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

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.
 

log in or register to remove this ad



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/Her/Hers)
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:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top