The Adaptive Ranger
Total Page:16
File Type:pdf, Size:1020Kb
The Adaptive Ranger This version of the ranger combats this issue by designing a Yet Another Ranger Fix variation of the Favored Enemy feature that has more The ranger has been through many iterations; some from universal applications. Inspired by Mike Mearls's idea for the Wizards of the Coast, some from players who sought to create Natural Explorer feature that he developed in his stream, this a ranger suitable for their table. What follows is yet another version of the Favored Enemy allows the ranger to excel at case of the latter. hunting their chosen enemy, while using their training to aid them while dealing with other creatures. Here is a homebrew ranger revision that focuses on giving the ranger features that make the character feel like an expert explorer and survivalist while still feeling mechanically useful Reading this Revision in a Hurry in a system where exploration has little in the way of concrete rules. This revision is intended to play into D&D 5th Edition’s If you're reading this, there is a solid chance that strengths and is inspired by Mike Mearls’ revision, made this is not the first variation of the ranger you've during his live stream, “Happy Fun Hour.” This revision was read. In order to make this version of the ranger designed with the original rendition from the Player’s easy to comprehend, text under each feature will Handbook in mind and aims to stay true to the vision of that explain the source from which the feature was adopted. This way, those familiar with the source class. may skip over the feature, secure in the knowledge that they already know everything they need to Analyzing the Ranger know about the feature. This also shows the The ranger has received a lot of criticism from various people influences and inspirations for this revision, making who each see something different in the class. Here I go over it easier to see the vision of this rendition of the what I believe its greatest hurdles are that keep the class from class. feeling like a weaker fighter. These are purely my own observations and opinions, so feel free to laugh at how dumb they sound. The Problem with Navigation After looking over rules for the exploration pillar of the game, I realized that this was the core problem of the ranger in my eyes: Dungeons & Dragons 5th Edition is designed to enable all kinds of play depending on what is fun and convenient for each individual table, but that means that traveling and exploring is hard to pin down. Does your table painstakingly track resources and the weariness of your characters, or is travel more of a narrated montage? Do you look at a map that has been divided into hexagons to track distance, or does your table rely on theater of the mind? Differences like these make it so that the ranger's true talents-- being an expert survivalist in the wilds who specializes in hunting a certain foe-- can be swept under the rug. When the ranger isn't able to show off their navigational prowess, they feel like a subpar fighter or rogue. The Problem with the Favored Enemy The favored enemy is a staple of the ranger, and gives them the feeling of a mighty hunter who has dedicated their training and their education to tracking and slaying a particular type of foe, whether it be fueled by a devotion to protecting a land, a desire for vengeance, or some other powerful motive. Unfortunately, this much focus can make it so that if a ranger is not built to cater to an adventure, it may underperform. And even if the player does work with their DM to choose a suitable favored enemy for the campaign, there is no guarantee that they will fight that type of creature often enough for the ranger to feel like they are pulling their own weight. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. The Ranger Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 — — — — 3rd +2 Ranger Archetype, Primeval Awareness 3 3 ─ — — — 4th +2 Ability Score Improvement 3 3 ─ — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Greater Favored Enemy 4 4 2 — — — 7th +3 Ranger Archetype Feature 5 4 3 — — — 8th +3 Ability Score Improvement, Land's Stride 5 4 3 — — — 9th +4 ─ 6 4 3 2 — — 10th +4 Hide in Plain Sight 6 4 3 2 — — 11th +4 Ranger Archetype Feature 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 ─ 8 4 3 3 1 — 14th +5 Vanish 8 4 3 3 1 — 15th +5 Ranger Archetype Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 ─ 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 (a) a dungeoneer’s pack or (b) an explorer’s pack Class Features A longbow and a quiver of 20 arrows Same as presented in the Player's Handbook . As a ranger, you gain the following class features Favored Enemy See Player’s Handbook for basic benefit, with original Hit Points mechanical bonus added Hit Dice: 1d10 per ranger level Beginning at 1st level, you have significant experience Hit Points at 1st Level: 10 + your Constitution modifier studying, tracking, hunting, and even talking to a certain type Hit Points at Higher Levels: 1d10 (or 6) + your Constitution of enemy commonly encountered in the wilds. Choose a type modifier per ranger level after 1st of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You have advantage on Wisdom (Survival) checks to Proficiencies track your favored enemies, as well as on Intelligence checks Armor: Light armor, medium armor, shields to recall information about them. Weapons: Simple weapons, martial weapons Additionally, you gain a benefit based on your favored Tools: None enemy, as shown below. This benefit reflects the ways you have trained to combat your favored enemy, but can be applied Saving Throws: Strength, Dexterity in other situations as well. Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Beasts: Your hit point maximum increases by 2, and it increases by 2 every time you gain a ranger level. Equipment Fey: You have advantage on saving throws against being You start with the following equipment, in addition to the charmed. equipment granted by your background: (a) scale mail or (b) leather armor (a) two shortswords or (b two simple melee weapons This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Humanoids: Choose one skill in which you have proficiency. At 2nd level, you adopt a particular style of fighting as your You gain expertise with that skill, which means your specialty. Choose one of the following options. You can't take a proficiency bonus is doubled for any ability check you make Fighting Style option more than once, even if you later get to with it. The skill you choose must be one that isn’t already choose again. benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Monstrosities: As a reaction when you take Archery damage, you can reduce the amount of damage taken by You gain a +2 bonus to attack rolls you make with ranged 1d10+ your Wisdom modifier. Once you have used this weapons. feature, you cannot use it again until you have completed a short or long rest. Defense Oozes: You gain resistance to acid damage. While you are wearing armor, you gain a +1 bonus to AC. Plants: You have advantage on saving throws to avoid being restrained. Dueling Undead: You have advantage on saving throws against When you are wielding a melee weapon in one hand and no being frightened. other weapons, you gain a +2 bonus to damage rolls with that When you gain this feature, you also learn one language of weapon. your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any Mariner language you wish to learn. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to Natural Explorer your normal speed, and you gain a +1 bonus to AC. See Player’s Handbook combined With Mearl’s Revised Two-Weapon Fighting Variant. When you engage in two-weapon fighting, you can add your You are a master of navigating the wilderness. You gain the ability modifier to the damage of the second attack. following benefits when travelling for an hour or more: Difficult terrain doesn’t slow your group’s travel. Spellcasting Your group can’t become lost except by magical means Same as presented in the Player's Handbook . Even when you are engaged in another activity while By the time you reach 2nd level, you have learned to use the traveling (such as foraging, navigating, or tracking), you magical essence of nature to cast spells, much as a druid remain alert to danger. does.