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This Land is My Land: A Guide to the Wisdom Ranger
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<blockquote data-quote="Kobold Stew" data-source="post: 8489410" data-attributes="member: 23484"><p><strong>3. Race/Lineage and Feats</strong></p><p></p><p>[This section will need to be tweaked in the light of <em>Monsters of the Multiverse</em>]</p><p></p><p>As always, this choice doesn’t just come down to optimization. You’ve already put that to the side by pursuing this build. As of TCOE, the ability score increases that come from your character’s lineage do not need to follow what is prescribed in the PHB, VGTM, or TCOE. The absence of PHB races with a +2 wisdom is now moot, as any lineage can offer that. This means that any race/lineage can work with this build. Play your favorite, and it can be made to work. I’ll talk about a few possibilities here with particular synergies and opportunities. For convenience, we’ll use the default array to compare the outcomes on a level playing field, but it will be clear that there is little difference in what one can expect in terms of ability scores.</p><p></p><p><span style="color: rgb(84, 172, 210)"><strong>Variant Human</strong></span> (PHB, optional). 16 Wis, 14 Dex, 14 Con (12 10 8). An extra skill and a feat (see below).</p><p></p><p><span style="color: rgb(84, 172, 210)"><strong>Custom Lineage</strong></span> (TCOE). 17 Wis, 14 Dex, 13 Con (12 10 8). Darkvision or a skill, and a feat (see below). If you take a feat that gives a wisdom bonus, a character can start with 18 wisdom.</p><p></p><p>Solid choices for a feat include:</p><ul> <li data-xf-list-type="ul"><strong>Alert</strong>, +5 to initiative</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Lucky</strong></span>, always a good choice</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Magic Initiate</strong></span>. Choosing Druid gives you access to Shillelagh or Magic Stone. Choosing Cleric gives you an attack cantrip keyed off of Wisdom and a wider selection of spells. If you can get a wisdom attack another way (e.g. through Druidic Warrior at Ranger 2), Warlock gives you Hex and Wizard gives you Find Familiar, but helpful cantrips are fewer: Mage Hand is on both lists, and would probably be a top choice.</li> <li data-xf-list-type="ul"><strong>Mobile</strong>, +10’ move</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Mounted Combatant</strong></span> becomes a great feat if you are a <span style="color: rgb(84, 172, 210)"><strong>small-sized Beastmaster</strong></span></li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Observant</strong></span>, wisdom bonus and an opportunity to argue for the benefit of passive Intelligent (Investigation) checks with your DM. Brings Custom Lineage to 18 Wis.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Polearm Master</strong></span>, if you plan on using Shillelagh and not have a shield (not advised). While very good for a strength build, this is unlikely to help a wisdom ranger as much.</li> <li data-xf-list-type="ul"><strong>Resiliant (CON),</strong> con bonus and proficiency on con saves; a bit better for <span style="color: rgb(41, 105, 176)"><strong>Custom Lineage</strong></span> if using the default array.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Ritual Caster</strong></span>. Gives you access to Find Familiar (as would Magic Initiate—Wizard) but also other ritual spells such as Comprehend Languages, Detect Magic, Unseen Servant, Tensor’s Floating Disk, Leomund’s Tiny Hut, Water Breathing, and Phantom Steed. All of which give you flexibility greater outside of combat.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Shield Master</strong></span>, if you want to shove with your bonus action; this will affect which archetype you pursue. Though there are other benefits, this is less helpful for this build than Telekinetic.</li> <li data-xf-list-type="ul"><strong>Warcaster</strong>, advantage on CON saves for concentration; fa bit better for <strong><span style="color: rgb(41, 105, 176)">Variant Human</span></strong> if using the default array</li> </ul><p>Or, from TCOE:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Chef</strong></span>, wisdom or con bonus, a nice side profession if rangering doesn’t work out for you. Can bring Custom Lineage to 18 Wis.</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Feytouched</strong></span>, wisdom bonus, misty step, and a divination or enchantment spell; see below. Brings Custom Lineage to 18 Wis.</li> <li data-xf-list-type="ul"><strong>Shadowtouched</strong>, wisdom bonus, invisibility, and a necromancy or illusion spell; see below. Brings Custom Lineage to 18 Wis.</li> <li data-xf-list-type="ul"><strong>Telekinetic</strong>, wisdom bonus, mage hand, bonus shove action. Brings Custom Lineage to 18 Wis.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Telepathic</strong></span>, wisdom bonus, detect thoughts, and silent communication with your party. Brings Custom Lineage to 18 Wis.</li> </ul><p>If you select Feytouched, you also gain another spell, and there are some interesting options not normally available to a Ranger; this spell can also be cast with a spell slot, so it can really expand possibilities. In particular, consider:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Hex</strong></span>. Strictly better than Hunter’s Mark, and able to be used with all attacks, not just weapon attacks. This really opens the possibility of a scaling attack cantrip such as Primal Savagery.</li> <li data-xf-list-type="ul"><strong>Bless</strong>. One of the most powerful spells through the game, normally restricted to clerics and paladins, but it does use your concentration.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Command</strong></span>. You have a spell DC that makes this worth considering.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Compelled Duel</strong></span>. Normally a Paladin trick, this helps make a melee ranger sticky.</li> </ul><p>The spell options for Shadowtouched are less exciting, but still fun: Cause Fear (XGTE), Ray of Sickness, Disguise Self, or Silent Image are all fine, but none makes this better than Feytouched.</p><p></p><p style="text-align: center">[ATTACH=full]148605[/ATTACH]</p><p></p><p>Other races (PHB):</p><ul> <li data-xf-list-type="ul"><strong>Hill Dwarf</strong>: Darkvision. Dwarven Toughness and Dwarven Resilience both beef up a melee build. 16 Wis, 14 Dex, 15 Con (12 10 8). Ready for Resilient (Con) at level 4.</li> <li data-xf-list-type="ul"><strong>Wood Elf</strong>: Darkvision, Perception. Mask of the Wild, Fleet of Foot, and Fey Ancestry all benefit ranger abilities directly. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Forest Gnome</strong></span> (post-TCOE*): Darkvision, Minor Illusion cantrip (with a low DC). Gnome Cunning and Speak with Small Beasts give survivability and a ranger flavour, and you no longer need to invest in Intelligence. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Half-Elf</strong></span>: Darkvision, two skills. 16 Wis, 14 Dex, 13 Con, 14 Cha (10 8). Really good for Fey Wanderer. Ready for a +2 Wis or Resilient (Con) at level 4.</li> <li data-xf-list-type="ul"><strong>Half-Orc</strong> (post-TCOE*): Darkvision, Intimidation. Relentless Endurance and Savage Attacks help a melee build, and you no longer need to invest in strength. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4.</li> </ul><p>Other Races (VGTM):</p><ul> <li data-xf-list-type="ul"><strong>Protector Aasimar</strong>. Darkvision, necrotic and radiant resistance, Light, Radiant Soul for a bit of extra damage and flight (with no concentration). Healing Hands available for an emergency. 16 Wis, 14 Cha, 14 Dex, 13 Con (10 8). Ready for +2 Wisdom or Resilient (Con) at level 4.</li> <li data-xf-list-type="ul"><strong><span style="color: rgb(147, 101, 184)"><strong>Firbolg</strong></span></strong> (post-TCOE*). A number of flavourful features, but not much that makes you more effective in combat: Firbolg Magic, Hidden Step, Speech of Beast and Leaf. 17 Wis, 14 Con, 14 Dex (12 10 8). Ready for a feat with a wisdom bonus at level 4.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Lizardfolk</strong></span>. Natural Armor is competitive with Chain Shirt, two relevant skills. Cunning Artisan lets you build your own shield and club (for Shillelagh), and Hungry Jaws gives you an extra attack with your jaws once per short rest, but you should have other things to do with your bonus action than this. Wis 16, Con 15, Dex 14 (12 10 8). Ready for Resilient (Con) or +2 Wisdom at level 4.</li> <li data-xf-list-type="ul"><strong>Bugbear</strong> (post-TCOE*). Darkvision, Stealth, Long-Limbed, Surprise Attack all fit the build very well if you do not invest in Strength. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Goblin</strong></span>. Darkvision and extra damage from Fury of the Small once per short rest. What makes the goblin so effective is Nimble Escape, that lets the ranger Disengage or Hide with a bonus action every turn. This gives a melee character a use for their bonus action every turn, and makes for a particularly effective Gloomstalker or Swarmkeeper.</li> </ul><p>* "post-TCOE" refers to the new role that initial adjustment of ability scores are floating and can be applied to any ability. The races marked reuire you not to follow the default allocation of ability score increases, but to prioritize WIS, DEX, and CON.</p><p></p><p>As is clear, there is very little variation between these options in terms of ability scores, and so pick something that sparks joy for how you want to play.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489410, member: 23484"] [B]3. Race/Lineage and Feats[/B] [This section will need to be tweaked in the light of [I]Monsters of the Multiverse[/I]] As always, this choice doesn’t just come down to optimization. You’ve already put that to the side by pursuing this build. As of TCOE, the ability score increases that come from your character’s lineage do not need to follow what is prescribed in the PHB, VGTM, or TCOE. The absence of PHB races with a +2 wisdom is now moot, as any lineage can offer that. This means that any race/lineage can work with this build. Play your favorite, and it can be made to work. I’ll talk about a few possibilities here with particular synergies and opportunities. For convenience, we’ll use the default array to compare the outcomes on a level playing field, but it will be clear that there is little difference in what one can expect in terms of ability scores. [COLOR=rgb(84, 172, 210)][B]Variant Human[/B][/COLOR] (PHB, optional). 16 Wis, 14 Dex, 14 Con (12 10 8). An extra skill and a feat (see below). [COLOR=rgb(84, 172, 210)][B]Custom Lineage[/B][/COLOR] (TCOE). 17 Wis, 14 Dex, 13 Con (12 10 8). Darkvision or a skill, and a feat (see below). If you take a feat that gives a wisdom bonus, a character can start with 18 wisdom. Solid choices for a feat include: [LIST] [*][B]Alert[/B], +5 to initiative [*][COLOR=rgb(41, 105, 176)][B]Lucky[/B][/COLOR], always a good choice [*][COLOR=rgb(84, 172, 210)][B]Magic Initiate[/B][/COLOR]. Choosing Druid gives you access to Shillelagh or Magic Stone. Choosing Cleric gives you an attack cantrip keyed off of Wisdom and a wider selection of spells. If you can get a wisdom attack another way (e.g. through Druidic Warrior at Ranger 2), Warlock gives you Hex and Wizard gives you Find Familiar, but helpful cantrips are fewer: Mage Hand is on both lists, and would probably be a top choice. [*][B]Mobile[/B], +10’ move [*][COLOR=rgb(184, 49, 47)][B]Mounted Combatant[/B][/COLOR] becomes a great feat if you are a [COLOR=rgb(84, 172, 210)][B]small-sized Beastmaster[/B][/COLOR] [*][COLOR=rgb(147, 101, 184)][B]Observant[/B][/COLOR], wisdom bonus and an opportunity to argue for the benefit of passive Intelligent (Investigation) checks with your DM. Brings Custom Lineage to 18 Wis. [*][COLOR=rgb(147, 101, 184)][B]Polearm Master[/B][/COLOR], if you plan on using Shillelagh and not have a shield (not advised). While very good for a strength build, this is unlikely to help a wisdom ranger as much. [*][B]Resiliant (CON),[/B] con bonus and proficiency on con saves; a bit better for [COLOR=rgb(41, 105, 176)][B]Custom Lineage[/B][/COLOR] if using the default array. [*][COLOR=rgb(147, 101, 184)][B]Ritual Caster[/B][/COLOR]. Gives you access to Find Familiar (as would Magic Initiate—Wizard) but also other ritual spells such as Comprehend Languages, Detect Magic, Unseen Servant, Tensor’s Floating Disk, Leomund’s Tiny Hut, Water Breathing, and Phantom Steed. All of which give you flexibility greater outside of combat. [*][COLOR=rgb(184, 49, 47)][B]Shield Master[/B][/COLOR], if you want to shove with your bonus action; this will affect which archetype you pursue. Though there are other benefits, this is less helpful for this build than Telekinetic. [*][B]Warcaster[/B], advantage on CON saves for concentration; fa bit better for [B][COLOR=rgb(41, 105, 176)]Variant Human[/COLOR][/B] if using the default array [/LIST] Or, from TCOE: [LIST] [*][COLOR=rgb(147, 101, 184)][B]Chef[/B][/COLOR], wisdom or con bonus, a nice side profession if rangering doesn’t work out for you. Can bring Custom Lineage to 18 Wis. [*][COLOR=rgb(84, 172, 210)][B]Feytouched[/B][/COLOR], wisdom bonus, misty step, and a divination or enchantment spell; see below. Brings Custom Lineage to 18 Wis. [*][B]Shadowtouched[/B], wisdom bonus, invisibility, and a necromancy or illusion spell; see below. Brings Custom Lineage to 18 Wis. [*][B]Telekinetic[/B], wisdom bonus, mage hand, bonus shove action. Brings Custom Lineage to 18 Wis. [*][COLOR=rgb(147, 101, 184)][B]Telepathic[/B][/COLOR], wisdom bonus, detect thoughts, and silent communication with your party. Brings Custom Lineage to 18 Wis. [/LIST] If you select Feytouched, you also gain another spell, and there are some interesting options not normally available to a Ranger; this spell can also be cast with a spell slot, so it can really expand possibilities. In particular, consider: [LIST] [*][COLOR=rgb(84, 172, 210)][B]Hex[/B][/COLOR]. Strictly better than Hunter’s Mark, and able to be used with all attacks, not just weapon attacks. This really opens the possibility of a scaling attack cantrip such as Primal Savagery. [*][B]Bless[/B]. One of the most powerful spells through the game, normally restricted to clerics and paladins, but it does use your concentration. [*][COLOR=rgb(147, 101, 184)][B]Command[/B][/COLOR]. You have a spell DC that makes this worth considering. [*][COLOR=rgb(147, 101, 184)][B]Compelled Duel[/B][/COLOR]. Normally a Paladin trick, this helps make a melee ranger sticky. [/LIST] The spell options for Shadowtouched are less exciting, but still fun: Cause Fear (XGTE), Ray of Sickness, Disguise Self, or Silent Image are all fine, but none makes this better than Feytouched. [CENTER][ATTACH type="full" alt="253-2530492_druid-5e.jpg"]148605[/ATTACH][/CENTER] Other races (PHB): [LIST] [*][B]Hill Dwarf[/B]: Darkvision. Dwarven Toughness and Dwarven Resilience both beef up a melee build. 16 Wis, 14 Dex, 15 Con (12 10 8). Ready for Resilient (Con) at level 4. [*][B]Wood Elf[/B]: Darkvision, Perception. Mask of the Wild, Fleet of Foot, and Fey Ancestry all benefit ranger abilities directly. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4. [*][COLOR=rgb(147, 101, 184)][B]Forest Gnome[/B][/COLOR] (post-TCOE*): Darkvision, Minor Illusion cantrip (with a low DC). Gnome Cunning and Speak with Small Beasts give survivability and a ranger flavour, and you no longer need to invest in Intelligence. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4. [*][COLOR=rgb(147, 101, 184)][B]Half-Elf[/B][/COLOR]: Darkvision, two skills. 16 Wis, 14 Dex, 13 Con, 14 Cha (10 8). Really good for Fey Wanderer. Ready for a +2 Wis or Resilient (Con) at level 4. [*][B]Half-Orc[/B] (post-TCOE*): Darkvision, Intimidation. Relentless Endurance and Savage Attacks help a melee build, and you no longer need to invest in strength. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4. [/LIST] Other Races (VGTM): [LIST] [*][B]Protector Aasimar[/B]. Darkvision, necrotic and radiant resistance, Light, Radiant Soul for a bit of extra damage and flight (with no concentration). Healing Hands available for an emergency. 16 Wis, 14 Cha, 14 Dex, 13 Con (10 8). Ready for +2 Wisdom or Resilient (Con) at level 4. [*][B][COLOR=rgb(147, 101, 184)][B]Firbolg[/B][/COLOR][/B] (post-TCOE*). A number of flavourful features, but not much that makes you more effective in combat: Firbolg Magic, Hidden Step, Speech of Beast and Leaf. 17 Wis, 14 Con, 14 Dex (12 10 8). Ready for a feat with a wisdom bonus at level 4. [*][COLOR=rgb(41, 105, 176)][B]Lizardfolk[/B][/COLOR]. Natural Armor is competitive with Chain Shirt, two relevant skills. Cunning Artisan lets you build your own shield and club (for Shillelagh), and Hungry Jaws gives you an extra attack with your jaws once per short rest, but you should have other things to do with your bonus action than this. Wis 16, Con 15, Dex 14 (12 10 8). Ready for Resilient (Con) or +2 Wisdom at level 4. [*][B]Bugbear[/B] (post-TCOE*). Darkvision, Stealth, Long-Limbed, Surprise Attack all fit the build very well if you do not invest in Strength. 17 Wis, 14 Dex, 14 Con (12 10 8). Ready for a feat with a wisdom bonus at level 4. [*][COLOR=rgb(41, 105, 176)][B]Goblin[/B][/COLOR]. Darkvision and extra damage from Fury of the Small once per short rest. What makes the goblin so effective is Nimble Escape, that lets the ranger Disengage or Hide with a bonus action every turn. This gives a melee character a use for their bonus action every turn, and makes for a particularly effective Gloomstalker or Swarmkeeper. [/LIST] * "post-TCOE" refers to the new role that initial adjustment of ability scores are floating and can be applied to any ability. The races marked reuire you not to follow the default allocation of ability score increases, but to prioritize WIS, DEX, and CON. As is clear, there is very little variation between these options in terms of ability scores, and so pick something that sparks joy for how you want to play. [/QUOTE]
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