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%

isn't druid magic already the primal magic source just named differently? or am i missing nuance here?
TBH, I am not sure. Primal Magic in 4e was the power source for several classes back then. Barbarians, Druids, Shamans and Wardens. Rangers back in 4e got their power from the Martial power source (which was basically willpower and training). The Primal power source covered spirits of the natural world and transformation.
 

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oh that would be cool, being able to intergrate secondary spell effects into your tiny hut, i don't think that's what you're actually saying here but given alarm and purify food and drink exist...

just the idea that what starts as a protective bubble ends up progressing into this fortified bunker, hidden by plantlife and surrounded by fields of thorns, poisonous plants, hidden pitfalls and rocky walls
Cottage

The ranger create a cottage of wood, vines, sand, snow or whatever appropriate natural material. The cottage protects from extreme temperature and winds and is difficult to find. Any creature who comes within a range around the cottage alerts the ranger.


Blueflame Blade

The ranger imbues their weapon with fire, searing blue-hot flames coat it's surface producing intense heat.


Blade Thirst 1.2

The ranger transfers sharpening magic into a slashing weapon giving it a +3 bonus.
 

The dream druid as nice features that let's you
1) create a hidden shelter
2) perform some spells as rituals once while you long rest.

I could see the ranger having the same feature, with the ability to cast Faithful hound, Purify Food or Find the Path as rituals during your long rest in the previously mentioned shelter.
 

isn't druid magic already the primal magic source just named differently? or am i missing nuance here?
Yeah

They didn't want to rename Power Sources and duplicate spell lists

Wizard- Generic Arcane
Cleric- Generic Divine
Druid- Generic Primal

TBH, I am not sure. Primal Magic in 4e was the power source for several classes back then. Barbarians, Druids, Shamans and Wardens. Rangers back in 4e got their power from the Martial power source (which was basically willpower and training). The Primal power source covered spirits of the natural world and transformation.
The 4e ranger was Martial

The 5e Ranger is like Arcane/Primal.
 




I have found that the easiest way to make a non-magical anything in D&D is to just treat the word 'Spells' that appears in most class charts as not being anything more that a category heading and not something inherent in the game world. 'Spells' and 'Spell Slots' are just a designation of feature frequency. Just cross out the word 'Spell' and replace it with the word 'Feature' and then you can get all manner of abilities that aren't "magic spells", they are all a random assortment of things each class can do... and the DM and players decide for themselves which ones they will fluff as Magic or Spellcasting, and which ones are just naturally occurring abilities a character can do.

Thus the 'Feature Slots' chart tells us at certain levels when we acquire new and more powerful features, and we can use those features a certain number of times per day per the chart. And the Features we acquire? If one just ignores "components" (which we almost all do anyway but for some reason some people get so hung up that they are still written down as existing in the book and thus they "still exist" for certain classes even if we actually never use them during gameplay)... and refluffs the narrative description of certain Features to remove the outwardly magical nature of them and JUST take the mechanics on their face... most abilities can be magical or non-magical all you want.

- A PC can move faster than normal throughout the day occasionally. Is that just a class feature ability you can gain, or a "magical spell" like Longstrider or Expeditious Retreat?

- A PC can heal the hit points of another character. Is that a class feature ability you can gain, or a "magical spell" of Cure Wounds?

- A PC is so good at weapon fighting that they can occasionally hit for greater damage. Is that a class feature ability you can gain, or a "magical spell" like Divine Smite or Hunter's Mark, or Hex?

And it even works for turning "magical effects" into "non-magical effects" as well:

- A PC non-magical 'Warlord' is fantastic at getting their fellow party members inspired to do great things. Is that a class feature ability you can gain, or a "magical effect" of Bardic Inspiration?

By just letting go of what the books say and treating everything as merely amorphous guidelines and ideas from which you can create or make whatever you wish... you can actually get that which you want. But I don't think most people want that openness and then self-restrict themselves to create the characterized archetypes they want... they want the books to restrict them instead. Which to me is a shame.
 



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