D&D 5E So one of the players made a ranger...

We spent a lot of time on the Isle of Dread.

There are a variety of terrains, but I'd pick Forest.

For favored enemies, this is one of the few adventures where Beasts is actually a really good choice (dinosaurs and large mammals).

I like Horde Breaker, but there aren't really a lot of encounters with bunches of enemies, so it might be easier to use one of the other ones.

Be aware that Hunter's Mark competes with the bonus action of TWF. Not so badly that you can't make that combo work (it would probably still be my personal preference for stylistic reasons), but it is going to require paying attention to your action economy.
 

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FrogReaver

As long as i get to be the frog
[title] ...and has very little experience with D&D. The last time he played was 30 years ago. Everyone at the table has little to no experience with 5e, except me, and I don't know the ranger class that well.

I'm looking for some general advice on how to build a decent Ranger with Hunter Archetype by using the PHB only . Advice on Spell choices would be very helpful.

Also, how a DM could handle Favored Enemy and Natural Explorer abilities. Eventually, we'll be exploring The Isle of Dread (Goodman Games version) and i imagine that these abilitie will become super important.
Grab a longbow. Pick Archery style. Use Hunter's mark spell. Take colossus slayer as the 3rd level ability. You'll be a strong damage dealer from levels 1-10. Consider picking up Sharpshooter feat eventually. Otherwise just max dex. In combat tactically monitor your positioning.

There's really not a whole lot more to playing a ranger than that. You can take a few extra utility spells but you get so few that there's slim pickings.
 

Li Shenron

Legend
I'm looking for some general advice on how to build a decent Ranger with Hunter Archetype by using the PHB only . Advice on Spell choices would be very helpful.
I'm looking for some general advice on how to build a decent Ranger with Hunter Archetype by using the PHB only . Advice on Spell choices would be very helpful.
You don't need any advice, the Ranger (Hunter) is very solid and will just work fine, whatever choices you make.

Just make sure your player knows that "Favored Enemy" is a ribbon ability, and the REAL favored enemies are defined by the Hunter's abilities.

If your player really needs a hint on spells, start with Hunter's Mark (the most iconic) and consider Cure Wounds as the second one (can't go wrong with extra healing even if you have others in the party). Maybe avoid two-weapon fighting which competes with Hunter's Mark.
 

Amros

Explorer
[title] ...and has very little experience with D&D. The last time he played was 30 years ago. Everyone at the table has little to no experience with 5e, except me, and I don't know the ranger class that well.
Then my foremost advice is: don't focus too much on the mechanics of the class, by the book, but on the role it tries to fulfill. Let your player do what he feels like fun with the ranger he envisions. You could give the player a list with the tasks/actions the ranger is specialised in (i.e. tracking enemies, foraging, scouting...) as a quick-reference card, instead of reading through the mechanics.
I'm looking for some general advice on how to build a decent Ranger with Hunter Archetype by using the PHB only . Advice on Spell choices would be very helpful.
I also think that the ranger is a solid class, even if it has some "ribbon" features. You need good DEX and WIS, and decent CON and STR. A Wood Elf can give your player more RP options thanks to Mask of the Wild. Whether he goes melee or ranged, it's up to him, although I would say going ranged is simpler. On good spells: Cure Wounds, Goodberry, Hunter's Mark, Speak with Animals, Enhance Ability, Lesser Restoration and Pass without Trace.
Also, how a DM could handle Favored Enemy and Natural Explorer abilities. Eventually, we'll be exploring The Isle of Dread (Goodman Games version) and i imagine that these abilitie will become super important.
Favored Enemy gives you advantage on tracking and recalling information (read weaknesses for example) about your fav. enemies, and a language they speak (if the speak one), so suggest him the enemies that appear more in the adventure, or the ones that are stronger.

With Natural Explorer I have had several problems during the years. First, you are an excelent explorer when you are on your fav. terrain, but when not, you are only as good as any other member. Second, being in your fav. terrain kills the exploration challenge because you can achieve anything you want just being 1 hour there. So, if you want to play it RAW, the advise is the same as Favored Enemy: suggest him the terrains that appear more in the adventure.
But if you are open for a little homebrew, and following my first advice, I would suggest you a simplified version:
NATURAL EXPLORER
You are a master of navigating the natural world, an unsurpassed explorer and survivor.
While travelling and surviving in the wilderness, you gain advantage on ability checks that use Nature or Survival.
At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

It's simpler to remember, simpler to apply, and you are the best explorer although the chance for failure is still there (relatively small).
 

Horwath

Legend
I don't want to be cynical here, but I would advise that you include more books for your ranger player.
Thasha's really do fixes some issues of PHB ranger(and there is lots of it).

Also PHB rangers are only one without bonus spells known, yes other sub-classes do not get great spells, but at least they get some more versatility.
 

Rune

Once A Fool
I don't want to be cynical here, but I would advise that you include more books for your ranger player.
Thasha's really do fixes some issues of PHB ranger(and there is lots of it).

Also PHB rangers are only one without bonus spells known, yes other sub-classes do not get great spells, but at least they get some more versatility.
Also of note: In addition to the paladin’s (the other PHB half-caster) more numerous spells available on any given day (because of the bonus oath spells), the paladin prepares their spells daily, giving them much more versatility. And if that wasn’t enough of a boost in utility, they also have a way to use their spell slots to smite without casting specific spells!

Rangers really do get the short end of the stick when it comes to magic. But none of this is going to particularly important to the OP or the player, I’d guess.


…Unless the OP is willing to house-rule in a couple of druid cantrip slots for the ranger. That would help a lot.

Or, for a non-spell-casting option, the ability to make salves in the wild (I’d give them the ability to let characters spend hit dice) and the ability to burn spell slots to maximize (non-d20) dice (including those granted through salves).
 

Eltab

Lord of the Hidden Layer
For getting back into the game after years away, the PHB Ranger is a fair choice. It does what you remember Rangers doing.

When your friend is comfortable with the 5e and Ranger mechanics (or expresses boredom with "I shoot an arrow at it"), give him the Tasha and Xanathar subclasses to look over and maybe "re-train" his character.
 

CleverNickName

Limit Break Dancing
To the newest players, the Ranger is going to feel like an outdoorsy-flavored Fighter...maybe something like a "mountain man" stereotype, a big-game hunter who hunts moose for a living and wrestles bears for fun. And seasoned players from the Old Days of D&D might remember the Ranger as more of an Aragorn character with dual scimitars and a pet panther (shudder). It could go either way!

Others in this thread have posted some great tips and advice. The only things I'd like to add:
  • New Rangers have a lot of fun with a Hunting Trap in their inventory, so if they have one, plan a couple of situations where they can deploy it (it's a great way to teach the player about the Restrained rules.)
  • Good spells for a ranger? That's a tough call, it depends on what kind of role the player wants to play. My advice? Resist the urge to suggest spells for the player, and let them pick whatever they find interesting at first glance. Then, adjust the adventure to match the player's expectation. If the player chooses spells like Hunter's Mark, Hail of Thorns, or Ensnaring Strike, they are expecting tons of combat--so give them something big and mean to hunt. If the player chooses spells like Animal Friendship, Beast Sense, and Speak With Animals, it sounds like they are more interested in playing the "forest friend" stereotype--so give them an opportunity to befriend a wolf or deer or something and learn some important clues. And so on.
 

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