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====Fix It, 5e!==== [[Image:Rangerwithowl.jpg|400px|thumb|right|Hoot Hoot, motherfucker.]] Never let it be said that WotC doesn't know how to listen for the call of potential money. In September 2016, [http://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf a whole new "Ranger, Revised" Unearthed Arcana] was released. It's a complete revamp from the ground up, basing itself extensively off of a poll about the Ranger's "essential traits" concocted by WotC and with a large prelude explaining that, yes, this may potentially lead to a "Ranger Mk 2" getting a formal release, and no, that won't invalidate the original Ranger if you still want to keep playing it. (what's wrong with you?) So, what's different about the Revised Ranger? Well... Natural Explorer is even more awesome than before, no longer limited to a specific terrain type and incorporating many higher-level benefits, like ignoring difficult terrain, right out of the box, along with all the sweet, sweet flavor it always had. Favored Enemy now grants a +2 damage bonus at level 1 (scaling to +4 damage bonus and advantage on saving throws vs. their attacks at level 6) plus a free language of your choice, with instructions to try to keep it thematic. But you only get to pick twice, once from the "common" enemy types at 1st level, once from a list of "big game" (Aberrations, Celestials, Constructs, Dragons, Elementals, Fiends or Giants). Extra Attack is gone, but it's a component of every archetype but the Beast Conclave. Primeval Awareness has gone from a useless joke of a class feature to an extremely powerful one, allowing the Ranger to sense any of his favored enemies and a great deal of information about them within a five-mile radius by spending a minute meditating - no spell-slot required! Instead of Land's Stride, which is now baked right into Natural Explorer, you gain Fleet of Foot at eighth level, which lets you Dash as a bonus action. Hide in Plain Sight works about the same, but no longer requires a full minute to set up. Foe Slayer is still the capstone, and now works on anyone, rather than just Favored Enemies. Still not great, but better. The Hunter Conclave is literally identical to the Hunter path, with the only difference being that it gets Extra Attack to make up for the base class ''not'' getting it. The Stalker Conclave is about the same as the Deep Stalker, though with a few tweaks. Its 3rd level ability allows it to evade darkvision while hiding rather than giving it the bonus hide action early when it got off an ambush, the mechanics of its own bonus darkvision got heavily tweaked, it gains an extra attack like the Hunter, the language on its Flurry got shifted around a bit, and it can Dodge ''after'' seeing whether or not a hit would connect. Otherwise, it is largely exactly the same. Finally, the reason for like 75% of this whole rework, the Beast Conclave, which ''is'' extensively modified from its base version in a number of different ways. For starters, your animal companion is now set (your choice of ape, black bear, boar, giant badger, giant weasel, mule, panther or wolf) rather than being chosen from "any creature with CR 1/4" like in the corebook. It can be restored to life if slain by a ritual that costs 25GP of materials and which takes 8 hours. Although a companion beast loses its Multiattack ablity (something justified in a sidebar as being to avoid making it outshine the party's fighter or [[barbarian]]), it finally can strike under its own initiative; you can command what it does, but if you can't directly command it, then it'll work things out for itself. It uses your proficiency bonus, is proficient in two skills of your choice gains in hit dice when you gain levels, and increases its own ability scores when you gain a level-based Ability Score Increase. It also adds its proficiency to a number of non-standard things, like AC and damage. At 5th level, your Coordinated Attack feature means that your companion can use its reaction to make an attack if it sees you use the Attack action during that turn. Likewise, the 7th level feature, Beast's Defense (companion has advantage on all saving throws) doesn't work unless it can see you. No such weakness applies to its 11th and 15th level features; Storm of Claws and Fangs lets it use its Attack action to dish out a melee strike against every creature within 5 feet of it, whilst Superior Beast's Defense lets it spend its reaction to halve damage from an attack it takes. '''UPDATE''' Unfortunately in a tweet on July 2018 and later videos on Youtube, Jeremy Crawford announced that the Ranger would not be getting a revision, not even an official printing of this UA class. He even suggested that if you didn't like it you should [[RAGE|just play a different class]]. '''UPDATE UPDATE''' Larian Studios-the studio behind Divinity Original Sin I & II-are getting to work on adapting 5e for Baldur's Gate 3. They, like any sane designers, noticed that the ranger was more than a little weak sauce, and have gotten the green light from wizards to try beefing it up some. It sounds like initially they are looking at keeping the base class the same and making/boosting sub classes that are much more powerful, and that these changes will be usable on tabletops as well. Although when you actually look at the interview, you'll notice that Mike Mearls is desperately trying to insist that the class [[wat|isn't terrible as is and that players are to blame for its reputation because they're not playing the game right.]]
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