The Echo Knight and Soulknife would like a word.Sadly 5e isn't very friendly to niche but cool options like the martial ranger
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 is not true, backgroundsdo the things you are talking about.
Jazz hands!That's stealth, baby.
3 classes: Fighter, Ranger, and Warlord. The Rogue isn't a Fighter.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
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!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
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.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.
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.Fieldcraft: you can track and forage at the same time while staying alert to danger - Available with a background
And the red part is cool to have! So would the rest of the ability be.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.
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.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.
Cool.You ignore any natural difficult terrain and have advantage on saves vs any effect that impedes movement.- Already part of the Ranger class
Huh?You can Hide as a Bonus action. - Already part of the Ranger class
Where?You can Hide in any natural terrain without needing cover or concealment. - Already part of the Ranger class
Again, where?You gain climb speed. - Already part of the Ranger class
You gain swim speed. - Already part of the Ranger class
Bit of an odd example there, sure.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.
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.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
See above.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
Sure.Also, 1 or more expertise for Stealth, Perception, Survival, Nature, Medicine, Animal Handling is always an option. - Already part of Ranger class
If you are playing a race that biologically can't see in the darkness, then you are by definition not a nocturnal animal.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.
Hide In Plain SightWhere?
Deft ExplorerAgain, where?
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.If you are playing a race that biologically can't see in the darkness, then you are by definition not a nocturnal animal.
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.)Vanish
Hide In Plain Sight
Great. Again, more things like it in place of spells = good in my opinion.Deft Explorer
The Finesse Fighter was given to the 4e Rogue and taken back by the 5e Fighter.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
I am currently working on one as well.This is my take on it
Level feature 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.
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
- 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.
4 ASI 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.
7 Archetype 8 ASI
- 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.
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.
11 Archetype feature 12 ASI 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.
14 Vanish 15 Archetype 16 ASI 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.
18 Feral Senses 19 ASI 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.
No surprise there really. This is the sort of character that basically works in 5e.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.
Also the problem with the Ranger being folded over into the rogue is that you then have to play a Rogue.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.
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.They later reanimated that body as the Seeker. And the Essential Ranger.
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?The spells produce magical effects, like a wall of fire that needs no fuel.
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.Magic-using characters are outlined as such in the rules, they are described as using magic. It's right there in the class description.
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.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.