D&D 5E Tasha's really improved and changed the feel of Rangers


log in or register to remove this ad


Sadly 5e isn't very friendly to niche but cool options like the martial ranger :(
The Echo Knight and Soulknife would like a word.

Seriously there are a lot of niche but cool options in 5e. They just make them subclasses. And there's already in practice one martial ranger in the Scout. There should possibly one for the fighter as well.
 

NotAYakk

Legend
Thesaurus: Ranger, non-spellcasting:

Rover

HD
: d10
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Pick one
Saving Throws: Strength, Dexterity
Skills: Perception, and choose 2 from Animal Handling, Athletics, Insight, Investigation, Nature, Stealth, and Survival

Features:
Awareness: Starting at 1st level you have a d4 awareness die. This die grows in size as you gain levels in the Rover class; d6 at level 5, d8 at level 9, d10 at level 13 and d12 at level 17.

Whenever you make an Intelligence(Investigation) or Wisdom(Perception) check you may add your awareness die to the roll.

Focus: You can choose to Focus on a single creature. You can do this as a bonus action if you can see or otherwise perceive the creature, or you can do it after succeeding on a Wisdom(Survival) check to follow a creature's tracks.

If you are Focused on a creature and Focus on another creature, you lose Focus on the first creature.

You can use your Focus on a creature to do a number of things. When you do so, you cannot use the Focus again until you spend a bonus action refocusing; you do not, however, have to be able to see the creature to refocus on it.

  • If you miss a creature you have Focused, you can roll your Awareness die and add it to your attack roll.
  • If you hit a creature with a weapon you have Focused and do not like a weapon die roll, you can roll your Awareness die to replace a weapon damage die roll.

Fighting Style: Starting at 2nd level, you can pick a fighting style. You gain an additional benefit

Archery: In addition, during a short or long rest you can enhance up to 20 pieces of ammunition that gives you a +1 bonus to damage when you hit with them. This bonus lasts until the next time you take a rest, and the ammunition can be recovered unharmed from a foe you reduce to 0 HP.
Defense: During a long or short rest you can tend to up to your proficiency bonus creature's wounds. When someone spends a hit die during a rest, they can reroll the hit die, but must keep the result.
Dueling: Your movement speed increases by 5', and when a creature makes an opportunity attack on you, you may expend a reaction to make a melee weapon attack on them afterwards.
Two-Weapon Fighting: During a short or long rest you can craft a two doses of poison. When applied to a weapon, the first time this weapon hits a creature they also take your awareness die poison damage. This poison lasts until the next time you take a rest.

Explorer:
At 2nd level, pick one:
  • You gain a climb speed equal to your speed
  • You gain a swim speed equal to your speed
  • You ignore the first 2 levels of exhaustion, and recover 2 levels of exhaustion when you complete a long rest; it requires 8 levels of exhaustion to kill you.
  • You have advantage on wisdom and charisma checks on beasts and monsters

Archtype
At 3rd level you pick a Rover archtype. It grants further features at 7th, 11th and 15th level.

Improved Awareness
At 3rd level, pick one skill you are proficient in. You add your Awareness die to all checks with that skill.

ASI
At 4th, 8th, 12th, 16th and 19th level level you pick an ability score improvement.

Extra Attack
At 5th level, when you take the attack action, you can attack twice instead of once.

In addition, the first time you hit a creature on your turn, you can choose to either shove or grab them with the weapon or ammunition. If ammunition is used to grab, it can hold creatures up to medium sized, and the ammunition has an AC of 10 and 1 HP.

Favored Enemy
At 6th level you can pick a Favored Enemy creature type. Creatures that are your Favored Enemy are always considered Focused, and you automatically Refocus on them at the start of your turn.

Improved Explorer:
Starting at 6th level, you gain an additional feature from the Explorer feature. In addition, you now ignore difficult terrain.

Skirmisher:
Starting at 8th level, your movement speed increases by 5'. In addition, before or after you make an attack you can move 5'.

Exploration Leader:
At 9th level, you gain all of the benefits of the Explorer feature. In addition, creatures of your choice within 20' of you ignore difficult terrain.

Forager: Starting at 10th level, you can craft up to your proficiency bonus in salves and poisons from natural ingredients. While taking a short or long rest in a natural environment you can forage for supplies to craft such equipment.

These salves and poisons require tending at least every hour or become ineffective, and you can only maintain up to your proficiency bonus at once.

Healing salve: Can be applied to yourself or an adjacent creature as a bonus action. The creature regains your awareness die in HP and can spend a HD to regain additional HP, and gains temporary HP equal to the damage healed. In addition, an effect Lessor Restoration could restore is cured over the next 1d6 minutes.
Contact Poison: When applied to a weapon or piece of ammunition, the next time a creature is damage by it they suffer additional damage equal to your awareness die. In addition, they must make a constitution save against DC 8+your wisdom bonus+your proficiency bonus or become poisoned until the end of their next turn.

When applied to an object, the next creature who picks up or handles the object takes the damage and must make the save against being poisoned.

Toughness: Starting at 12th level, when you make a saving throw, add your Awareness die to the result.

Pass Without Trace: At 13th level, you become unable to be tracked. Making attacks does not cause you to be revealed, and you can hide while lightly obscured.

If you are hidden from a creature, that creature has disadvantage on perception checks to see creatures you have helped hide within 60' of you.

Finally, you are immune to divination spells.

Focused Hunter:
Starting at 14th level, you can pick a 2nd Favored Enemy creature type at the end of a long rest. This remains a Favored Enemy until you replace it.

Weapon attacks on your Favored Enemies score critical hits on a 18, 19 or 20.

Leader of the Pack: At 17th level, as a reaction to a different creature you can see making an attack roll, ability check or saving throw, you can roll your awareness die and add or subtract it from its roll.

Feral Senses: At 18th level, you gain either blindsense 20' or tremorsense 40'.

Combat Reflexes: At 19th level, you gain a 2nd reaction, but can use no more than one per turn. When a creature attacks you and it isn't their turn, their attack is at disadvantage. If a creature forces you to make a save and it isn't their turn, your save is at advantage.

Apex Preditor: At 20th level, you always add your Awareness die to your weapon attack and damage rolls.

It needs more back-10 non-combat features that feel rangery. I mean, it isn't bad, but needs more.
 
Last edited:

Undrave

Hero
That is not true, backgroundsdo the things you are talking about.
Backgrounds are backgrounds, classes are classes. EVERYBODY gets a background so it's completely useless to bring it up in a discussion about CLASSES. And they're not a 'fix-all cure-all' solution either.
That's stealth, baby.
Jazz hands!
The 4e ranger is a 5e outlander fighter.

People don't like hearing that 4e split the D&D fighter 4 ways and made 4 classes out of
3 classes: Fighter, Ranger, and Warlord. The Rogue isn't a Fighter.

Sadly, the 5e Fighter only took archery back from the 4e Ranger, and left him behind with the Warlord...
 

ECMO3

Hero
Ok. I don’t want to argue about what is or isn’t a “wilderness ability.” Whatever you want to call them, his post contained many good examples of the sorts of abilities I would like to see on a non-spellcasting ranger
Most of them are already in the Tasha's Ranger or available as a background a tool or a Ranger subclass. This is really easy. Just play a RAW Ranger, choose your background and subclass carefully and never cast spells and you have 90% of this!

Track: you have advantage on Survival checks made for tracking. - Already part of the Ranger class for favored enemies, additional bonuses beyond this are available in favored terrain or with tool proficiences.

Fieldcraft: you can track and forage at the same time while staying alert to danger - Available with a background

Endurance: you halve(round down) your effective exhaustion levels. that is, you die at 12 exhaustion levels. You remove one exhaustion level on Short rest and all on Long rest. - The Ranger class already includes what is in red.

Gain darkvision of 60ft or improve existing by 60ft. - Part of a Ranger subclass. Also it is hard to swallow "we want a less magical Ranger .... but we want to see in darkness."

You ignore any natural difficult terrain and have advantage on saves vs any effect that impedes movement.- First part is already part of the Ranger class, second part is part of the Ranger class for anything plant-based.

You can Hide as a Bonus action. - Already part of the Ranger class

You can Hide in any natural terrain without needing cover or concealment. - Already part of the Ranger class

You gain climb speed. - Already part of the Ranger class

You gain swim speed. - Already part of the Ranger class

You gain Scent ability. - "scent" is not a thing in 5E AFAIK, but feral sense, which is part of the Ranger class, includes what was "scent" in older editions (and more in addition).

You can Hide with Stealth skill vs. targets that have Scent, Blindsight, Blindsense, Tremorsense or similar ability. - "Blindsense" and "scent" are not a thing in 5E. Any character of any class can attempt hide from someone with blindsight, nothing in the rules stops this. With a Horizon Walker Ranger you can hide against creatures with tremorsense as well.

Nature salves: you can craft a number of potions equal to your proficiency bonus during long rest. As an action they heal 1d6 per two ranger level, round up. They also heal one disease and one poison. They last 24hrs. - Similar ability is available with tool proficiency

Poison crafter: you can craft a number of poison doses equal to your proficiency bonus during long rest. attack with poisoned weapon deals 1d6 poison damage and poisoned condition for 1 min. Damage increases to 2d6 at 5th level, 3d6 at 11th level, 4d6 at 17th level. CON save, DC is wisdom based for half damage and negating condition. - Any character can craft poisons with poisoners kit

Also, 1 or more expertise for Stealth, Perception, Survival, Nature, Medicine, Animal Handling is always an option. - Already part of Ranger class
 
Last edited:

Charlaquin

Goblin Queen (She/They)
Most of them are already in the Tasha's Ranger or available as a background a tool or a Ranger subclass:

Track: you have advantage on Survival checks made for tracking. - Already part of the Ranger class for classes of enemies, additional bonuses beyond this are available in favored terrain or with tool proficiencies.
Favored enemies and terrain are too reliant on the particular adventure in my opinion. Applying these benefits broadly would be a big improvement. Not sure what you mean about tool proficiencies, they are proficiencies, just like skills.
Fieldcraft: you can track and forage at the same time while staying alert to danger - Available with a background
That doesn’t mean it can’t also be a ranger feature, freeing the ranger up to take other backgrounds instead of spending their background choice to gain an ability that should be fundamental to being a ranger.
Endurance: you halve(round down) your effective exhaustion levels. that is, you die at 12 exhaustion levels. You remove one exhaustion level on Short rest and all on Long rest. - The Ranger class already includes what is in red.
And the red part is cool to have! So would the rest of the ability be.
Gain darkvision of 60ft or improve existing by 60ft. - Part of a Ranger subclass. Also it is hard to swallow we want a less magical Ranger, but we want to see in darkness.
Part of a subclass. Could be part of the base class. And I don’t think Darkvision is an inherently magical ability in 5e, where every nocturnal animal has it inherently.
You ignore any natural difficult terrain and have advantage on saves vs any effect that impedes movement.- Already part of the Ranger class
Cool.
You can Hide as a Bonus action. - Already part of the Ranger class
Huh?
You can Hide in any natural terrain without needing cover or concealment. - Already part of the Ranger class
Where?
You gain climb speed. - Already part of the Ranger class

You gain swim speed. - Already part of the Ranger class
Again, where?
You gain Scent ability. - "scent" is not a thing in 5E, but feral sense, which is part of the Ranger class, is the same thing (and more).

You can Hide with Stealth skill vs. targets that have Scent, Blindsight, Blindsense, Tremorsense or similar ability. - "Blindsense" and "scent" are not a thing in 5E. Any character of any class can already attempt hide from someone with blindsight, nothing in the rules stops this. With a Horizon Walker Ranger you can hide against creatures with tremorsense as well.
Bit of an odd example there, sure.
Nature salves: you can craft a number of potions equal to your proficiency bonus during long rest. As an action they heal 1d6 per two ranger level, round up. They also heal one disease and one poison. They last 24hrs. - Similar ability is available with tool proficiency
Tool proficiency is just proficiency. What you can or can’t do with it is up to DM fiat. With an ability like this, the ranger could simply do the thing and know it’s going to work like it says it does. You know, like spellcasters get to be able to do.
Poison crafter: you can craft a number of poison doses equal to your proficiency bonus during long rest. attack with poisoned weapon deals 1d6 poison damage and poisoned condition for 1 min. Damage increases to 2d6 at 5th level, 3d6 at 11th level, 4d6 at 17th level. CON save, DC is wisdom based for half damage and negating condition. - Any character can craft poisons with poisoners kit
See above.
Also, 1 or more expertise for Stealth, Perception, Survival, Nature, Medicine, Animal Handling is always an option. - Already part of Ranger class
Sure.
 

ECMO3

Hero
Part of a subclass. Could be part of the base class. And I don’t think Darkvision is an inherently magical ability in 5e, where every nocturnal animal has it inherently.
If you are playing a race that biologically can't see in the darkness, then you are by definition not a nocturnal animal.

Vanish
Hide In Plain Sight
Again, where?
Deft Explorer
 

Charlaquin

Goblin Queen (She/They)
If you are playing a race that biologically can't see in the darkness, then you are by definition not a nocturnal animal.
Ok? My point is, seeing in the dark doesn’t have to be a magical ability. It certainly doesn’t need to be a spell.
Vanish

Hide In Plain Sight
Those features are mutually exclusive. That said, more things like them in place of spells would be something I would like to see (though personally I would prefer fewer of them to be X times/day, which to me feels very spell-like.)
Deft Explorer
Great. Again, more things like it in place of spells = good in my opinion.
 

Minigiant

Legend
Supporter
3 classes: Fighter, Ranger, and Warlord. The Rogue isn't a Fighter.

Sadly, the 5e Fighter only took archery back from the 4e Ranger, and left him behind with the Warlord
The Finesse Fighter was given to the 4e Rogue and taken back by the 5e Fighter.

The Brawny and Rattling Rogues were dangerously close to being the Finesse Fighter.

Basically

3e=> 4e
The 3e Fighter got split. The 3e Ranger had it's head cut off and the body tossed. The Rogue was mostly only enhanced,

Sword and Shield, Great Weapon, Brawler, Polearm, and Exotic stayed with the Fighter.

Two Weapon, Archery, and Throwing went to Ranger.
Beastmastery and Horizon stayed with Ranger.
Magic Archer and Magic Melee died.

Sneak stayed with Rogue
Aerialist come came from Pre3e and went to Rogue
Finesse go downgraded and went to Rogue
Brawny, Dodger, and Cuttthroat were invented and added to Rogue.

Inspiring came back from Pre3e and went to the new Warlord.
Tactical, Bravura, and Resourceful were invented and went to Warlord.

4e=>5e

Sword and Shield, Great Weapon, Brawler, Polearm, and Exotic stayed with the Fighter.
Finesse, Two Weapon, Archery, and Throwing went back to Fighter
Eldritch, Echo, Arcane Archer, Rune, Psi Fighting went to Fighter

Beastmastery and Horizon stayed with Ranger
Magic Archer and Magic Melee came back for Ranger
Fey, Gloom, Swarm, and Drake went to Ranger

Sneak, Aerialist, Brawny, Cutthroat, and Dodger stayed with Rogue.
Phantom, Scout, Mastermind, and Soul went to Rogue

Warlord died.

Basically. When 4e decided to shunt utility magic into its own subsystem, it had to kill the Traditional Ranger. In order to still have a ranger class, 4e chopped the 3e Fighter in three pieces and brought back parts of the OG fighter to make the Warlord.

When utility magic returned in 5e, the Ranger got its utility magic back. The 4e Ranger and the Finesse Rogue were reabsorbed back into the Fighter to make the 5e Fighter.

Unfortunately, the design teamand many fans were wizard biased so the Ranger was woefully weak on the skill and magic front until TCOE.
 

ScuroNotte

Explorer
This is my take on it
Levelfeature
1- Deft Explorer.
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Hunter's Sense.
you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. Furthermore, you have advantage on any Intelligence (Investigation), Wisdom (Perception) or Wisdom (Survival) check you make to find it for 1 hour.

You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest.
2- Favored Foe.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses of it when you finish a long rest. It ends early if you designate a different creature.

- Fighting style
3Archetype
- Ranger's Haven
During a short or long rest, you can create an hidden shelter to help guard your respite. At the start of the rest, you choose a point in space: an 30-foot-radius area centered on that point becomes your haven.

While within the shelter, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the area (a campfire, torches, or the like) isn't visible outside it.

The shelter vanishes at the end of the rest or when you leave the it for more than 10 minutes.
4ASI
5- Extra attack
- Whispers on the Wind. You can see and hear up to 1 mile away with no difficulty as long as you spend 1 minute without moving. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
6- Rover
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
7Archetype
8ASI
- Land Stride
9- Danger sense.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
10- Ambush Master
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

- Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

11Archetype feature
12ASI
13- Foe Bane.
When you use your Favored foe feature on a creature, it can't benefit from any resistance and its immunities are treated as resistance when you deal damage to it.
14Vanish
15Archetype
16ASI
17- Unfettered
Whenever a creature forces you to make a saving throw against an effect that would reduce your speed, restrain, stunned or paralyze you and whenever you make an ability check to escape a grapple, add 1d6 to your roll.
18Feral Senses
19ASI
20- Hunt's End.
As an action, you can make one attack with your weapon. Treat the target's AC as 10 against this attack, regardless of the target's actual AC. The attack is considered a critical hit on a roll of 19 or 20 and the target can't regain hit points until the start of you next turn.
I am currently working on one as well.
 



Iry

Hero
I imagine the objection to using Scout as a Ranger is this: They want class abilities that are environment/exploration themed, but NOT just making your numbers better. Scout has Survivalist (which just makes your numbers better), and Superior Mobility (which isn't environment themed).

Core Rogue has several abilities that assist in Exploration, but are generic and not environment themed.
 

The new Ranger plays more like a GISH/utility guy as opposed to a martial and in terms of all 3 pillars I would argue it is actually one of the strongest classes now. Second probably to Wizard but competitive with all others.
No surprise there really. This is the sort of character that basically works in 5e.

Basically they've realised they didn't make a system that supports a Ranger so they made a Ranger that the system supports.
 

I imagine the objection to using Scout as a Ranger is this: They want class abilities that are environment/exploration themed, but NOT just making your numbers better. Scout has Survivalist (which just makes your numbers better), and Superior Mobility (which isn't environment themed).

Core Rogue has several abilities that assist in Exploration, but are generic and not environment themed.
Also the problem with the Ranger being folded over into the rogue is that you then have to play a Rogue.
 


Charlaquin

Goblin Queen (She/They)
They later reanimated that body as the Seeker. And the Essential Ranger.
I quite liked the Essentials ranger. It was a pretty decent striker with build options for melee or ranger, with some supplementary Primal powers that allowed it to dabble in the controller role, and didn’t feel to spellcasterly.
 


The spells produce magical effects, like a wall of fire that needs no fuel.
How do you know if an effect is magical? Is favoured foe magical, or is the ranger just concentrating really hard on the target? Is barbarian range magical, since it allows the character to ignore physical attacks in a way that would be impossible in real life? What about second wind, where a fighter can instantly heal their wounds?
Magic-using characters are outlined as such in the rules, they are described as using magic. It's right there in the class description.
Not in 5e, at least not consistently. There is no mention of magic in the rogue class, or the phantom subclass description, yet the character can shoot bolts of negative energy out of their eyes.

3rd edition used to specify if an effect was a spell, spell like ability, supernatural or natural, and had rules for each. 5e makes no such distinction, it leaves it up to the player to specify.
The spells the wizard had in the party are called out as such: magical spells. Reckless assault is not called out as a magical spell. When I say the player says "I am casting a spell," it's because it is outlined as such on his sheet and in the rules.

This is not complicated.
But you just said it's magic if it produces an effect that is impossible under real world logic. 5e has a great many abilities that do that, and have nothing to do with using spell slots.
 
Last edited:

Level Up!

An Advertisement

Advertisement4

Top