly as encumbrance. Also spells that other casters have serve to devalue the abilities that do exist.
 

Minigiant

Legend
Supporter
I disagree. It’s not the spells that rangers need. The ranger class needs class abilities that bring wilderness to the fore. The ranger abilities in the PHB are often referred to as ribbons. They are merely a petina of “bushcraft”. They solve problems that are so easy to ignore (in game) that they might as well not exist. Wilderness travel IME is hand-waived away almost as quickly as encumbrance. Also spells that other casters have serve to devalue the abilities that do exist.

That's spells, buddy.

Wilderness only comes to the forrefront with Tech or Magic.

Magic weather is beaten with magic
Magic hazards is beaten with magic
Magic diseases and poisons are beaten with magic
Magic environment is beaten with magic
Magic beasts are beaten with magic (weapons)
Magic plants are beaten with magic
Magic woodland citizens are beaten with magic

So you only have 3 options
  • Give rangers more wilderness spells
  • Give rangers wilderness class features that are basically spells
  • Remove the powerful magic from the game
You can't have a game called Dungeon and Dragons where the wilderness expert and monster hunter is weak in a dungeon and can't counter a dragon living in the wilderness.
 

Wiseblood

Adventurer
That's spells, buddy.

Wilderness only comes to the forrefront with Tech or Magic.

Magic weather is beaten with magic
Magic hazards is beaten with magic
Magic diseases and poisons are beaten with magic
Magic environment is beaten with magic
Magic beasts are beaten with magic (weapons)
Magic plants are beaten with magic
Magic woodland citizens are beaten with magic

So you only have 3 options
  • Give rangers more wilderness spells
  • Give rangers wilderness class features that are basically spells
  • Remove the powerful magic from the game
You can't have a game called Dungeon and Dragons where the wilderness expert and monster hunter is weak in a dungeon and can't counter a dragon living in the wilderness.
Woodland citizens lol
 

Presents for Goblins

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