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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: 8489416" data-attributes="member: 23484"><p><strong>7. Multiclassing</strong></p><p></p><p>If multiclassing is allowed in your game, the first question to consider is when to take levels in another class. Given the important power jump at level 5, when extra attack kicks in (or your cantrip scales, if you are using an attack cantrip as your wisdom attack), there is little to no benefit in multiclassing before level 5 unless it is for your first level and there is a particular class feature that you want. For me, the Roving benefit from Deft Explorer at level 6 is key to keeping your character mobile, and Favoured Foe bumps up to a d6. Level 7 gives an archetype ability and for Hunter and Beastmaster (and possibly Horizon Walker) grabbing it seems a good bet; level 8 gives an ASI and Land’s Stride, which removes the challenge of difficult terrain. Level 9 gives you third-level spells, which will be most appealing to Gloomstalkers and Horizon Walkers. For different characters, any of 6, 7, 8, 9 (“mid-levels”) are reasonable jumping-off points. Whether you come back is up to you. (I am not optimizing for level 20; the goal is to have fun at these mid-levels and still be viable higher up.</p><p></p><p>Suggestions below assume you have a Dex 13+ and Wis 13+</p><p></p><p style="text-align: center"><strong>Starting with a level in another class</strong>.</p> <p style="text-align: center"></p><p>If you are using an attack cantrip as your wisdom attack, you should only consider Cleric or Druid. Any of these can work with sling/Magic Stone, and all but rogue are good for Shillelagh builds.</p><p></p><p><strong>Cleric 1</strong>. More spellcasting and cantrips allow you a choice of some close-range attack cantrips. You also become a ritual caster for spells you have prepared. Proficiency in Wisdom saves might pre-empt the benefit of some subclasses (e.g. gloomstalker 7).</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Knowledge Domain</strong></span> gives you expertise in two knowledge-skills and the ability to cast Command.</li> <li data-xf-list-type="ul"><strong>Light Domain</strong> gives you an extra cantrip, Faerie Fire, and Warding Flare that can cause an opponent to attack with disadvantage.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Nature Domain</strong></span> gives you a druid cantrip (Shillelagh, Magic Stone, or an attack cantrip), a relevant skill, and proficiency in heavy armor if sneaking is not going to be your thing.</li> <li data-xf-list-type="ul"><strong>War Domain</strong> lets you make an extra attack with a Shillelagh or sling as a bonus action, which is good for Gloomstalker, Fey Wanderer, or Swarmkeeper.</li> <li data-xf-list-type="ul"><strong>Forge Domain</strong> (XGTE) gives proficiency in heavy armor and the ability to make your weapon +1 (if cast before Shillelagh).</li> <li data-xf-list-type="ul">(<strong><span style="color: rgb(84, 172, 210)">Peace Domain</span></strong>’s Emboldening Bond is too strong, and outclasses everything else; I can’t face it.)</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Grave Domain</strong></span> (XGTE) gives another cantrip (Spare the Dying, usable at range) and the ability to sense undead, which is good if you style yourself as a crypthunter.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Twilight Domain</strong></span> (TCOE) gives heavy armor proficiency, Faerie Fire, Eyes of the night (great if you do not have darkvision), and vigilant blessing, which gives someone advantage on an initiative roll.</li> </ul><p><span style="color: rgb(41, 105, 176)"><strong>Druid 1</strong></span>. Easy access to druid attack cantrips including Shillelagh, and relevant spellcasting. You also become a ritual caster for spells you have prepared. Plan on taking at least one more level once you have Ranger 5. Also, you are foregoing wearing metal armor of any kind with this choice.</p><p></p><p><span style="color: rgb(84, 172, 210)"><strong>Fighter 1</strong></span>. Gives you proficiency in constitution saves, a fighting style (Shillelagh fighters should take Duelling for an extra +2 damage on each hit; sling/Magic Stone should take archery), and Second Wind, for a burst of hit points if needed. Also gives proficiency in heavy armor, but you will still need at least a 13 dexterity to be able to multiclass.</p><p></p><p><strong>Monk 1</strong>. Unarmored Defense means you will likely start with AC 15 or 16, but you will not be able to use a shield. Martial Arts means that you can make an unarmed strike as a bonus action, but it will use your dexterity, and so be 1d4+2 damage on a hit.</p><p></p><p><span style="color: rgb(147, 101, 184)"><strong>Rogue 1</strong></span>. Proficiency in an extra skill and thieves’ tools, expertise in two skills (or thieves’ tools), and +1d6 sneak attack if you are using <strong>sling/Magic Stone</strong> as your wisdom attack; better still if you are a <strong><span style="color: rgb(41, 105, 176)">Beastmaster using a sling</span></strong>, since you can reliably gain the extra sneak attack damage.</p><p></p><p></p><p style="text-align: center"><strong>Multi-classing at mid-levels</strong>.</p><p></p><p><span style="color: rgb(147, 101, 184)"><strong>Cleric 1</strong></span>. Still desirable for the extra spellcasting, but you probably have already sorted how you attain a Wisdom attack, and so not as strong.</p><p><strong>Cleric 2</strong>. Channel Divinity becomes available, for some ability to turn undead and a domain feature. Of note are the following:</p><ul> <li data-xf-list-type="ul">Knowledge. Gain proficiency in any skill or tool. Great for overcoming obstacles on your own, but less valuable in a party.</li> <li data-xf-list-type="ul">War. Guided Strike, for when you absolutely need to hit your enemy.</li> <li data-xf-list-type="ul">Twilight. Twilight sanctuary can be very powerful for overcoming charm or fear effects.</li> </ul><p><strong>Cleric 3</strong>. Access to second-level spells, including Aid, Calm Emotions, Lesser Restoration, and Spiritual Weapon which is a good use of your bonus action if you haven’t solved that yet (without requiring concentration).</p><p></p><p><span style="color: rgb(184, 49, 47)"><strong>Druid 1</strong></span>. Less urgent since you already have your wisdom attack sorted.</p><p><strong>Druid 2</strong>. Access to wild shape which has amazing utility and gives a new feel for your ranger. The optional rule for a Wild Companion means you can summon a familiar for an hour if you wish. You can also choose a Circle. Good choices include:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Circle of Land</strong></span> gives extra spells including another cantrip.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Circle of Shepherd</strong></span> means you can talk to beasts (like the gnome ability) and learn Sylvan, and can create a Spirit Totem, all the options of which benefit the wisdom ranger build.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Circle of Stars</strong></span> gives guidance, knowledge of Guiding bolt, and a wildshape option to assume Dragon form which means you can’t roll less than 10 on a concentration check.</li> </ul><p></p><p><span style="color: rgb(184, 49, 47)"><strong>Fighter 1</strong></span>. Taking it late means you miss out on constitution proficiency and Heavy Armor proficiency.</p><p><strong><span style="color: rgb(41, 105, 176)">Fighter 2</span>.</strong> Action Surge is why you have pursued this path.</p><p><strong>Fighter 3</strong>. Battlemaster gives you some combat maneuvers that work well with a Shillelagh build. Cavalier gives proficiencies and some uses for your bonus action, and is particularly good for a small-sized Beastmaster. Samurai also has some skill proficiencies and works with a Shillelagh or sling/Magic Stone build.</p><p></p><p><span style="color: rgb(147, 101, 184)"><strong>Monk 1</strong></span>. As above, but you've been slow taking this up.</p><p><span style="color: rgb(147, 101, 184)"><strong>Monk 2</strong></span>. Adds the ability to add ki abilities if you do not have something to do with your bonus action already. If you are using the unarmored defense, your movement improves by 10’.</p><p><strong>Monk 3</strong>. Reaction to deflect missiles, and you choose a Monastic Tradition.</p><ul> <li data-xf-list-type="ul">Way of Shadow adds some useful stealth skills.</li> <li data-xf-list-type="ul">Path of the Kensai lets you use your shillelagh to give you +2 AC.</li> <li data-xf-list-type="ul">Way of the Astral Self makes good use of your Wisdom, including with your ki abilities.</li> </ul><p><span style="color: rgb(184, 49, 47)"><strong>Rogue 1</strong></span>. As above.</p><p><span style="color: rgb(41, 105, 176)"><strong>Rogue 2</strong></span>. Gives you cunning action, which is the most flexibility you will have for your bonus action, unless you are a <strong><span style="color: rgb(147, 101, 184)">Beastmaster</span></strong>, <strong><span style="color: rgb(184, 49, 47)">Horizon Walker</span></strong>, or <strong><span style="color: rgb(184, 49, 47)">Monster Slayer</span></strong>.</p><p><span style="color: rgb(184, 49, 47)"><strong>Rogue 3</strong></span><span style="color: rgb(0, 0, 0)">, </span>unless you are <strong><span style="color: rgb(41, 105, 176)">using a sling</span></strong>, you now have +2d6 form sneak attack. Of the archetype abiltities:</p><ul> <li data-xf-list-type="ul">Assassin’s assassinate feature works very well with <strong>Gloomstalker.</strong></li> <li data-xf-list-type="ul"><strong>Mastermind</strong> lets you Help at range, if you still haven’t found a use for your bonus action.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Scout</strong></span> gives you proficiency and expertise in both Nature and Survival, if you have lasted this long without them.</li> </ul><p></p><p>[ATTACH=full]148604[/ATTACH]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489416, member: 23484"] [B]7. Multiclassing[/B] If multiclassing is allowed in your game, the first question to consider is when to take levels in another class. Given the important power jump at level 5, when extra attack kicks in (or your cantrip scales, if you are using an attack cantrip as your wisdom attack), there is little to no benefit in multiclassing before level 5 unless it is for your first level and there is a particular class feature that you want. For me, the Roving benefit from Deft Explorer at level 6 is key to keeping your character mobile, and Favoured Foe bumps up to a d6. Level 7 gives an archetype ability and for Hunter and Beastmaster (and possibly Horizon Walker) grabbing it seems a good bet; level 8 gives an ASI and Land’s Stride, which removes the challenge of difficult terrain. Level 9 gives you third-level spells, which will be most appealing to Gloomstalkers and Horizon Walkers. For different characters, any of 6, 7, 8, 9 (“mid-levels”) are reasonable jumping-off points. Whether you come back is up to you. (I am not optimizing for level 20; the goal is to have fun at these mid-levels and still be viable higher up. Suggestions below assume you have a Dex 13+ and Wis 13+ [CENTER][B]Starting with a level in another class[/B]. [/CENTER] If you are using an attack cantrip as your wisdom attack, you should only consider Cleric or Druid. Any of these can work with sling/Magic Stone, and all but rogue are good for Shillelagh builds. [B]Cleric 1[/B]. More spellcasting and cantrips allow you a choice of some close-range attack cantrips. You also become a ritual caster for spells you have prepared. Proficiency in Wisdom saves might pre-empt the benefit of some subclasses (e.g. gloomstalker 7). [LIST] [*][COLOR=rgb(147, 101, 184)][B]Knowledge Domain[/B][/COLOR] gives you expertise in two knowledge-skills and the ability to cast Command. [*][B]Light Domain[/B] gives you an extra cantrip, Faerie Fire, and Warding Flare that can cause an opponent to attack with disadvantage. [*][COLOR=rgb(41, 105, 176)][B]Nature Domain[/B][/COLOR] gives you a druid cantrip (Shillelagh, Magic Stone, or an attack cantrip), a relevant skill, and proficiency in heavy armor if sneaking is not going to be your thing. [*][B]War Domain[/B] lets you make an extra attack with a Shillelagh or sling as a bonus action, which is good for Gloomstalker, Fey Wanderer, or Swarmkeeper. [*][B]Forge Domain[/B] (XGTE) gives proficiency in heavy armor and the ability to make your weapon +1 (if cast before Shillelagh). [*]([B][COLOR=rgb(84, 172, 210)]Peace Domain[/COLOR][/B]’s Emboldening Bond is too strong, and outclasses everything else; I can’t face it.) [*][COLOR=rgb(147, 101, 184)][B]Grave Domain[/B][/COLOR] (XGTE) gives another cantrip (Spare the Dying, usable at range) and the ability to sense undead, which is good if you style yourself as a crypthunter. [*][COLOR=rgb(41, 105, 176)][B]Twilight Domain[/B][/COLOR] (TCOE) gives heavy armor proficiency, Faerie Fire, Eyes of the night (great if you do not have darkvision), and vigilant blessing, which gives someone advantage on an initiative roll. [/LIST] [COLOR=rgb(41, 105, 176)][B]Druid 1[/B][/COLOR]. Easy access to druid attack cantrips including Shillelagh, and relevant spellcasting. You also become a ritual caster for spells you have prepared. Plan on taking at least one more level once you have Ranger 5. Also, you are foregoing wearing metal armor of any kind with this choice. [COLOR=rgb(84, 172, 210)][B]Fighter 1[/B][/COLOR]. Gives you proficiency in constitution saves, a fighting style (Shillelagh fighters should take Duelling for an extra +2 damage on each hit; sling/Magic Stone should take archery), and Second Wind, for a burst of hit points if needed. Also gives proficiency in heavy armor, but you will still need at least a 13 dexterity to be able to multiclass. [B]Monk 1[/B]. Unarmored Defense means you will likely start with AC 15 or 16, but you will not be able to use a shield. Martial Arts means that you can make an unarmed strike as a bonus action, but it will use your dexterity, and so be 1d4+2 damage on a hit. [COLOR=rgb(147, 101, 184)][B]Rogue 1[/B][/COLOR]. Proficiency in an extra skill and thieves’ tools, expertise in two skills (or thieves’ tools), and +1d6 sneak attack if you are using [B]sling/Magic Stone[/B] as your wisdom attack; better still if you are a [B][COLOR=rgb(41, 105, 176)]Beastmaster using a sling[/COLOR][/B], since you can reliably gain the extra sneak attack damage. [CENTER][B]Multi-classing at mid-levels[/B].[/CENTER] [COLOR=rgb(147, 101, 184)][B]Cleric 1[/B][/COLOR]. Still desirable for the extra spellcasting, but you probably have already sorted how you attain a Wisdom attack, and so not as strong. [B]Cleric 2[/B]. Channel Divinity becomes available, for some ability to turn undead and a domain feature. Of note are the following: [LIST] [*]Knowledge. Gain proficiency in any skill or tool. Great for overcoming obstacles on your own, but less valuable in a party. [*]War. Guided Strike, for when you absolutely need to hit your enemy. [*]Twilight. Twilight sanctuary can be very powerful for overcoming charm or fear effects. [/LIST] [B]Cleric 3[/B]. Access to second-level spells, including Aid, Calm Emotions, Lesser Restoration, and Spiritual Weapon which is a good use of your bonus action if you haven’t solved that yet (without requiring concentration). [COLOR=rgb(184, 49, 47)][B]Druid 1[/B][/COLOR]. Less urgent since you already have your wisdom attack sorted. [B]Druid 2[/B]. Access to wild shape which has amazing utility and gives a new feel for your ranger. The optional rule for a Wild Companion means you can summon a familiar for an hour if you wish. You can also choose a Circle. Good choices include: [LIST] [*][COLOR=rgb(147, 101, 184)][B]Circle of Land[/B][/COLOR] gives extra spells including another cantrip. [*][COLOR=rgb(41, 105, 176)][B]Circle of Shepherd[/B][/COLOR] means you can talk to beasts (like the gnome ability) and learn Sylvan, and can create a Spirit Totem, all the options of which benefit the wisdom ranger build. [*][COLOR=rgb(41, 105, 176)][B]Circle of Stars[/B][/COLOR] gives guidance, knowledge of Guiding bolt, and a wildshape option to assume Dragon form which means you can’t roll less than 10 on a concentration check. [/LIST] [COLOR=rgb(184, 49, 47)][B]Fighter 1[/B][/COLOR]. Taking it late means you miss out on constitution proficiency and Heavy Armor proficiency. [B][COLOR=rgb(41, 105, 176)]Fighter 2[/COLOR].[/B] Action Surge is why you have pursued this path. [B]Fighter 3[/B]. Battlemaster gives you some combat maneuvers that work well with a Shillelagh build. Cavalier gives proficiencies and some uses for your bonus action, and is particularly good for a small-sized Beastmaster. Samurai also has some skill proficiencies and works with a Shillelagh or sling/Magic Stone build. [COLOR=rgb(147, 101, 184)][B]Monk 1[/B][/COLOR]. As above, but you've been slow taking this up. [COLOR=rgb(147, 101, 184)][B]Monk 2[/B][/COLOR]. Adds the ability to add ki abilities if you do not have something to do with your bonus action already. If you are using the unarmored defense, your movement improves by 10’. [B]Monk 3[/B]. Reaction to deflect missiles, and you choose a Monastic Tradition. [LIST] [*]Way of Shadow adds some useful stealth skills. [*]Path of the Kensai lets you use your shillelagh to give you +2 AC. [*]Way of the Astral Self makes good use of your Wisdom, including with your ki abilities. [/LIST] [COLOR=rgb(184, 49, 47)][B]Rogue 1[/B][/COLOR]. As above. [COLOR=rgb(41, 105, 176)][B]Rogue 2[/B][/COLOR]. Gives you cunning action, which is the most flexibility you will have for your bonus action, unless you are a [B][COLOR=rgb(147, 101, 184)]Beastmaster[/COLOR][/B], [B][COLOR=rgb(184, 49, 47)]Horizon Walker[/COLOR][/B], or [B][COLOR=rgb(184, 49, 47)]Monster Slayer[/COLOR][/B]. [COLOR=rgb(184, 49, 47)][B]Rogue 3[/B][/COLOR][COLOR=rgb(0, 0, 0)], [/COLOR]unless you are [B][COLOR=rgb(41, 105, 176)]using a sling[/COLOR][/B], you now have +2d6 form sneak attack. Of the archetype abiltities: [LIST] [*]Assassin’s assassinate feature works very well with [B]Gloomstalker.[/B] [*][B]Mastermind[/B] lets you Help at range, if you still haven’t found a use for your bonus action. [*][COLOR=rgb(41, 105, 176)][B]Scout[/B][/COLOR] gives you proficiency and expertise in both Nature and Survival, if you have lasted this long without them. [/LIST] [ATTACH type="full" alt="Circle-of-the-Moon-Druid-Best-Druid-Spells-5e.jpg"]148604[/ATTACH] [/QUOTE]
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