Quickleaf
Legend
I just started working on a revision of the ranger, and I came up with 3 sub-classes, each representing a different philosophy of the wilderness and reflecting a progression from civilized to wild.
This assumes a base ranger class without spellcasting.
Borderlands Guard: Like the 1e ranger, the borderlands guard is concerned with protecting communities at the very edge of civilization where there are no standing armies. They know the way of the deep dark woods, serving as the frontline against the foul creatures lurking there. They are mostly lawful or good aligned. Mechanically, they would have features emphasizing vigilance, toughness, defense, maybe some kind of mounted combat, and maybe a reinterpretation of some of the 1e "smorgasborg" features.
Hinterlands Scout: The hinterlands scout can hail from an organized military or scattered tribes in the wilderness, yet they neither operate wholly in civilization nor the wild, sticking to the hinterlands and spaces in between. At the fringes of the city, woodland encampment, or ruined keep, these rangers focus on gathering reconnaissance to gain the edge over their foes, even while operating behind enemy lines. They are often neutral or good aligned. Mechanically, they would have features emphasizing scouting, mobility, infiltration, exploration, guiding, and communication, and possibly taking cue from the 2e ranger kits Pathfinder & Explorer.
Wildlands Warden: The wildlands warden is the defender of the woods (or holy mountain, desert oasis, native swamp, etc) who was trained alongside druids or shamans. These rangers exist in the forgotten remote places of the world, far from civilization, and they are often critical of how civilization despoils the wilds and threatens indigenous ways of life. They are often chaotic or neutral aligned. Mechanically, they would have spellcasting, primeval awareness, a connection to a particular land, perhaps the ability to call on woodland animals (apart from spell casting), and possibly take some inspiration from the 4e Warden class.
This assumes a base ranger class without spellcasting.
Borderlands Guard: Like the 1e ranger, the borderlands guard is concerned with protecting communities at the very edge of civilization where there are no standing armies. They know the way of the deep dark woods, serving as the frontline against the foul creatures lurking there. They are mostly lawful or good aligned. Mechanically, they would have features emphasizing vigilance, toughness, defense, maybe some kind of mounted combat, and maybe a reinterpretation of some of the 1e "smorgasborg" features.
Hinterlands Scout: The hinterlands scout can hail from an organized military or scattered tribes in the wilderness, yet they neither operate wholly in civilization nor the wild, sticking to the hinterlands and spaces in between. At the fringes of the city, woodland encampment, or ruined keep, these rangers focus on gathering reconnaissance to gain the edge over their foes, even while operating behind enemy lines. They are often neutral or good aligned. Mechanically, they would have features emphasizing scouting, mobility, infiltration, exploration, guiding, and communication, and possibly taking cue from the 2e ranger kits Pathfinder & Explorer.
Wildlands Warden: The wildlands warden is the defender of the woods (or holy mountain, desert oasis, native swamp, etc) who was trained alongside druids or shamans. These rangers exist in the forgotten remote places of the world, far from civilization, and they are often critical of how civilization despoils the wilds and threatens indigenous ways of life. They are often chaotic or neutral aligned. Mechanically, they would have spellcasting, primeval awareness, a connection to a particular land, perhaps the ability to call on woodland animals (apart from spell casting), and possibly take some inspiration from the 4e Warden class.
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