D&D General What is appropriate Ranger Magic

Which of the following do you see as general Ranger spells?

  • Autumn Blades

    Votes: 5 10.2%
  • Beastmeld

    Votes: 9 18.4%
  • Blade Cascade

    Votes: 7 14.3%
  • Blade Thrist

    Votes: 5 10.2%
  • Bloodhounds

    Votes: 11 22.4%
  • Exploding Arrow

    Votes: 14 28.6%
  • Giant Axe

    Votes: 5 10.2%
  • Greenwood Linb

    Votes: 2 4.1%
  • Heatsight

    Votes: 8 16.3%
  • Implacable Pursuer

    Votes: 12 24.5%
  • Long Grasp

    Votes: 2 4.1%
  • Othrus

    Votes: 1 2.0%
  • Sense Fear

    Votes: 6 12.2%
  • Steel Skin

    Votes: 3 6.1%
  • Strength of the Beast

    Votes: 10 20.4%
  • Umbral Escape

    Votes: 6 12.2%
  • Wildtalk

    Votes: 12 24.5%
  • Wooden Escape

    Votes: 4 8.2%
  • Rangers should have no magic spells.

    Votes: 23 46.9%
  • Rangers should not have magic spells but not be limited to natural limits

    Votes: 13 26.5%
  • Rangers should have every more core magic spells.

    Votes: 5 10.2%


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Yeah, I think that rangers absolutely ought to have an Eldritch Knight - style subclass (but for Druid spells) but they don't need spells. They could have mystical abilities, but I'd rather that they didn't use the spellcasting mechanics with the base Ranger.
What abilities would that be?

What would you consider a level 5 Ranger ability?
level 10 Ranger ability?
level 15 Ranger ability?
level 20 Ranger ability?
 

I feel like tiny hut should’ve been designed as a ranger exclusive spell, filling their ‘exploration and survival expert’ niche, I don’t like removing capabilities from other classes to make another ‘good’ but given that so many classes have access to magic that erases exploration as an obstacle I’m willing to let it pass this time

And before you get mad rope trick and galder’s tower still exist at tiny hut levels
 

View attachment 383280
This one goes up to 11.
11 fantasy.
Haha, yes; that’s often my feeling toward D&D! That said, I’m cool with D&D allowing groups to crank it to 11; I just wish the baseline wasn’t that high.

The ranger abilities listed in the OP are pretty cool though; high-magic ranger is not my jam, but this is quite colourful. The more I read them, the more I'm warming up to them
 

I feel like tiny hut should’ve been designed as a ranger exclusive spell, filling their ‘exploration and survival expert’ niche, I don’t like removing capabilities from other classes to make another ‘good’ but given that so many classes have access to magic that erases exploration as an obstacle I’m willing to let it pass this time

And before you get mad rope trick and galder’s tower still exist at tiny hut levels
Personally, I would prefer Tiny Hut and Rope Trick were removed from the game.
 

I feel like tiny hut should’ve been designed as a ranger exclusive spell, filling their ‘exploration and survival expert’ niche, I don’t like removing capabilities from other classes to make another ‘good’ but given that so many classes have access to magic that erases exploration as an obstacle I’m willing to let it pass this time

And before you get mad rope trick and galder’s tower still exist at tiny hut levels
Bards and Wizards can keep Tiny Hunt.

Rangers should get their own housing spells that grants weather immunity, food and water purification, and an alarm radius.

That's on the list for the next ranger magic poll.
 

What abilities would that be?

What would you consider a level 5 Ranger ability?
level 10 Ranger ability?
level 15 Ranger ability?
level 20 Ranger ability?
I don't know, man. This post looks like a trap. I could take the time to answer it with some ideas, but I get the feeling that you'd put down anything I suggest because you're mind is made up. Also I don't expect to be able to design a class in five minutes on the internet. It would probably take me more work than it's worth and would convince you of nothing. But I am pretty sure that it could be done, with a little effort.
 
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I don't know, man. Thi post looks like a trap. I could take the time to answer it with some ideas, but I get the feeling that you'd put down anything I suggest because you're mind is made up.
It's not a trap.

The whole thread is is about figuring out which magic spells or supernatural abilities are appropriate for rangers and where the limits are.

That's why I made a list of supernatural effects and had ENworlders vote on them.

Because "Rangers should have no magic spells. They maybe can have supernatural abilities" is a popular saying.

But the Ranger just gets no more magical and more spellcaster because no one ever describes the non-spell supernatural abilities unless someone like me coaxes people to talk.

Then fans complain later that WOTC, Kobold Press, and Darrington Press produce more overt and blatant spellcasting rangers.
 

It's not a trap.

The whole thread is is about figuring out which magic spells or supernatural abilities are appropriate for rangers and where the limits are.

That's why I made a list of supernatural effects and had ENworlders vote on them.

Because "Rangers should have no magic spells. They maybe can have supernatural abilities" is a popular saying.

But the Ranger just gets no more magical and more spellcaster because no one ever describes the non-spell supernatural abilities unless someone like me coaxes people to talk.

Then fans complain later that WOTC, Kobold Press, and Darrington Press produce more overt and blatant spellcasting rangers.
Okay, sure. But do you expect me to spitball ideas on here? I'm pretty decent at game design, but that's a tall task.

Besides, I'm pretty sure you can find spell-less rangers if you look. IIRC Level-Up has one. Obviously 4e did. I bet there are more.

Now, it may be because I am busy this evening that I find your request frustrating. If so, I apologize. But I'm hardly the only one here who suggested it, so it seems strange to me that you'd single me out with a "money where your mouth is" request. In particular when I'm sure that what I was suggesting already exists, just not by WotC.
 


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