D&D General What spells should be on the rangers list?

I don't think rangers should have spells at all as a default, just class features focusing on exploration first, then combat (with a smattering of social options).
If you want a magical ranger, include an archetype that features spellcasting. Such spells should IMO have a druidic feel.
This - I'd much prefer that the ranger had advanced skills in exploration, wilderness survival, animal handling etc but in lieu of a better skill system something like LevelUps Ranger with its Knacks and archetype features works
 

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This - I'd much prefer that the ranger had advanced skills in exploration, wilderness survival, animal handling etc but in lieu of a better skill system something like LevelUps Ranger with its Knacks and archetype features works
With skill specialties and expertise/hindrance dice, Level Up also has a better skill system.
 

I could see the wizard's shield spell. You can flavor it with a puff of leaves or a dirt wall being pulled up like the binders of the Avatar show.
 

I got one that's controversial

Magic Missile.

it simulates a "patriot arrow" at low levels.
it doesn't require a save
plus can hurt creatures immune to standard weapons.
And, it is balanced by range (longbow fires further), and limited uses.

It's basically the "must-hit spell"

reskin it as a magic arrow and badda bing.
 

Here are some I would like to see. Many of these are iconic Ranger spells from 1st edition:

Magic Missile
Shield
Protection from Evil and Good
Sleep
Find Familiar
Charm Person
Grease
False Life
Mirror Image
Hold Person
Levitate
Knock
Invisibility
Web
Fly
Fireball
Lightning Bolt
Fear
Haste
Greater Invisibility
Hold Monster
Wall of Fire
Cloudkill
Bigby's Hand
 

If you remove spellcasting from rangers, you also have to gut the magic system to make the loss worth it. Right now, magic is the number one solution to any problem in D&D. Now I don't think it should necessarily be the case, but clearly the game sets up survival and exploration as low hurdles to clear and lets you handwave it away with a couple of 1st/2nd level slots.
 

If you remove spellcasting from rangers, you also have to gut the magic system to make the loss worth it. Right now, magic is the number one solution to any problem in D&D. Now I don't think it should necessarily be the case, but clearly the game sets up survival and exploration as low hurdles to clear and lets you handwave it away with a couple of 1st/2nd level slots.
And yet the spell-less ranger exists in Level Up alongside a non-gutted magic system based on the 5.0 rules. Huh.
 

yeah

I still prefer my 3e Deepwoods sniper/4e ranger / 5e rogue/scout, but I'm having a blast trying to figure out how to do a ranger with spells that appeal to me, and it comes down to more arcane, less druidic.

then again, I prefer my bards learned (int based) for their spellcasting so take it what you will.

for me ranger spells are pretty much 3 categories
1. magic trick arrows that would make hawkeye or green arrow proud.
2. utility of movement spells that allow your ranger to get around into strange locations, whether its flanking or hanging off a tree
3. communing with nature to show they have a connection to somebody (ex. herne the hunter) that makes them almost warlock like.
 
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As has been said, find familiar.

Also Glittering Smite or whatever it’s called. The one that is faerie fire as a smite.

A spell like pass without trace for athletics and acrobatics checks, maybe with a modest speed boost since that isn’t as powerful as stealth.

A suite of spells that target common enemy abilities, weaknesses, and make the whole team better in the fight. A sort of “lead the hunt” thing
 

How do you make a spell-less ranger work? The 3.5 version, as I vaguely recall, was not very good. In 5e, a spell-less ranger and a Scout rogue pretty much overlap completely.
Well, I went a two-way path. You could go the Druidic path and get spells or the Martial path and get combat maneuvers akin to the Battlemaster subclass, with special maneuvers themed towards certain enemy types (and did enhanced damage to specific enemies).

This is an example maneuver:
1757567645022.png


Spellwise, I do think Pass Without Trace, Find the Path and Locate Object/Creature should certainly be on their lists. Likewise, spells that duplicate or directly affect weapons should on there - green-flame blade (yeah, I think if the Ranger gets spells, they should get cantrips), magic weapon, flame arrow, Melf's acid arrow and possibly even the likes of magic missile. Spells of detection/knowledge gathering, spells that augment physical weapons/create weapons/look like weapons, spells of survival (goodberry, create food and water) and wilderness skills. Certain element-based magics might fit, though that might be more aligned to bonus spells on certain subclasses.
 

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