Unearthed Arcana Unearthed Arcana: Another New Ranger Variant

  • Thread starter Thread starter lowkey13
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The Spirit Companion is a decent mechanic, but I feel the they would be better slotted thematically as options under the Barbarian totem abilities.
 

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I'm having trouble remembering the order of operations. Wouldn't Ambuscade trigger in the surprise round? So the Assassin would get their surprise attack that crits if it hits, then Ambuscade would grant another turn resulting in another attack that crits if it hits?

There aren't technically surprise rounds, there is surprise condition. If the target can see you at the beginning of initiative they they aren't going to be surprised. You have to be hidden before initiative is rolled and the target fails perception of you.
page 189: Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.


IIRC, Assassins gain advantage if the target hasn't acted, so they would get it there.

Ahh good point. I forgot about that.
 

This UA is wrong on so many levels..

Ambuscade: Everyone is going to take a ranger dip. High level wizard/sorcerer + Ambuscade = unstoppable party.

2d6? More than the barbarians? Does it make sense adding hit points since Skirmisher is an excellent (even overpowered) defence class privilege?

Spirit companion are ok, I like them. Still need a fix, though.

And NO FAVOURED ENEMY?


I'll tell you what: PHB ranger just needed a bit of damage output. The non-caster ranger was good. This draft of ranger totally is not.
 

As a point of interest,

They made the "average" hp 7, just like the barbarian d12 has a n average of "7".

So choosing average will net you the same as a Barbarian choosing average.

However, because 2d6 is "more gaussian", you will have less low and less high rolls and more average rolls. This means Rangers who roll will have more "average" HPs (less swingy) than Barbarians who roll who are more likely to have less/more than average (ie more swingy).

*1 in 12 chance of rolling 12 for Barbarian. 1 in 36 chance of rolling 12 for Ranger!* likewise for rolling a 2
 

Ambuscade is effectively giving you a second turn. That includes a full set of move and bonus actions. The combo with Assassin is huge, especially for a 1 level dip. Actually, its huge with pretty much everyone who ever wants to take an Attack Action. Not really a fan of it.

Skirmishers Strike feels unusual. Assume an open road and a melee character. Just -how- are you hiding?

The spirit animal path bonus actions are too powerful if used every round.
 

Digesting it a bit more thoroughly...

I want to see this version of the ranger mashed into the spell-less variant. Personally, I like to see Hunter's Mark become a class feature on par with sneak attack, spirit animal moved to one subclass (more beastmastery, but better) and the hunter stuff absorbed into the base class. I'd also like to see them more comparable to the rogue in combat. And I still don't like 2d6 HD. (What's next, a monk variant that uses 2d4?)

It seems like a better try at building a wilderness survivor man, but right now this has a lot of chaff mixed in with the wheat. I'm sure mixing the original, spellless, and UA variant will eventually get us a good ranger, but this take isn't it.
 

Rangers are champions of the natural world. They are typically good aligned, and their link to nature gives them supernatural abilities. They are the paladins of the forest.

Really? REALLY? That's the archetype they are going for? Fantasy Greenpeace on steroids? Setting aside the mechanics for a moment, I just don't think they have the feel down. I thought we had left the whole Ranger is to Druid as Paladin is to Cleric forced symmetry behind.

Also, the whole 'spirit companion' thing seems to overlap with the Totem Barbarian a little too much, at least in concept if not mechanical execution.

The Ambuscade ability will be one level dip multi-classing fodder, I thought they were trying to avoid that this addition? Even outside a multi-class it may be too good. Will have to be play tested. I suppose with multi-classing being optional, it is just another good reason to look long and hard before allowing it in your game.

I'm not really all that inspired by the spirit companion thing, like they just phoned it in with the bear, eagle, wolf distinctions. It seems this class would be strong on a smaller number of encounters a day (most classes are, but this one is particularly so), and weaker with more encounters. The fluff and the mechanics just don't really match, or rather just seem kind of arbitrarily paired together.

EDIT: unlike many others, I don't mind the 2d6 hit dice. It could be a nice touch, but I'm not married to the concept.
 

Ambuscade: Everyone is going to take a ranger dip. High level wizard/sorcerer + Ambuscade = unstoppable party.

Ambuscade is effectively giving you a second turn.

FYI ambuscade is attack or hide only. No movement and no spell casting.
"Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action."
 

I really don't want them to fix the ranger by adding a new version. Fix the Beastmaster ranger. That's the one I want to play.
 

I think the hit point concern is overblown. While the 2d6 is a half point higher than the Barbarian, the Barbarian's double bonus to HP and their Rage abilities mean that they are a more effective tank. The most significant part of the 2d6 is the ability to heal on short rests, especially at lower levels.

I do wish they'd kept the poultices. I think those still make sense for this build.
 

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