D&D General Seeking Input: A moment of prayer for the Ranger

But what if I don't want to emphasize wilderness travel? A class shouldn't depend on the DM changing their preferred style to make it work.
If you want to cut out or reduce entire categories of game challenge (particularly those described as fundamental pillars of the game), you shouldn't be complaining that classes, skills, and spells focused on that sort of challenge are weak....
 

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One thing to consider. Just because Rangers are great survivors in the wilderness doesn't have to mean you need to devote a lot of its abilities on that. Just make sure that it has some nice features that no one else can get and require at least a modicum of investment, and the rest can be stuff devoted to the more "guaranteed" parts of any campaign - combat maybe or whatever.
Just make sure that when it ever comes to travel and wilderness, your Ranger can definitely shine. And in general, maybe actively seeking out the wilderness provides him and/or the party some benefits.

Ranger Features

Trailblazer

When accompanying a party of travelers of 10+Ranger Level creatures (including mounts), you increase their travel speed by +1.
Starting at Ranger Level 13, your ability to navigate the world becomes supernatural, and you can use one of these abilities once. You recover its use after a long rest.
  • You can cast the spell Plane Shift as a ritual that takes 1 hour. During the ritual, you and all creatures that you wish to transport must wander until you gain insight on where to go.
  • You can cast the spell Teleport as a ritual, but you must be at a permanent teleportation circle, or a special place of sufficient or appropriate magical power (as determined by the DM).
At low levels, the speed buff for the party isneat. At higher levels, a lot of travel might be replaced by needing to teleport across the world or to different planes. If so, the Ranger now can provide this ability. Storywise, the Ranger learned how to use portals, and they can find the little spots in reality that are thinly connected to other planes, and use them for transport.

Foreager
When foraging, you yield twice as much food as normal. After you foraged, you can allow your allies to recover hit dice. The total number of hit dice recovered by the group may not exceed your Ranger level.

Starting at Ranger Level 9, you can forage even in environments where it would normally be impossible, at a DC of no more than 20. They do not yield extra food under such circumstances.

At early levels, just getting more food will be useful. But even if travel and foreaging isn't much of a concern, the hit die recovery feature provides a little bit of a boost. The ranger finds some remedies and plants with healing properties and helps the party recover from its injuries. At higher levels, the ranger might not really find himself in natural environments as often, but their talent for finding food turned supernatural.

Scout Leader
When you lead a group of up to 4+Ranger Level creatures (including mounts) through natural terrain and try to avoid detection, the results of ability checks made to do so cannot be lower than your passive Dexterity check (10+Dexterity bonus).
Starting at Level 7, you can use this ability in any kind of terrain.
Having a Ranger suddenly turns the party half-way competent at sneaking around. People will appreciate that, no doubt.

Terrain Adaptation
If you spend a long rest while in a specific terrain, you grow adapted to it. This benefit lasts until you spend a long rest in a different terrain. While in terrain you are adapted to, you have advantage on Survival checks. In addition, you gain the following benefits depending on the terrain you are in:
  • Arctic Terrain: Gain resistance to cold damage and advantage on Acrobatic checks.
  • Desert: Gain resistance to fire and radiant damage.
  • Dungeon: Gain Resistance to Poison and Necrotic damage
  • Forest: Gain Resistance to Poison and advantage (or expertise?) on Medicine checks.
  • Grasslands: Gain +5 square bonus to speed and advantage on Animal Handling checks.
  • Mountain: You take only half damage from falls and have advantage on athletic checks.
  • Urban: You gain advantage on Investigation and Intimidate checks
Starting at Ranger Level 9+, you gain these abilities also when in supernatural terrains that share common features (like if on a layer of hell dominated by ice, you can apply your arctic terrain benefits, on the elemental plane of fire you may apply your Desert benefits. )
Starting at Ranger Level 7+, you can apply these benefits to all members of your party(up to 4+ranger level creatures).
Starting at Ranger Level 13+, you instantly gain the adaptation for whatever terrain you are currently in, in addition to the one you spend a long rest in.
Favored Terrain is a common staple for Ranger ideas,but the problem is - what if you're never in that terrain? Favored Terrain could be a bonus you just always apply, say you climb well because you are used to Forests. But in my head, the Ranger as survivalist is more fun if they can get good in every terrain - Adaptation means they can get used to any terrain. It also has an interesting effect that the ranger might deliberately spend time in the wilderness to gather some benefits they are going to need. Spend a day spelunking before they head for the undead-infested graveyard or whatever.
 
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This is a really good homebrew of the Ranger class from Laser Llama. While this homebrew is a spellcaster, it's a prepared caster who can prepare a number of spells equal to their Wisdom modifier plus half their Ranger level per long rest. It also has a number of knacks that can really customize your Ranger.

 

But what if I don't want to emphasize wilderness travel? A class shouldn't depend on the DM changing their preferred style to make it work.

I’m not saying the DM has to do this, and in fact, I think it shouldn’t be put 100% on the DM.

What I am saying is that the game design should emphasize wilderness travel if it wants to make classes and abilities that lean into the exploration pillar work. But, the game doesn’t do this in any concrete, mechanical sense. It’s left to the DM to bend over backwards to do if they want to do it. Ultimately, I think a Ranger class that is built around doing scouting, survival, and way finding abilities as opposed to a combo of fighting and magic use isn’t really viable in D&D today.
 

One thing to consider. Just because Rangers are great survivors in the wilderness doesn't have to mean you need to devote a lot of its abilities on that. Just make sure that it has some nice features that no one else can get and require at least a modicum of investment, and the rest can be stuff devoted to the more "guaranteed" parts of any campaign - combat maybe or whatever.
Just make sure that when it ever comes to travel and wilderness, your Ranger can definitely shine. And in general, maybe actively seeking out the wilderness provides him and/or the party some benefits.

Ranger Features

Trailblazer

When accompanying a party of travelers of 10+Ranger Level creatures (including mounts), you increase their travel speed by +1.
Starting at Ranger Level 13, your ability to navigate the world becomes supernatural, and you can use one of these abilities once. You recover its use after a long rest.
  • You can cast the spell Plane Shift as a ritual that takes 1 hour. During the ritual, you and all creatures that you wish to transport must wander until you gain insight on where to go.
  • You can cast the spell Teleport as a ritual, but you must be at a permanent teleportation circle, or a special place of sufficient or appropriate magical power (as determined by the DM).
At low levels, the speed buff for the party isneat. At higher levels, a lot of travel might be replaced by needing to teleport across the world or to different planes. If so, the Ranger now can provide this ability. Storywise, the Ranger learned how to use portals, and they can find the little spots in reality that are thinly connected to other planes, and use them for transport.

Foreager
When foraging, you yield twice as much food as normal. After you foraged, you can allow your allies to recover hit dice. The total number of hit dice recovered by the group may not exceed your Ranger level.

Starting at Ranger Level 9, you can forage even in environments where it would normally be impossible, at a DC of no more than 20. They do not yield extra food under such circumstances.

At early levels, just getting more food will be useful. But even if travel and foreaging isn't much of a concern, the hit die recovery feature provides a little bit of a boost. The ranger finds some remedies and plants with healing properties and helps the party recover from its injuries. At higher levels, the ranger might not really find himself in natural environments as often, but their talent for finding food turned supernatural.

Scout Leader
When you lead a group of up to 4+Ranger Level creatures (including mounts) through natural terrain and try to avoid detection, the results of ability checks made to do so cannot be lower than your passive Dexterity check (10+Dexterity bonus).
Starting at Level 7, you can use this ability in any kind of terrain.
Having a Ranger suddenly turns the party half-way competent at sneaking around. People will appreciate that, no doubt.

Terrain Adaptation
If you spend a long rest while in a specific terrain, you grow adapted to it. This benefit lasts until you spend a long rest in a different terrain. While in terrain you are adapted to, you have advantage on Survival checks. In addition, you gain the following benefits depending on the terrain you are in:
  • Arctic Terrain: Gain resistance to cold damage and advantage on Acrobatic checks.
  • Desert: Gain resistance to fire and radiant damage.
  • Dungeon: Gain Resistance to Poison and Necrotic damage
  • Forest: Gain Resistance to Poison and advantage (or expertise?) on Medicine checks.
  • Grasslands: Gain +5 square bonus to speed and advantage on Animal Handling checks.
  • Mountain: You take only half damage from falls and have advantage on athletic checks.
  • Urban: You gain advantage on Investigation and Intimidate checks
Starting at Ranger Level 9+, you gain these abilities also when in supernatural terrains that share common features (like if on a layer of hell dominated by ice, you can apply your arctic terrain benefits, on the elemental plane of fire you may apply your Desert benefits. )
Starting at Ranger Level 7+, you can apply these benefits to all members of your party(up to 4+ranger level creatures).
Starting at Ranger Level 13+, you instantly gain the adaptation for whatever terrain you are currently in, in addition to the one you spend a long rest in.
Favored Terrain is a common staple for Ranger ideas,but the problem is - what if you're never in that terrain? Favored Terrain could be a bonus you just always apply, say you climb well because you are used to Forests. But in my head, the Ranger as survivalist is more fun if they can get good in every terrain - Adaptation means they can get used to any terrain. It also has an interesting effect that the ranger might deliberately spend time in the wilderness to gather some benefits they are going to need. Spend a day spelunking before they head for the undead-infested graveyard or whatever.
I love love love the idea of the Ranger being able to regain spent HD for the party. That opens up an idea of a Ranger that also SPENDS HD for things to exert themselves...interesting.
 


This is a really good homebrew of the Ranger class from Laser Llama. While this homebrew is a spellcaster, it's a prepared caster who can prepare a number of spells equal to their Wisdom modifier plus half their Ranger level per long rest. It also has a number of knacks that can really customize your Ranger.

"Just use LL's stuff as a PHB replacement" is a pretty good patch for 5e in general.
 

If you want to cut out or reduce entire categories of game challenge (particularly those described as fundamental pillars of the game), you shouldn't be complaining that classes, skills, and spells focused on that sort of challenge are weak....
I was not aware that wilderness travel was considered a fundamental pillar of D&D. And my point remains: tying a class to a particular setting is always going to leave the effectiveness of the class in the hands of the DM and the type of campaign they wish to run. I'm hardly the first to have made this observation.

So yeah, I'll continue to complain that ranger suffers from having a niche that is significantly dependent on DM fiat. Thanks for the advice, though.
 

Then your party might be missing out on the experience of a random monster encounter or a random event that might be important to the adventure's plot or subplot.
Strange comment. It's like saying that the party traveling in the wilderness might be missing out on the haunted house or political intrigue that might be important to the adventure's plot or subplot.

I'm the DM. If I need wilderness travel as an aspect of the plot or subplot, I can make sure it happens. Mostly, we skip through it, especially after early levels, because I find it tedious and the players agree. The game is built so that travel times become increasingly shorter as parties level. Maybe your campaigns are different, and therefore rangers are much more useful. That's kind of my point. Different people prefer different stuff, and the ranger's effectiveness is too tied to a particular type of preference.

You can run a city campaign and barbarians will be just fine. So will druids. Rangers have always been too tied to the wilderness niche, though less so with the 2024 update.

Edit: contrast with the monk. There was pretty wide consensus that the 2014 version of the class was second rate at its intended niche, mobile skirmisher, but the 2024 update successfully corrected that (arguably too much so). Shifting the ranger from a focus on the wilderness to a focus on exploration and infiltration in general, and making it king of the exploration pillar would allow it to more strongly fill a niche..but what about rogues? So it remains a class without a strong purpose, unless the campaign happens to be strongly focused on the wilderness.
 
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