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%

You'll have to help me, when is high fantasy =/= high magic?
When the fantasy isn't magical.

Fantasy can be scientific such as guns working better than they should. Or realistic elements attributed to different structures like a barbarian being as strong as a giant. Or it can be non-spell supernatural elements


Sure, you can have high fantasy where magic items aren't all over the place, but you still have people and creatures with incredible abilities about that serve the same purpose quite a lot of the time.

Sure. The question is of power vs frequency.

Base D&D assumes wish/miracle, ancient dragons, and giant kings, planes lead by demon princes, elemental sultans, lich/death lords, faerie queens, and/or archdevils, and heroes and villains kitted out with magic items in any setting that isn't dead magicwise. Even Dark Sun has people capable of casting 9th level spells or wielding artifacts

The frequency of these things can change.

A level 15 Ranger is assumed to have to deal with level 15 threats. And in D&D those things typically are high fantasy. They might be rare or they might not cast magic directly but they all are fantastical.

If your setting has storm joints who are able to plunge a mountainside in ice and thunder storms, your game has to create a ranger who potentially able to deal with that.

How they deal with that?
Well that's the point of this threat
 

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When the fantasy isn't magical.

Fantasy can be scientific such as guns working better than they should. Or realistic elements attributed to different structures like a barbarian being as strong as a giant. Or it can be non-spell supernatural elements




Sure. The question is of power vs frequency.

Base D&D assumes wish/miracle, ancient dragons, and giant kings, planes lead by demon princes, elemental sultans, lich/death lords, faerie queens, and/or archdevils, and heroes and villains kitted out with magic items in any setting that isn't dead magicwise. Even Dark Sun has people capable of casting 9th level spells or wielding artifacts

The frequency of these things can change.

A level 15 Ranger is assumed to have to deal with level 15 threats. And in D&D those things typically are high fantasy. They might be rare or they might not cast magic directly but they all are fantastical.

If your setting has storm joints who are able to plunge a mountainside in ice and thunder storms, your game has to create a ranger who potentially able to deal with that.

How they deal with that?
Well that's the point of this threat
Ok, I think I see what you're saying. So while D&D has all the elements of high fantasy, that alone doesn't make it high fantasy- it's how often those elements are incorporated into a given setting/campaign.

For example, in a past game, I had my players visit the Feywild, on a quest to save Garl Glittergold's daughter (though they didn't know it at the time). On their journey, they entered the realm of an Archfey of the Winter Court, and the land itself was fighting against them as if a malignant entity.

They encountered giants and dragons, and at one low point, Father Winter left them presents while they rested, magic items that aided in their quest.

This would be high fantasy, even though the characters weren't wielding powerful magic?
 

I think we're going to need a poll on whether or not D&D is High Fantasy, Low Fantasy or Medium Fantasy. ;)
It is High Fantasy, The common definition of High Fantasy is that it is set in an alternate fictional world separate from out own world often with magic and magical creatures and/or unusual technology.
 


This would be high fantasy, even though the characters weren't wielding powerful magic?

Yes. D&D assumes that you eventually will have to deal with high fantastical beings if you go up in levels enough. It's not a robust system or robust story turtle system that allows for low or medium fantasy for very long.

Yes you can sick a bunch of orcs on your level 15 character. But that would get boring very quickly and be a very sloggy experience.


For medium fantasy my biggest example would be something like Warhammer Fantasy or Warcraft. Those games systems and settings have a magic items and spellcasters and monsters but they do not surpass what five you consider the second tier Is that often. Few people have the ability to cast spells that would be considered fourth level and those would be detox spellcasters in a given area. And their magic weapons and items are what D&D would consider the common or uncommon variety.

Warcraft and Warhammer mages are just blasting attack and minor buff spells left and right. And their magical beings aren't that fantastical at all but beyond their origin of being a demon or undead.
 

It is High Fantasy, The common definition of High Fantasy is that it is set in an alternate fictional world separate from out own world often with magic and magical creatures and/or unusual technology.
Well, I think there is a difference somewhere between the back alleys of Waterdeep, the industrialized city of Sharn, and the cosmopolitan extraplanar city of Sigil, when it comes to how fantastical one's setting is.

D&D runs the gamut between heroes struggling to defend a frontier keep from goblins to facing down godspawned beasts guarding a citadel on the Astral Plane while using the petrified head of a severed god towed by red dragons as a vehicle.

So while high fantasy elements exist, they're not always present.
 

Well, I think there is a difference somewhere between the back alleys of Waterdeep, the industrialized city of Sharn, and the cosmopolitan extraplanar city of Sigil, when it comes to how fantastical one's setting is.

D&D runs the gamut between heroes struggling to defend a frontier keep from goblins to facing down godspawned beasts guarding a citadel on the Astral Plane while using the petrified head of a severed god towed by red dragons as a vehicle.

So while high fantasy elements exist, they're not always present.
The point was that you have to design In this case the Ranger with the assumption that these high fantasy aspect can happen and it would have to deal with them.

The issue with many of the non-magical Rangers is that said ranges are not able to deal with those high fantasy elements outside of copying the aspects of and dealing with them as a fighter.
 

A Ranger using Enhanced Skills instead of Magic

Level 1: Hunter's Instincts You are trained in observing, tracking, and anticipating the movement of your prey. As a bonus action, you can mark a creature you can see within 90 feet as your quarry. You gain advantage on Wisdom (Perception/Survival) and Intelligence (Investigation) checks made to track and locate your quarry. You also have advantage on weapon attack rolls to hit your quarry.

Level 3:Hunter's Tactics When you hit your quarry with a weapon attack, you can add 1d6 damage or impose a condition.

Level 2: Enhanced Skills - Beastmeld If you observe a beast for at least 1 minute and make a Nature check (DC 12), on a success, you can adapt one of its natural traits (e.g. keen senses, agility, toughness, pack tactics etc) for a number of minutes equal to your Wisdom modifier. You can not adapt a creatures supernatural or spellcasting traits.

Level 2: Fighting Style - Archery, Defense, Dueling, TWF

Level 3: Ranger Archetype – Hunter, Tracker, Warden

Level 5: Enhanced Skills - Special Arrows

  • Poison Arrows (Herbalism Kit): Extracting naturally occurring poison from plants or animal sources You can craft a number of poison-tipped arrows equal to your Wisdom modifier. Make a Wisdom (Herbalism Kit) check (DC 15) to determine the poison's potency
    • Success: The poison deals an additional 2d6 damage.
    • Exceptional Success (by 5 or more): The poison deals an additional 1d6 poison damage for every 5 points above DC15 and forces the target to make a constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be poisoned.
  • Explosive Arrows (Tinker’s Tools):Using mineral salts and oils, You can create a number of explosive arrows equal to your Wisdom modifier. Make a check with your Tinker’s Tools (DC 18):
    • Success: Deals 2d6 fire damage in a 10-foot radius on impact.
    • Exceptional Success (by 5 or more): The explosive arrow deals an additional 1d6 fire damage for every 5 points above DC15 in a 20-foot radius.
Level 6: Natural Adaptation You gain advantage on saving throws against extreme weather and environmental conditions (such as high altitudes or extreme cold).

Level 6 Enhanced Skills - Beast Friend You can use an action to make a Wisdom (Animal Handling) check to befriend a wild beast contested by the beast's Wisdom saving throw. If the process is successfully repeated for 1d6 days after the first day the Beast becomes permanently friendly.
  • Success: success the beast becomes friendly toward you for 1 hour or until you or your allies take hostile action against it.
  • Exceptional Success (by 5 or more): the beast follows simple commands including follow, guard and attack.

Level 8: Enhanced Skills - Sense Fear You can make a Wisdom (Insight) check (DC 15) to sense if a creature is frightened, nervous, or hiding its intentions. You also gain advantage on attacks against frightened targets.

Level 11: Enhanced Skills - Bloodhounds As an action, make an Animal Handling check (DC 15) to observe the beast around you. These beasts can communicate information about the location and movements of your marked quarry.

Level 11: Enhanced Skill - Strength of the Beast Make a successful Athletics check (DC 16) to gain a +2 bonus on Strength, Constitution or Dexterity checks for 1 minute, mimicking the raw power of nature's predators.

Level 13: Enhanced Skills - Heatsight Utilising special salves or lenses You can make a Wisdom (Perception) check (DC 15) to see heat signatures through darkness or obscured conditions within a range of 30 feet.

Level 20: Apex Predator Your deal an additional 4d6 damage against your quarry, and when using Beastmeld, can adopt three traits simultaneously instead of one.

Stalker Archetype Features (Enhanced)

Hunter Features

  • Level 3: Enhanced Beastmeld: Gain temporary hit points equal to your Wisdom modifier when using Beastmeld.
  • Level 7: Hunters Strike Once per turn, if you hit your marked quarry, it takes additional damage equal to your Wisdom modifier.
  • Level 15: Barrage: You can make multiple attacks against your quarry until an attack misses. The Barrage works for both melee and ranged weapons. (Blade Cascade)
Tracker Features
  • Level 3: Silent Pursuit: Gain advantage on Stealth checks when tracking your quarry in dim light or darkness.
  • Level 7: Deadly Ambush: When you surprise a creature, your first attack against it deals an additional 2d6 damage.
  • Level 15: Camouflage: You can use the Hide action as a bonus action, even when only lightly obscured.
Warden Features
  • Level 3: Nature's Aegis: Gain resistance to poison and advantage on saves against disease.
  • Level 7: Wildcall: You can communicate simple ideas to non-hostile beasts that can understand your commands.
  • Level 15: Primal Resilience: When you take damage, you can use your reaction to gain temporary hit points equal to half your Ranger level.
 
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Personally, I don't think Rangers should have spells by default. However, if they do have, Windtalk is the only spell on the list would fit the spells I think they should have.
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.
 


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