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General Tabletop Discussion
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What is/should be the Ranger's "thing"?
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<blockquote data-quote="fuindordm" data-source="post: 6666601" data-attributes="member: 5435"><p>OK, my turn to take a whack at it. Some of the key changes to PH abilities are underlined. I think the stalker and Ranger Lore features are roughly equivalent in utility to the spells, and give the player incentive to do rangery things in the game. I don't have any class features in mind for the Warden archetype yet, other than spells.</p><p></p><p><strong>Ranger class abilities</strong> </p><p></p><p><strong>(1st) Favored Terrain.</strong>  While a ranger is at home in any environment, they always have an advantage on their preferred stalking grounds.  Choose a favored terrain from: forest, plains, mountains, coast, urban, underground, desert, or arctic.  You can propose other terrain types to your DM. In your favored terrain, you have advantage on stealth, perception, survival, and nature skill checks.  You can choose another favored terrain at levels 6, 12, and 18. See the PH for additional advantages for movement and exploration in your favored terrain.</p><p></p><p><strong>(1st) Fighting Style.</strong>  Rangers are warriors as well as explorers, and specialize in a fighting style adapted to fast movement.  Choose from Two-Weapon Fighting, Dueling, Archery, or Defense. <u>You can propose another fighting style to your DM, such as the optional Mariner style from Unearthed Arcana</u>.</p><p></p><p><strong>(2nd) Primeval Awareness.</strong>   At second level, your connection to the wilderness grows deeper. You can take an action to assess the immediate environment for subtle clues indicating the presence of an unnatural threat.  After one minute, you know whether the area contains an outsider, fey, undead, or dragon <u>of at least CR1, and the type and general alignment (helpful, neutral, or malicious) of the threat</u>. </p><p></p><p><strong>(2nd) Stalker.</strong>   Where other classes develop their martial skill to the utmost, trusting in their own strength or speed to carry them through a battle, Rangers take a more measured approach to combat.  Since they spend so much time alone in the wilderness, far from allies and resources, they focus more on exploiting their enemies’ weakness through keen observation and stealth.</p><p>Your maximum Stalker Bonus is your class level divided by two.  The first time you encounter a certain type of enemy, which might be a species of monster, an evil cult, or a named individual, your stalker bonus for that enemy is +0.  You can increase your stalker bonus for that enemy by the following actions:</p><p>•    Observe the enemy out of combat for at least 10 minutes.</p><p>•    Finish a combat with the enemy, even a short one.</p><p>•    Interact with the enemy socially (conversation, interrogation, etc.) for at least 10 minutes.</p><p>You can maintain a number of enemies simultaneously equal to your wisdom bonus.  After a long rest, you can drop an enemy type to focus on another. Your stalker bonus is applied to damage rolls against the enemy. You can add half your stalker bonus to skill rolls that actively target the enemy, such as Survival for tracking and Persuasion, but not Stealth.</p><p></p><p>For example, Allinda the 4th-level ranger and her party are looking for the Broken Fang tribe of gnolls.  Allinda  tracks them from a destroyed village to a clearing in the woods, and offers to go ahead to scout the approach. She succeeds at her stealth check and reaches a position where she can observe the gnolls’ campsite from hiding, then she returns to the party. Her stalker bonus against the gnolls is now +1.  While the party is discussing options, a patrol of gnolls arrives and attacks. During this combat, Allinda gets +1 to all damage rolls against the gnolls. After the combat, her stalker bonus increases to +2. The party decides to wait until dark, and then try to capture some prisoners to find out if the camp contains the whole tribe, or if there is another group of gnolls to watch out for.   The raid is successful, and if Allinda were at least 6th level her stalker bonus would increase to +3.  But since she is fourth level, it remains at +2.</p><p></p><p><strong>(3rd) Ranger Archetype:</strong> Choose an archetype: Foe Hunter, Beast Master, or Warden. </p><p>The Foe Hunter and Beast Master are unchanged from the PH..</p><p>The Warden gains spells from the ranger list as an Eldritch Knight. At levels where the Eldritch Knight could pick a spell from any school, you can pick any druid spell, <u>or learn one of the innate spells of a fey willing to teach you their magic</u>.</p><p></p><p><strong>(4th) Ranger’s Lore.</strong>  Your knowledge of the wilderness gives you and/or your allies useful tricks to survive in the wilderness. Choose one of the following perks:</p><p>•    <em>Know thy Enemy:</em> Choose a type of monster, such as dragons or undead, or two humanoid species such as elves and goblins. You have advantage on skill checks to recall information about the enemy and learn their language.  You also add half your stalker bonus to attack rolls against the enemy. You can take this perk multiple times.</p><p>•    <em>Snake Eater:</em> You are resistant to poison damage.</p><p>•    <em>Feywise:</em> You have advantage on saving throws against fey magic.</p><p>•    <em>Paranoid:</em> Even if you are surprised, you can take a single action during the surprise round.</p><p>•    <em>Camouflage:</em> Given one minute and access to suitable materials, you can alter your appearance to blend in more easily with the surroundings. While camouflaged, you can hide without cover, and if you also have cover you gain advantage on Hide checks.</p><p>•    <em>Disguise Campsite:</em>  You can make a Survival check as if it were a Hide check to disguise the party’s campsite, so that anyone passing by must beat your roll to notice the site. It takes one hour to disguise a campsite in this way.</p><p>•    <em>Spelunker:</em> You can squeeze through a narrow space without considering it difficult terrain, and have advantage on Athletics checks to escape a grapple.</p><p>•    <em>Amphibioius:</em> You gain a swim speed of 20’</p><p>•    <em>Monkey:</em> You gain a climb speed of 20’</p><p>•    <em>Poultice:</em> During a short rest, you can collect local products to craft a healing poultice or tea. The poultice heals 1d10 plus your ranger level. The tea can suppress effects other than damage from a poison or disease (e.g. the poisoned condition) for eight hours.  You still benefit from the short rest while making the poultice. Either product loses its potency after one day. You can take this perk multiple times, to craft an additional poultice per rest.</p><p>•    <em>Tough as Nails:</em> You become proficient in another saving throw.</p><p>•    <em>Poison Use</em></p><p>You can choose a new perk at levels 7, 10, 13, 16, and 19. </p><p></p><p><strong>(5th) Extra Attack</strong>  </p><p></p><p><strong>(6th to 16th)</strong> ...regular progression including ASIs, new Favored Terrains, new Lores, and archetype features.</p><p></p><p><strong>(17th) Horizon Walker.</strong>  Every natural terrain counts as favored terrain for you. In addition, choose one plane of existence such as the Atral Plane or the Elemental Plane of Earth as a favored terrain. Once per long rest, you can find natural roads and interstices that transport you to that plane from the Prime Material, or vice versa. Traveling this way takes one hour. You can bring companions with you.  </p><p>Choose another plane at levels 18, 19, and 20.  </p><p></p><p><strong>(20th) Foe Slayer.</strong> As a free action, you can double your stalker bonus to damage for one full round. If you took the "Know thy Enemy" perk then you also double your attack bonus. You can use this ability once per long rest.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6666601, member: 5435"] OK, my turn to take a whack at it. Some of the key changes to PH abilities are underlined. I think the stalker and Ranger Lore features are roughly equivalent in utility to the spells, and give the player incentive to do rangery things in the game. I don't have any class features in mind for the Warden archetype yet, other than spells. [b]Ranger class abilities[/b] [b](1st) Favored Terrain.[/b] While a ranger is at home in any environment, they always have an advantage on their preferred stalking grounds. Choose a favored terrain from: forest, plains, mountains, coast, urban, underground, desert, or arctic. You can propose other terrain types to your DM. In your favored terrain, you have advantage on stealth, perception, survival, and nature skill checks. You can choose another favored terrain at levels 6, 12, and 18. See the PH for additional advantages for movement and exploration in your favored terrain. [b](1st) Fighting Style.[/b] Rangers are warriors as well as explorers, and specialize in a fighting style adapted to fast movement. Choose from Two-Weapon Fighting, Dueling, Archery, or Defense. [U]You can propose another fighting style to your DM, such as the optional Mariner style from Unearthed Arcana[/U]. [b](2nd) Primeval Awareness.[/b] At second level, your connection to the wilderness grows deeper. You can take an action to assess the immediate environment for subtle clues indicating the presence of an unnatural threat. After one minute, you know whether the area contains an outsider, fey, undead, or dragon [U]of at least CR1, and the type and general alignment (helpful, neutral, or malicious) of the threat[/U]. [b](2nd) Stalker.[/b] Where other classes develop their martial skill to the utmost, trusting in their own strength or speed to carry them through a battle, Rangers take a more measured approach to combat. Since they spend so much time alone in the wilderness, far from allies and resources, they focus more on exploiting their enemies’ weakness through keen observation and stealth. Your maximum Stalker Bonus is your class level divided by two. The first time you encounter a certain type of enemy, which might be a species of monster, an evil cult, or a named individual, your stalker bonus for that enemy is +0. You can increase your stalker bonus for that enemy by the following actions: • Observe the enemy out of combat for at least 10 minutes. • Finish a combat with the enemy, even a short one. • Interact with the enemy socially (conversation, interrogation, etc.) for at least 10 minutes. You can maintain a number of enemies simultaneously equal to your wisdom bonus. After a long rest, you can drop an enemy type to focus on another. Your stalker bonus is applied to damage rolls against the enemy. You can add half your stalker bonus to skill rolls that actively target the enemy, such as Survival for tracking and Persuasion, but not Stealth. For example, Allinda the 4th-level ranger and her party are looking for the Broken Fang tribe of gnolls. Allinda tracks them from a destroyed village to a clearing in the woods, and offers to go ahead to scout the approach. She succeeds at her stealth check and reaches a position where she can observe the gnolls’ campsite from hiding, then she returns to the party. Her stalker bonus against the gnolls is now +1. While the party is discussing options, a patrol of gnolls arrives and attacks. During this combat, Allinda gets +1 to all damage rolls against the gnolls. After the combat, her stalker bonus increases to +2. The party decides to wait until dark, and then try to capture some prisoners to find out if the camp contains the whole tribe, or if there is another group of gnolls to watch out for. The raid is successful, and if Allinda were at least 6th level her stalker bonus would increase to +3. But since she is fourth level, it remains at +2. [B](3rd) Ranger Archetype:[/B] Choose an archetype: Foe Hunter, Beast Master, or Warden. The Foe Hunter and Beast Master are unchanged from the PH.. The Warden gains spells from the ranger list as an Eldritch Knight. At levels where the Eldritch Knight could pick a spell from any school, you can pick any druid spell, [U]or learn one of the innate spells of a fey willing to teach you their magic[/U]. [B](4th) Ranger’s Lore.[/B] Your knowledge of the wilderness gives you and/or your allies useful tricks to survive in the wilderness. Choose one of the following perks: • [I]Know thy Enemy:[/I] Choose a type of monster, such as dragons or undead, or two humanoid species such as elves and goblins. You have advantage on skill checks to recall information about the enemy and learn their language. You also add half your stalker bonus to attack rolls against the enemy. You can take this perk multiple times. • [I]Snake Eater:[/I] You are resistant to poison damage. • [I]Feywise:[/I] You have advantage on saving throws against fey magic. • [I]Paranoid:[/I] Even if you are surprised, you can take a single action during the surprise round. • [I]Camouflage:[/I] Given one minute and access to suitable materials, you can alter your appearance to blend in more easily with the surroundings. While camouflaged, you can hide without cover, and if you also have cover you gain advantage on Hide checks. • [I]Disguise Campsite:[/I] You can make a Survival check as if it were a Hide check to disguise the party’s campsite, so that anyone passing by must beat your roll to notice the site. It takes one hour to disguise a campsite in this way. • [I]Spelunker:[/I] You can squeeze through a narrow space without considering it difficult terrain, and have advantage on Athletics checks to escape a grapple. • [I]Amphibioius:[/I] You gain a swim speed of 20’ • [I]Monkey:[/I] You gain a climb speed of 20’ • [I]Poultice:[/I] During a short rest, you can collect local products to craft a healing poultice or tea. The poultice heals 1d10 plus your ranger level. The tea can suppress effects other than damage from a poison or disease (e.g. the poisoned condition) for eight hours. You still benefit from the short rest while making the poultice. Either product loses its potency after one day. You can take this perk multiple times, to craft an additional poultice per rest. • [I]Tough as Nails:[/I] You become proficient in another saving throw. • [I]Poison Use[/I] You can choose a new perk at levels 7, 10, 13, 16, and 19. [B](5th) Extra Attack[/B] [B](6th to 16th)[/B] ...regular progression including ASIs, new Favored Terrains, new Lores, and archetype features. [B](17th) Horizon Walker.[/B] Every natural terrain counts as favored terrain for you. In addition, choose one plane of existence such as the Atral Plane or the Elemental Plane of Earth as a favored terrain. Once per long rest, you can find natural roads and interstices that transport you to that plane from the Prime Material, or vice versa. Traveling this way takes one hour. You can bring companions with you. Choose another plane at levels 18, 19, and 20. [B](20th) Foe Slayer.[/B] As a free action, you can double your stalker bonus to damage for one full round. If you took the "Know thy Enemy" perk then you also double your attack bonus. You can use this ability once per long rest. [/QUOTE]
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