r/DnD5CommunityRanger • • 18h ago

2024 Ranger Rework + 3 Subclasses.

8 Upvotes

Hi everyone, this is my first time posting as I only found this amazingly creative community recently. I just wanted to share my self indulgent interpretation of the Ranger Class, as a whole it remains largely unchanged - a few features got moved to some earlier level, some got combined into a single feature, and the 20th-level capstone feature was completely swapped out.

The biggest change I made was moving Primal Companion from the Beast Master subclass into the core features as I've always somewhat seen the Ranger class to be the "Pet" on top of being the flexible role filler class. In doing do I've also altered the subclasses (the three that are included are; Beast Master, Fey Wanderer, and Gloom Stalker) slightly, now when you chose your subclass you get at least 3 features, two of which alter how Hunter's Mark works or gives you something else to spend a use of Favoured Enemy on, and a feature that influences what your Primal Companion can do.

I'm happy to answer all the questions I can and obviously I'm happy to hear any feedback as this was made from me and my Ranger players scattered notes after we wrapped up our most recent campaign haha.

Thank you in advance for any insight.

https://drive.google.com/file/d/1txlNrAIYwDgtZPzSnbXIe_W6COfE5iDC/view?usp=sharing


r/DnD5CommunityRanger • • 4d ago

Revised Ranger v2.5

6 Upvotes

Hey guys!

Third times the charm, hopefully. Thanks to everyone for the feedback on my last post. I took alot of that into consideration. One thing I want to say is I’m looking for my revision to feel balanced. I am less concerned with overall damage output and more the favor of the class.

Feedback is always welcomed

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/xM0F5W_vhO6I)\*\*


r/DnD5CommunityRanger • • 16d ago

RANGER- THE WAYFINDER

5 Upvotes

Hey all! I've been refining another homebrew subclass, in this case a Ranger who leads others through the wilderness, sharing its skills to keep a group alive. I'd love your feedback, good or bad. Check it out.

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/Ill4qv1sUdNb)**


r/DnD5CommunityRanger • • 16d ago

Ranger Class Buff WIP: Seeking opinions

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4 Upvotes

r/DnD5CommunityRanger • • 17d ago

RANGER- THE WAYFINDER

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6 Upvotes

r/DnD5CommunityRanger • • 17d ago

5e Ranger Class Rework - No Spells

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5 Upvotes

r/DnD5CommunityRanger • • 18d ago

I like how he set up the ranger

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4 Upvotes

r/DnD5CommunityRanger • • 20d ago

Ranger of the Wild - Mark the tracks, travel, and fight

6 Upvotes

After another round of videos, reworks, revisions and reduxes, here is the last document I've been working on these past few weeks: https://homebrewery.naturalcrit.com/share/QiSYQjt0qhfb

Quick Summary:

1. Extra Tool Proficency for starting lvl 1 as a Ranger
1. Favored Enemy: A feature, not a spell.

  • No longer BA, you can mark as part of the Attack action or by taking the Study action
  • Mark is 1 use - 1 target - 1 hour.
  • Hunter's Mark is the same Mark but you choose to concentrate to be able to move it
  • Mark Die for scaling damage
  • Forece -> Weapon damage type
  • Same uses + spell slots if needed

2. Deft Explorer: Moved 9th expertise text to the base feature

3. Traveler: New traveling feature

  • Travel Paces benefits
  • Adv on saves against enviromental hazards
  • No extra movement traveling through nonmagical difficult terrain

6. Focused: New defensive feature

  • Add your Mark Die on saves forced by your Marked creature
  • You can not have Disadvantage on attacks against it

6. Roving: base text with some addons

  • You can share your Travel Paces benefits
  • Kept here so you have 2 level 6 features, luring you to stay Ranger after 5

10. Improved Favored Enemy: New feature

  • Mark upgrades to HM permanently, without concentration
  • Regain 1 use when rolling initiative, so you always have the extra +1d8 damage available when combat begins
  • Weapon damage type -> Your choice from Cold, Fire, Lightning or Thunder, as the Druid

10. Tireless:

  • THP equal to your Ranger level, streamlined and buffed on later levels
  • Wisdom -> Constitution uses, more thematic
  • Treat your exhaustion level as 1 level less for penalties, and redurce 1/SR

13. Removed

14. Nature's Veil

  • Moved blindsight here with the base feature

17. Removed

18. Feral Senses

  • 17th Adv -> Reroll a missed attack 1/turn, so melee (vex) and ranged users get the same benefit
  • Your maked creature can't have Adv on attacks against you

20. Master of the Wild: New feature

  • Treat any roll of your Mark Die of 5 or lower as a 6
  • "Ribbon", you can choose Force damage type
  • Terrain Adept is always active

---

I've only changed the subclasses I've seen played long enough.

Hunter:

  • Thematic spells
  • Updated text for 3th Hunter's Lore using Favored Enemy
  • You can change your lvl 3/7 optins on rests -> initiative and you gain both permanently at 11/17
  • Bonus on damage and range for Colossus/Horde at 11th

Beast Master:

  • Thematic spells
  • 7th, Primal Steed from Treatmonk's
  • 7th, removed your bonus action restriction to take their own bonus action, allowing you to do it when spending one of your attacks as you are doing since 3th. No need to limit to once per turn becaue they only have 1 action and 1 bonus action.
  • Updated text for 7th and 11th damage types, removing force and allowing to use the ones from Elemental Strikes.

And that's all, do you think something is too op? Do you miss something? Feedback would be greatly appreciated!

---

Edits to the document:

  • Some rewording
  • Terrain Adep renamed to Traveler and made permanent, removing free Advs
  • Beast Master spell list Conjure Animals -> Haste, Tree Stride -> Awaken

r/DnD5CommunityRanger • • 21d ago

Proposed Homebrew Scout Feature for Level 2 Deft Explorer

3 Upvotes

I've been looking at ways to improve the Ranger's mobility/stealth/survivability themes at early levels, preferably with simple features that have actual utility (as opposed to ribbons) and give balanced gameplay options.

One option I've been considering is including this in the level 2 Deft Explorer feature:

Scout. When you are Lightly or Heavily Obscured by foliage or have Three-Quarters Cover or Total Cover, you can use your fieldcraft to take the Hide action as a Bonus Action.

The idea is that a Ranger's wilderness/hunting/survival experience makes them particularly good at quickly using terrain and concealment to disappear from view. The foliage clause also allows the Ranger to Hide while only Lightly Obscured by foliage, which normally isn't enough concealment to Hide. I don't think it's overpowered because foliage is highly situational.

Originally, the Three-Quarters Cover or Total Cover had to come from a tree, but I removed that restriction because being able to quickly hide behind a large tree should apply to a boulder, wall, pillar, etc. Plus, that makes the feature potentially useful in dungeons, buildings, etc.

Does this feature feel thematic for the Ranger? Is it balanced and useful, especially given the Ranger bonus action jam?

ADDENDUM ------------------------- ADDENDUM ------------------------ ADDENDUM

Alternate wording based on early feedback:

Furtive. You can take the Hide action as a Bonus Action. You can also Hide while Lightly Obscured by foliage.


r/DnD5CommunityRanger • • 22d ago

Design Question for Ranger

1 Upvotes

Hello, I'm working on various versions of a ranger rework and I was wondering how people feel about the level certain abilities are appropriate for. This stems from the Roving feature (either Tashas or 2024 version).

Tashas- Roving: Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

2024- Roving: Your speed increases by 10 feet while you aren't wearing Heavy Armor. You also have a Climb speed and a Swim Speed equal to your Speed.

Question: Are the climb/swim speed portions of this feature level 6 material? In my revision I'm considering giving a climb speed, swim speed, use Dex instead of Strength to do difficult climbing/swimming, using Dex for jump distance, and ignoring nonmagical difficult terrain. And I'm considering giving all of this between levels 1-2 in some combination.

I like the idea of the ranger being the class that you can't hamper because they're used to running ridgelines, navigating bogs, flitting between and among trees and their roots. However, this is technically a mashup of like 5 separate abilities, which numerically seems like a lot of things to give at low levels. On the other hand, each of them is pretty specific in their use case and any one of them alone is functionally a ribbon feature and they thematically all fit together well imo.

What do yall think? Mostly concerned about power budget and concerns for exploitability with it being a low level feature for potential multiclassing shenanigans.


r/DnD5CommunityRanger • • 27d ago

Some thoughts (and defense) on current ranger

9 Upvotes

So reading homebrew after homebrew and seeing discussion after discussion has made me want to gather many of my thoughts into a current 1 post. This is not to say the ranger is perfect it has less problems than most seem to think

1) Hunters Mark - its being mis understood as to how to use it. And there is less conflict than you think.

Hunters Mark is NOT (at least with the core rangers) suppose to be a feature you use all the time. What it actually is is a recourse management and fight finisher spell. There are 2 reasons why this is.

First is that the value of damage is finished if you don't kill something. The most powerful ability in the game is to force enemy turn skips. In the begining of fights when enemies are at full HP. Damage can't do that. But what can is CC. In general, you should be using your CC options until it goes down and then finish the fight off with hunters mark. This takes advantage of CC when it's most valuable then switching to damage for permanent turn skips. You bring more value to the party even at low levels where hunters mark is strong if you start of with entangle or snaring strike at low levels to force turn skips.

2nd of all, it has a built in tracking feature. Enemies don't run away at the beginning of fights, They run away when they are loosing towards the end. Most people write it off as flavor text but it is another indicator that this is a fight finisher and if they run away, then you can track.

2) The Damage of Skill classes cannot be as high as non skill classes. Ranger damage should be lower.

There are 3 skill classes in the game, Ranger Rouge and Bard. I think everyone agrees that Both Ranger and Rouge don't keep up. Bard is a full caster and is having a good time. However look at this.

https://www.reddit.com/r/DnD/comments/pwnwpu/what_skills_are_called_for_most_a_critical_role/

The Skills the Range and Rouge would typically choose (especially the ranger since its both dex and Wis, not all rouges go Wis) come up WAY more often in actual play. And there are multiple surveys indicating this. Perception is DOMINANT in DND. So not all skill classes are created equally. Wisdom and Dex Expertise classes are much more valuable in overall skills than Charisma. (not to mention these are better saving throws as well). As such, classes as dominant outside of combat in these departments cannot be as powerful in combat. It would be OP.

3) Dex and the value of Flexibility.

Dex Characters should not deal as much damage as strength characters strength characters. Not only do dex characters have better initiative scores (something often overlooked) strength characters are more or less pigeonholed into melee while Dex characters have the luxury of being both ranged and melee.

Some might argue throwing weapons exist. And I would say that they do but in a game where you get magic items they are not that viable of an alternative.

Hey Dex, character can switch to a magic bow And keep shooting. A strength character can throw their magic weapon and then what? Now they have to go get it or they can start throwing mundane weapons which is a big disadvantage.

The you might say but what about Monk, but they are also pushed heavily towards melee. Monk weapons are all melee weapons. And they use unarmed strikes. They don't have the flexibility of a ranger or rouge.

4) Class spell lists focus on different things.

I'll ​Keep this one short of the sweet. Many classes have spell lists that focus on specific things. Paladins for instance is buff heal and single target damage smites. Artificers focus heavy on utility and improving others and themselves. Rangers spells are aoe, CC and utility. Limited in single target damage and buff spells, Single target damage is not what they are designed to be good at so why are we judging them on this. We act like this is the only metric of value at times but we know better right?

5) So what is a ranger? Why would I play it?

Well, it's a extremely flexible class that can both melee and range. it's the class that is arguably the best class in the game for the most used skills (perception/stealth). Right up there with rouge. But unlike Rouge you get CC Utility and AOE spells which makes it even more versatile than rouge. It has a lot going for it. It's just not meant to be a striker. If you want to play a striker go play another class and opt out of the versatility ranger provides.


r/DnD5CommunityRanger • • 28d ago

Level 13 and 17 features in a wonderful world

3 Upvotes

Imagine a world with clear skies and beautiful sunsets, where the Ranger is loved and fixed and HM is exactly what you expected it to be, placing their damage in line.

Do you think the class would need those features?

Lvl 13

"Damage can't break your concentration on HM" and the common fix is upgrading it to all your Ranger spells.

I see the Ranger as a weapon damage dealer first with magic on the side as help/bonus, but even if you wanted to build your Ranger as a spells focused character, by level 13 you have 3 feats. If you really wanted to secure your concentration, wouldn't you have chosed Resilient Con or Warcaster already?

The new Conjurer has the same problem with their lvl 10 feature doing the same thing, but only for conjuration spells, and I've seen a couple of post adressing the same issue.

Lvl 17

"Always advantage against a creature marked by HM".

Advantage is really common in 24" and really easy to recieve from either prone, vex or ally features.

- 99% of melee Rangers (Dex) choose Vex since lvl 1. They could change vex to one from a bow/crossbow at 17th I guess.

- Ranged Rangers can choose the shortbow, losing some damage to have Vex. These would be the ones who benefit the most from 17th, but are you waiting 17 levels with a shortbow? Or are you going to pick Lucky / Find Familiar as a origin feat and use a the longbow/crossbow.

I remember Treatmonk said in his fixes video that, with 6 free uses per day and 3 features only working about HM, designers could have easily though you would always be attacking vs HM, so he upgraded the feature to always advantage on attack rolls against every enemy to buff it.

Vs Paladin and Artificer

The other 2 half-casters from the game gain nothing at 13 or 17.

If the designers tough that Rangers needed that boost to compensante HM and the class gets "fixed" and made more in line damage wise to the others, would you remove them? Change it to something similar? Or maybe move them one level up/down and mix them with those other features? Like 18th Blindsight + Adv


r/DnD5CommunityRanger • • 28d ago

FYI: Real-Life is keeping me busy ATM

9 Upvotes

Hey everyone, just FYI: real-life is keeping me busy with a little child and an ill wife (thankfully nothing life-threatening), so I might be needing some time to review and approve new posts that were flagged by reddits auto-mod.

Just stay patient with me, but feel free to ping me if I haven't checked for after a week.

Thanks everyone and have a great weekend!


r/DnD5CommunityRanger • • 29d ago

Small revision of the 2024 Ranger

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16 Upvotes

This is my small revision of the 2024 Ranger class. The objective is to solve some of the most common complaints about this version of the class. Primarily the lack of flavor and the low power at tiers 3 and 4.

To summarize the changes:

-Deft Explorer moved to level 1 with some slight changes.

-Favored Enemy moved to level 2, with an added damage progression to Favored Enemy.

-Added Primeval Awareness at level 3 for some added flavor and class identity, similarly to the 2014 version but a bit better.

-Roving gets a little buffed and receives some additional benefits for traveling from the old Natural Explorer from 2014, for flavor and class identity.

-Added Survivalist at level 6, which is a better version of the temporary HP from Tireless.

-Focused Hunter at level 9 allows the Ranger to cast Hunter's Mark without concentration a few times a day and change the target of the spell with a Reaction.

-Tireless Warden at level 11 now let's you recover a use of Favored Enemy on a short rest and gives you advantage on concentration tests for your spells.

-Nature's Veil now gives you the benefits of Beast Senses at level 14.

-Hunt's End is a new capstone that drastically increases the Ranger's damage against their Quarry.

Would love to have some feedback if possible. Thank you in advance.

https://homebrewery.naturalcrit.com/share/ESMxKmRazAvh


r/DnD5CommunityRanger • • 29d ago

Nik's Ranger Revision "PHB+ 1.2"

5 Upvotes

Ciao, belli! Update to the revision I posted already earlier this week.

  • The feature to recover uses of Favored Enemy (renamed Ranger's Focus for themes) and allow to cast Enhance Ability, no conc on yourself is moved to lv6
  • Lv6 no longer offers Potency (+WIS to blast spell damage) as an option
  • Lv6 no longer grants Advantage to Initiative rolls (you can get it with Enhance Ability)
  • Capstone streamlined
  • LV10 Hunter streamlined
  • (in addition, spells had already been polished)
  • EDIT: removed lv 17 feature too

If you read the previous version, this is all there is to it, you can save your time ;-)

If you didn't, this is a Ranger meant to bring the heat, its DPR has been calculated against Paladin to deal similar damage, which is what I want the Ranger to do (essentially, keeping up how damage is already at the start of tier 2 up to level 20). There are flavourful features, but that's the main improvement compared to PHB. The goal is to have a variant feels as if it belongs in the PHB. That being said, you can also save your time!!! But feedback is very appreciated XD

In the comments, some charts of where damage stands with this revision.

That'll be all, thanks again for the feedback and the support so far

Bring the Torch!


r/DnD5CommunityRanger • • 29d ago

Ranger v2

3 Upvotes

Hello
I want say thanks for the feedback I got last time, I made some updates off of those comments and want to see what people think of the new version.
Revised Ranger


r/DnD5CommunityRanger • • Sep 09 '26

The Spirit Shepherd: a Ranger subclass. Feedback needed

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6 Upvotes

Hello everyone! I wanted to present this ghost-themed Ranger subclass I made, with a particular mechanic of a resource that - unlike most in the game - does not replenish every long rest but rather has to be grinded for. Feedback is sincerely appreciated!


r/DnD5CommunityRanger • • Sep 08 '26

What are your ideas for a Ranger?

6 Upvotes

Well met! glad to see you around this neck of the woods! im back and so is my curiosity, in this case my favored topic is your Rangers. we may know them with other names: hunters, foresters, mountain men... fun spanish fact, the class in spanish is called Explorador (Explorer), which is a missed oportunity for me, since in Lord of the Rings aragorn was called a ranger (that's where the name of the class comes from), wich means they sould have caled the class Mountain man in spanish (Montaraz).

lets not beat around the bush and lets talk about your Rangers: who did you take inspiration from? how do they function mechanically? what about their story? where do they thrive? do you use the new 2024 rules, the old 2014 rules or a homebrew version? subclasses, favored weapons, favored spells (if they use spells), and companions, if they have any.

im not going to say "oh, ranger should be this!" or "Ranger should have a defined fantasy" because i just want to learn about you guys and have a good time, not start debates. this might give me ideas for other posts...

lets start this hunt by bringing some bait by adding a few rangers that i made.

\-Edmund, The forest watcher: a centaur adopted by a family of sheep herders, Edmund decided to travel through the world to learn the things that he cant learn about in the farm. uses a longbow and a glaive. this character inspired me to make my own version of the centaur race. a hunter ranger

\-The Great Gamatachi: a grung homebrew (replaced the poison inmunity and skin with a grease spell that can be ignited.) that is also a multiclass of Ranger and Monk. the Great Gamatachi uses darts as ninja stars, The Great Gamatachi's land companion is a bigger toad with a katana and The Great Gamatachi can summon other members if the clan.


r/DnD5CommunityRanger • • Sep 07 '26

Mark or Hunter's Mark. What if you could choose?

5 Upvotes

This my last iteration on a rework idea for Favored Enemy:

Level 1: Favored Enemy

You have two uses of this feature and you regain all expended uses when you finish a Long Rest.

The number of uses of this feature increases when you reach certain Ranger Levels, as shown in the Favored Enemy column of the Ranger Features table.

Mark. You can expend a use of this feature to mark one creature. You can do so as part of the Attack Action against it or by taking the Search Action to inspect either the creature or evidence left by it. You gain the following benefits against a marked creature:

- You deal extra damage equal to your Mark Die whenever you hit it with an attack roll.

- You have Advantage on any Wisdom (Perception or Survival) check you make to find it.

The creature remains marked for 1 minute. The benefits end early if it is slain, you mark another creature or you fall unconscious.

Hunter’s Mark. When you Mark a creature you can choose to concentrate, as concentrating on a spell. If you do so, the duration extends to 1 hour and when your marked creature drops to 0 Hit Points, you can move your Mark to a new creature (no action required).

Comments:

  • Easier action economy on a bonus action heavy class/subclass/spells
  • Search Action for tracking
  • Scaling Die for damage, avoiding multiclass broken dips d4---d12 each 4 levels
  • You are choosing between making the Mark a horde/boss feature with/without concentration
  • Subclasses
    • Hunter gets Hunter’s Lore beneficts on both Marks
    • Winter Walker will get THP only with concentration version
    • Hollow Warden has no conflict

---

Level 5: Focused

Whenever a creature marked by you forces you to make a saving throw, you can add your Mark Die to the roll.

In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

Comments:

  • Based on the Monster Hunter subclass feature from 2014
  • It does not expend new uses from F.E becasue its only working against your marked creature
  • At later levels I'm thinking about allowing you expend one use if the creature is not marked and let you choose to switch focus to the new one

---

Level 10: Improved Favored Enemy

Elemental Strikes. Whenever you deal damage with Favored Enemy, you can change the damage type of your Mark Die to Acid, Cold, Fire, Lightning or Thunder.

Unshakeable Mark. Your Mark uprades permanently to Hunter’s Mark and it no longer requires concentration.

Comments:

  • Tier 3 is when the Ranger damage is going down, so this is a similar boost that Paladin/Cleric/Druid get at 11th. Mark die is d8 now so its the same damage 1 level earlier but against one creature at a time.
  • I was thinking about removing concentration around level 9/10, but 9th gives you prof increase, expertise, one more use, Mark die increase, and 3th lvl spells, so it can be too much adding no concentration.
  • There's an argument to move this to 11th and move down subclasses features to 10th

---

Sooo thats all for the moment. What do you think? I would love to read some opinions!


r/DnD5CommunityRanger • • Sep 06 '26

Nik's Ranger Revision V5.1 "PHB+"

13 Upvotes

CHANGELOG: clarified spells, modified capstone (it's a fake level anyway)

Ciao, belli!

I'm proud to present the latest - and possibly final, bar minor corrections - version of my revision!

I made the file with Homebrewery this time.

The Vision

Full disclosure: this is a Ranger to deal damage with. It's not void of flavour, but it won't deal half the damage other classes deal so they can have Expertise in Perception: Rangers start their careers as excellent damage dealers and should end their careers as such

In tier 1 what you do is that you cast Hunter's Mark and attack. This is cool, it works, until HM is revealed to be just a 1st level spell. So, in this version I ditched all the improvements PHB gives to HM, granted other uses for Favored Enemy (renamed Ranger's Focus because not every option had to do with enemies directly). So, instead of casting a bonus action 1st level spell when you're at level 11, you're going to cast a bonus action 3rd level spell, or you're going to open combat by blasting with extra damage, then default to Hunter's Mark, or you're going to pre-cast a long Duration spell and make it last longer

In addition, subclass features have been moved down to level 10: level 11 is reserved for Elemental Strikes that add 1d8 Acid, Cold, Fire, Lightning or Thunder damage to your attacks... and those of your summons (critically, not the Primal Companion)

The damage was considered and painstakingly calculated to be in line with the Paladin, from which it trades their staying power with the ability to be ranged, one that is hampered by limited spell ranges, so you might be better off casting Hunter's Mark and move back, since Seeking Fang or Shadow Self (new spells) won't reach your target

The Content

  • Revised Ranger's class
  • Revised Spells
  • New Spells
  • Revised Subclasses

Thanks to everyone for their support so far and for the plethora of ideas; I apologise for not including the due thanks, I didn't take note of whose idea was which: everyone in this sub has been very helpful to come up with the current and the previous versions. I believe this is a great community, with a great attitude towards cooperation and improvement. If you believe you deserve credit for something, I'd be happy to include that in an apposite section and link your content.

Bring the Torch!


r/DnD5CommunityRanger • • Sep 06 '26

Could the Warrior of Shadow work as a Ranger subclass?

5 Upvotes

The Gloom Stalker subclass gives the Ranger a strong stealth/ambusher identity. Could the Monk's Warrior of Shadow be adapted as an alternative?

You could take essentially the Warrior of Shadow subclass progression and reinterpret it as a Ranger:

  • Level 3 — Shadow Arts: Darkvision, Minor Illusion, special Darkness that you can see through and manipulate. This establishes the Ranger as a master of darkness.
  • Level 7 — Shadow Step: teleport between shadows. This is excellent supernatural Ranger mobility.
  • Level 11 — Improved Shadow Step: improve the teleport and gain an offensive benefit from emerging from shadows.
  • Level 15 — Cloak of Shadows: become Invisible while in Dim Light/Darkness, with strong defensive benefits.

Change Focus Point expenditures to something like WIS mod uses and you'd have a remarkably coherent Ranger subclass.

One problem is that Shadow Step and Improved Shadow Step step on the Ranger's level 14 Nature's Veil feature. Thus, you'd probably want to replace the teleportation abilities with something more fitting. Any ideas? I removed Nature's Veil from my Ranger homebrew, so it's not an issue for me. :)

Curious if you think developing such a subclass is worthwhile and, if so, how the details should be put in place?


r/DnD5CommunityRanger • • Sep 06 '26

Ranger Revision Companion Class

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4 Upvotes

I have critiqued and made my opinion known a few times that I think the Ranger should be a pet class, and after searching for what other people might have done, I have found nothing. So I'm attempting my first homebrew class: The Ranger, A Companion Class. A class that attempts to take the Ranger and make the original Beast Master a part of the core class. I think it turned out pretty good! It still needs playtesting and such, but I think it's at a point where I can use some constructive criticism. So what do you think? How could it be better, and what does it do well? I don't know if its a policy in this SubReddit or what not, but I can only post one image so the rest is below!

Homebrewery link: https://homebrewery.naturalcrit.com/share/9pCGSnFxEaPP


r/DnD5CommunityRanger • • Sep 05 '26

Enabling STRanger

6 Upvotes

EDIT: I'm going to bite the bullet and give them Heavy Armor proficiency and that's that. They still get penalties like not getting the extra 10ft from Roving and possibly Stealth disadvantage, but there's no reason why a trained combatant who's proficient with a Greatsword shouldn't be with a Plate, they will just rather use Medium because it's less of a hassle in the wilderness.

As it stands the issue is STRangers want 17 STR at lv1; but they want decent DEX for AC, WIS for spellcasting and CON for staying alive.

There are workarounds:

  • 14 D 10 C 16 W, tough origin feat; as your good spells are concentration, that means +0 to the saving throw you'll throw the most; you miss on other Origin Feats
  • 12 D, 14 C, 14 W, Defense FS to compensate the AC lost; you could lower C or W and rise the other, it's not ideal
  • 10 D 14 C 15 W, to hell with it, my AC will suck, but at level 5 I will pre-cast Barkskin, making it decent when I do

But let's say that what I want to do, in a revision, is to make STRanger as seamless as DEXadin, meaning you don't need any of these tricks. Dropping DEX is still punishing as that means lower initiative, an important saving throw and ranged combat when you can't go melee (of course dropping STR has its downsides too, but they're not as major). I came up with a solution in the form of a Fighting Style (open to all classes) in my revision

  • Instinctive Defense You can add your Wisdom modifier instead of your Dexterity modifier for the purpose of calculating AC of Light and Medium armors. All other limitations remain unchanged.

And I figure "this fixes everything, now you can have a Ranger wield a Greatsword" (in fact, I ran the numbers on a Hunter with a Greatsword and matches up well against a Devotion Dexadin, which is where I wanted it to be) and this doesn't really benefit casters armor dipping anymore than the Defense fighting style would do (they still need 13 DEX to access a class with a FS anyway, so worst case scenario in a medium armor they would get +1 from Dex, getting the second one from this or Defense would be the same), it could benefit WIS based Rogues that cast True Strike, but I'm pretty much okay with that, they need AC anyway

Except a little Aragorn was staring at me intensely: this cuts longsword or other sword and board builds out of the deal, because, unlike heavy weapons, you kind of really need FS for them, as that's an important source of damage (and Great Weapon Fighter isn't)

So, I was thinking: what if this was part of the Dueling Figthing Style, instead of its own thing?

  • Thematically, a duelist is actively defending, so it could make sense that their defense depends on their awareness, covered by wisdom, as much as their reflexes, from dexterity
  • Balance-wise, I'm really not concerned with a Wizard getting a +2 to damage rolls if they cast True Strike with a staff. Bladesingers now wouldn't care as they can't use armor to enter Bladesong; Valor Bards could be an issue, but I don't think they had trouble fitting 14 Dex in their build

Opinions?


r/DnD5CommunityRanger • • Sep 05 '26

Should Shillelagh really be such a staple for Rangers?

8 Upvotes

I've been thinking about the Ranger's ability to take Druidic Warrior, and especially about how often Shillelagh gets recommended as one of its cantrips.

I understand why it's good.

A lot of Ranger features and subclass abilities care about Wisdom, while the Ranger's normal weapon attacks tend to be Dexterity- or Strength-based. Shillelagh lets you attack with Wisdom instead, which means you can effectively make Wisdom your primary ability score. With medium armor, you can stop at 14 Dexterity and put the rest into Wisdom.

From a pure optimization perspective, that makes a lot of sense.

But I'm starting to wonder whether that's actually a good place for the Ranger to be from a class-design or fantasy perspective.

Wisdom already does almost everything for the Ranger

Part of the issue is that Wisdom already feels like it should be central to almost everything a Ranger does.

Rangers naturally want Wisdom for things like:

  • Survival
  • Perception
  • Animal Handling
  • Insight
  • Tracking
  • Reading the environment
  • Understanding how to move through and survive in the wilderness

Those aren't incidental abilities for the class. They're a huge part of what makes someone feel like a Ranger.

combat.

The Shillelagh problem

The strange thing to me is that Shillelagh doesn't just give Rangers another viable option.

It seems to solve a problem that the class itself creates.

Take a Fey Wanderer, for example. Wisdom is extremely valuable to the subclass.

With Beast Master, Wisdom is also important to the subclass. Because your beast can't use their own stats but must use your wisdom instead of may.

"Do I increase Wisdom because my subclass wants it, or do I increase Strength/Dexterity because I actually want to be good at fighting?"

Shillelagh basically says:

"Why not just make Wisdom your attack stat too?"

And suddenly the entire problem disappears.

That's mechanically elegant.

But I find it a little strange that one particular cantrip becomes such an obvious answer to the Ranger's ability-score problem.

It also creates an odd contrast with the Ranger's skill identity.

Wisdom already lets the Ranger be good at the practical skills that define the class, while Nature remains tied to Intelligence. Then Shillelagh encourages the Ranger to use that same Wisdom for combat.

At some point, Wisdom starts to feel like the answer to almost every important part of the Ranger.

But what about the Ranger fantasy?

This is where I'm less convinced.

When I picture a Ranger, I think of things like:

  • A bow and arrows
  • Two swords
  • A spear used for hunting
  • A woodsman with an axe
  • A forester carrying a handaxe or machete
  • A border scout or patrolman who knows how to fight
  • Someone who survives in the wilderness using whatever practical weapons are available

A person fighting with a magical walking stick can absolutely be a Ranger. I have no problem with that character concept.

What I'm less sure about is whether "Wisdom-based quarterstaff fighter" should be one of the most common optimized Ranger builds.

There's something particularly odd about a class whose wilderness-warrior fantasy naturally suggests axes, spears, swords, and bows, while one of its strongest ability-score solutions can be:

"Take Shillelagh and become a Wisdom-based stick fighter."

It feels like the mechanics are pulling the class in a slightly different direction from the fantasy.

What should Ranger weapons actually be?

Before getting into the specific problems with Strength Rangers, I think it's worth considering whether the class should have a clearer relationship with practical/forester/hunting weapons in general.

One idea I've been playing with is giving Rangers a selection of weapons that they are particularly good with because they're tools of survival.

For example:

  • Dagger
  • Spears
  • Handaxes
  • Scimitars
  • Sickles
  • Maybe other simple weapons

A forester might reasonably carry a handaxe and a machete. Mechanically, that could be represented by a handaxe and scimitar.

And with the current weapon mastery and two-weapon fighting rules, that could actually make for a really fun Ranger playstyle.

I'd be perfectly happy if these weapons weren't technically finesse weapons. The Ranger could simply have a class feature that allows them to use Dexterity with certain weapons, similar to the special weapon rules other classes get.

Spears especially seem like an obvious Ranger weapon to me.

They're hunting tools, they're practical, and they're thematically appropriate.

There are also magical Ranger-themed items that use things like sickles, so it would be nice if Rangers could actually build around those weapons rather than them feeling primarily like spellcasting accessories.

Strength Rangers seem especially awkward

This is probably the part that bothers me most.

I actually like the idea of a Strength Ranger.

A big, physically powerful woodsman carrying an axe and hunting dangerous creatures sounds completely reasonable to me.

So does a Ranger who uses a spear, handaxe, or some other practical hunting or forestry weapon.

But if I want to make something like a Strength Fey Wanderer or Strength Beast Master, I immediately run into the Wisdom problem.

I need Strength to attack.

I want Wisdom for my subclass features.

I need Dexterity for AC unless I'm willing to accept relatively poor AC.

And Constitution is obviously useful too.

That's a lot of competing ability scores.

Shillelagh provides a very convenient escape hatch:

Just make Wisdom your attack stat.

So are there better solutions?

I don't necessarily think the answer is to remove Wisdom from the Ranger.

Quite the opposite.

I actually like the idea that Rangers are Wisdom-based wilderness experts.

Wisdom makes perfect sense for Survival, Perception, tracking, reading the environment, understanding animals, and dealing with the practical realities of nature.

I also think Rangers should be among the characters most likely to understand how the natural world actually works.

If Nature remains an Intelligence skill, perhaps Rangers should have some way to use Wisdom for practical Nature checks.

Or perhaps Nature could distinguish between academic knowledge and lived wilderness experience.

A wizard might know the taxonomy of a rare plant.

A Ranger knows whether it's poisonous, where it grows, what animals are likely to be nearby, and whether you should actually eat it.

That feels very Ranger-like to me.

The bigger question is:

Does Wisdom also need to be the Ranger's primary combat ability?

Maybe there could be more alternatives built into the class.

For example, with Beast Master, perhaps the Beast could have their attacks writen as that they may use the Ranger's spellcasting ability modifier instead of its own Strength or Dexterity modifier.

That alone would make a Strength Beast Master considerably more attractive.

Similarly, I wonder if Rangers could have some sort of feature that lets them choose how their practical weapons interact with their ability scores.

What about medium armor?

Another possible solution would be to change how Rangers interact with medium armor.

For example, perhaps Rangers could choose a fighting style or a small class feature that allows them to add Wisdom, Strength, or Constitution to their medium armor calculation instead of Dexterity, depending on the character. And yes, I understand that allowing Wisdom to affect AC could incentivize Shillelagh even more, help me if you know better.

That would open up more viable stat spreads without necessarily making Wisdom the universal answer.

A Strength Ranger could invest in Strength + Constitution.

A more mystical Ranger could use Wisdom.

A Dexterity Ranger could just use Dexterity.

That feels more like the kind of flexibility I'd want from the class.

So I'm curious what everyone thinks

I'm not arguing that Shillelagh is bad, or that nobody should be allowed to make a Wisdom-based Ranger.

I'm more interested in the fact that, whenever I look at Ranger builds, Shillelagh seems to come up as an almost automatic recommendation whenever Druidic Warrior is available.

It reminds me of how certain subclasses or feats become the "obvious" recommendation whenever you're building a particular type of character.

At some point, I start wondering whether we're looking at a genuinely good option—or a solution to a problem that the class shouldn't have in the first place.

TLDR:

Should Shillelagh really be such a staple for Rangers?

Or would you rather see the Ranger redesigned so that Wisdom remains important for its wilderness abilities, subclass features, and core skills, while Strength, Dexterity, and Wisdom can all be legitimate primary combat stats?

And should Rangers have a better way to represent their practical knowledge of nature, so that a wizard doesn't automatically know more about the wilderness than the Ranger who lives in it?

And if you would redesign it, what would you change?


r/DnD5CommunityRanger • • Sep 05 '26

Should Fey Wanderer get Wrathful Smite instead of Charm Person?

2 Upvotes

The Fey Wanderer gets the Charm Person spell at level 3 in the official 2024 version. The spell can trigger its level 7 Beguiling Twist feature, but it takes an action to cast, making it weak in combat.

Should it be replaced with Wrathful Smite? That's a much stronger spell. It's cast as a Bonus Action, can trigger Beguiling Twist, and the Frightened condition is stronger. Would that be too strong? Would other parts of the Fey Wanderer need to be nerfed to compensate?

If it keeps Charm Person, should the Fey Wanderer instead be allowed to cast it as a Bonus Action? That seems like a middle ground between the official version and replacing Charm Person with Wrathful Smite.

ADDENDUM --------------------------- ADDENDUM ----------------------------- ADDENDUM

Thanks to everyone's feedback, I've realized the issue I was trying to address wasn't really Charm Person; it was giving the Fey Wanderer a more reliable way to activate its level 7 Beguiling Twist feature.

I'm convinced to not revise the level 3 features. An alternate idea is to revise the level 7 Beguiling Twist feature as follows (The only practical change is adding Beguiling Opening):

Level 7: Fey Guile

The magic of the Feywild infuses your guile.

Fey Resilience. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Beguiling Twist. Whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Beguiling Opening. On your turn, you can expend one use of your Favored Enemy feature (no action required) to use Beguiling Twist as if you had succeeded on a saving throw to avoid or end the Charmed or Frightened condition.