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Community
General Tabletop Discussion
*Dungeons & Dragons
Why does the Hunter subclass for the 2014 & 2024 Ranger not have bonus spells?
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<blockquote data-quote="Mephista" data-source="post: 9825143" data-attributes="member: 6786252"><p>Fey Wanderer is our fourth subclass, the last of the phb ones, and probably one of the better options. </p><p></p><p>Level 3 is okay. You get an extra 1d4 damage - not much, but unlike the other classes, it has no condition applied to it. Upon a hit, you deal an extra 2.5 average damage. Not huge, but definitely useful. You get a mix of spells, mostly utility except Misty Step and Summon Fey, and you already had Summon Fey on your Ranger list. And you get an extra skill and to add your Wisdom to any Charisma checks. </p><p></p><p>I'm not normally a huge fan of the Skilled origin feat - normally you should give everyone the chance to shine during exploration or social scenes. But as a Ranger you're kinda expecting to be the scout (acrobatics, stealth, perception, survival, maybe animal ken) and now the subclass wants to be the face as well (insight, deception, either intimidate or persuasion). That's a lot of skills you're going to want to fill in to make the most of your ability. </p><p></p><p>This is also the very first subclass that I'm not going to really talk about what weapons to take. The other three subclasses have a definite bias in what weapons you want to take - Hunter (and Winter Walker) want to engage in TWFing to go with the HM heavy playstyle, Beastmaster is more biased <em>away</em> from TWFing or melee in general, and Gloom tends towards Slow / Push Mastery stuff. Fey Wanderer is the first Ranger subclass that really is weapon agnostic. You could easily go bow, you could go TWFing, you could go sword and board, you could even try for heavy melee weapons if you wanted. </p><p></p><p>Level 7 and 15 are once again more defensive options... kind of. Level 7 here has a lot of overlap with the Gloom Stalker's Wisdom proficency, in that most monsters calling for a Wisdom check tend to be tied to the Charmed or Frightened condition. And not only on avoiding the conditions, but you get to use anyone forcing a check - be it enemy or ally - to inflict your own conditions on enemies. Level 15 takes Misty Step and turns it into a way to rescue a fellow party member. These are both excellent party-play abilities that can synergize with your allies, and I absolutely love those. </p><p></p><p>My only complaint is that, if elf, gnome or halfling that already have advantage on those saves, there's no alternative to develop. But the rest of it is good enough that I'd not call it a deal breaker. Just a pet peeve of mine (I'm looking at you, gold dragonborn-fire dragon sorcerer). </p><p></p><p>Level 11 lets you cast Fey Wanderer once for free, and the ability to make the casting Concentration-free at the cost of 1 minute duration. Concentration-free Summon Fey is huge, in no small part because it lets you have another Concentration spell up simultaneously. You could go Hunter Mark, you could go with a second Summon or Conjure spell, etc. By the time you hit level 17, this can effectively give you a free extra 2 attacks for every combat. This is probably the only tier 3 damage boost Ranger has that scales as you go up in level due to how spell slots work. </p><p></p><p>Sure, it requires at least a turn of set up, but you're a Ranger. Use that stealth and perception, and find the enemies before they find you and get the necessary prep time. Also, keep in mind that the one free, no slot casting of Summon Fey? Its not a spell slot, so t<em>hat can be combined with a bonus action spell</em>. You can use your level 15 ability to Misty Step yourself and a party member into position before summoning your attack-fairy. </p><p></p><p>All in all, this is an extremely fun option. Most of the time, your level 7 and 15 defenses are just passives. Not only do these encourage you to do stuff at the table, but its actively coordinating with your party. Your level 11 power bump is actually consistantly strong enough for tier 3 and eventually tier 4 martial damage (assuming you get the set up time), and it has fun options of its own.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9825143, member: 6786252"] Fey Wanderer is our fourth subclass, the last of the phb ones, and probably one of the better options. Level 3 is okay. You get an extra 1d4 damage - not much, but unlike the other classes, it has no condition applied to it. Upon a hit, you deal an extra 2.5 average damage. Not huge, but definitely useful. You get a mix of spells, mostly utility except Misty Step and Summon Fey, and you already had Summon Fey on your Ranger list. And you get an extra skill and to add your Wisdom to any Charisma checks. I'm not normally a huge fan of the Skilled origin feat - normally you should give everyone the chance to shine during exploration or social scenes. But as a Ranger you're kinda expecting to be the scout (acrobatics, stealth, perception, survival, maybe animal ken) and now the subclass wants to be the face as well (insight, deception, either intimidate or persuasion). That's a lot of skills you're going to want to fill in to make the most of your ability. This is also the very first subclass that I'm not going to really talk about what weapons to take. The other three subclasses have a definite bias in what weapons you want to take - Hunter (and Winter Walker) want to engage in TWFing to go with the HM heavy playstyle, Beastmaster is more biased [I]away[/I] from TWFing or melee in general, and Gloom tends towards Slow / Push Mastery stuff. Fey Wanderer is the first Ranger subclass that really is weapon agnostic. You could easily go bow, you could go TWFing, you could go sword and board, you could even try for heavy melee weapons if you wanted. Level 7 and 15 are once again more defensive options... kind of. Level 7 here has a lot of overlap with the Gloom Stalker's Wisdom proficency, in that most monsters calling for a Wisdom check tend to be tied to the Charmed or Frightened condition. And not only on avoiding the conditions, but you get to use anyone forcing a check - be it enemy or ally - to inflict your own conditions on enemies. Level 15 takes Misty Step and turns it into a way to rescue a fellow party member. These are both excellent party-play abilities that can synergize with your allies, and I absolutely love those. My only complaint is that, if elf, gnome or halfling that already have advantage on those saves, there's no alternative to develop. But the rest of it is good enough that I'd not call it a deal breaker. Just a pet peeve of mine (I'm looking at you, gold dragonborn-fire dragon sorcerer). Level 11 lets you cast Fey Wanderer once for free, and the ability to make the casting Concentration-free at the cost of 1 minute duration. Concentration-free Summon Fey is huge, in no small part because it lets you have another Concentration spell up simultaneously. You could go Hunter Mark, you could go with a second Summon or Conjure spell, etc. By the time you hit level 17, this can effectively give you a free extra 2 attacks for every combat. This is probably the only tier 3 damage boost Ranger has that scales as you go up in level due to how spell slots work. Sure, it requires at least a turn of set up, but you're a Ranger. Use that stealth and perception, and find the enemies before they find you and get the necessary prep time. Also, keep in mind that the one free, no slot casting of Summon Fey? Its not a spell slot, so t[I]hat can be combined with a bonus action spell[/I]. You can use your level 15 ability to Misty Step yourself and a party member into position before summoning your attack-fairy. All in all, this is an extremely fun option. Most of the time, your level 7 and 15 defenses are just passives. Not only do these encourage you to do stuff at the table, but its actively coordinating with your party. Your level 11 power bump is actually consistantly strong enough for tier 3 and eventually tier 4 martial damage (assuming you get the set up time), and it has fun options of its own. [/QUOTE]
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Why does the Hunter subclass for the 2014 & 2024 Ranger not have bonus spells?
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