D&D (2024) 2024 Player's Handbook reveal: "New Ranger"

"More than any other class, the ranger is a new class."

"More than any other class, the ranger is a new class."



It has been a year (less a day) since we last saw the Ranger in UA Playtest 6. There still could be a lot of change. My sense is that they are more or less happy with three of the subclasses (Fey Wanderer, Beastmaster, and Gloom Stalker), but many questions remain: Will anyone be happy with the favored enemy/relation to the land abilities? Will Hunter's Mark be foregrounded in multiple abilities? Will rangers at least get a free casting of the Barrage/Volley spells? For the Hunter, will the "Superior" abilties at levels 11 and 15 continue to be things you didn't choose at lower levels? For the Gloom Stalker, will they pull out 3rd level invisibility from "Umbral Sight"? Any chance for a surprise substitution of the Horizon Walker? Let's find out.

OVERVIEW
  • "widely played, but ... one of the lowest rated"
  • Spellcasting and Weapon Mastery at 1 (as with Paladin). Spellcasting can change spells after long rest (not every level)
  • NEW: Favored Enemy: Hunters Mark always prepared, and X castings per day. (was level 2 in PT6, where it was WIS times/day)
  • NEW: Fighting Style at 2 (no limits on choice). or you may choose two cantrips (again, like Paladin).
  • NEW: Deft Explorer at 3: expertise in a proficient skill, +2 languages. NO INTERACTION WITH LAND TYPES. This is a nerf from PT6, where at least you got a bonus to Intelligence (Nature) checks.
  • Extra attack at 5, Roving at 6 (+10' move, Climb Speed, Swim speed).
  • Two more expertise options, at 9, presumably. Compared to the playtest, this is a nerf: PT6 gave 1 expertise, the spell Conjure Barrage always prepared, and +2 land types for Explorer. These had problems, but it's a lot to lose for one additional expertise.
  • At 10, Tireless (as in PT6) -- THP and reduced Exhaustion.
  • NEW: At 13, Damage no longer breaks concentration with Hunter's Mark.
  • At 14, Nature's Veil -- invisibility. At 18, Blindsight.
  • NEW: At 17, advantage vs person marked with Hunter's Mark.
  • NEW: Damage of Hunter's mark increases to d10, not d6. (This too is a nerf from the playtest, which gave +WIS to hit, and +WIS to damage.)
The clear expectation is you are using Hunter's Mark, occupying your concentration and taking your first Bonus action every combat, from levels 1-20.

SUBCLASSES
Beastmaster
  • command Primal Beast as a bonus action, and higher level abilities as in PT6, apparently.
  • stat blocks level up with you (as in Tasha's and PT6). Beast gets Hunter's Mark benefits at 11.
Fey Wanderer
  • vague on specifics; apparently just as in Tasha's.
Gloom Stalker
  • as in PT6, Psychic damage bonus a limited number of times per day. +WIS to initiative (cf. Assassin and Barbarian)
  • Umbral Sight, darkvision bonus, and invisible in the dark.
  • NEW: psychic damage goes up at level 11. Mass fear option of Sudden Strike mentioned, nothing about Sudden Strike.
Hunter.
  • Hunter's Lore at 3: know if there are immunities/resistances of creature marked by Hunter's Mark.
  • NEW: Hunter's Prey at 3: you have a choice and can change your choice every short/long rest.
  • NEW: Defensive Tactics at 7: you have a choice, and again can choose after a rest. The choices are Escape the Horde, Multiattack defense (not Evasion, Uncanny Dodge, and Hunter's Leap, as in PT6).
  • NEW: At 11, Hunter's mark now "splashes" damage onto another target.
  • NEW: you can choose to take resistance to damage, until the end of your turn.
 

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Rocker26a

Explorer
I don't want every ability to be tradable for whatever you like.

Like I say I can't speak for anyone else, but. I took their post to mean "Favoured Enemy and it's trappings is worth less to me than another ASI", rather than "I want the game's levelling mechanics to accommodate swapping out a core class feature for another ASI". Maybe they do want that, I'm not sure. But I can sympathize with finding Favoured Enemy underwhelming as presented.
 

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Horwath

Legend
No. I think it is a great ability. As it is. Not too much. Not overpowered.

I don't want every ability to be tradable for whatever you like. @Horwath now at several points said he wants to be able to trade abilities that he does not want to use for others. I don't like that. Why have classes if you just swal what you like.

Ever played 2e with skills and powers? I did. And I don't want to go down that road again.
there is complete point buy and there is rigid classes, 5E is little too much on rigid side.

maybe 3,5e fighter was little too much on point buy side but it's better than take it or leave it features.
 


Rocker26a

Explorer
Zephyr does let you ignore opportunity attacks for its duration (1 minute)...

But it would be so much better if it just did that for the turn where it is activated.

That's what I homebrewed it to do! You cast it, sometime after (on your turn) you can activate it, you get the movement buff (including opportunity attack negation) + the advantage attack, and the extra damage is applied next time you hit. Means it works for closing the distance, but also getting out of dodge if you need to.
 
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mellored

Legend
Oh I see, I asked for classes with a concentration spell on their levelling table, because we're talking about the Ranger, that class that has a concentration spell on their levelling table, and you took that to mean... Subclasses.
You prepare the list of spells of level1and higher that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Rather than choosing, you may start with the Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave spells.


Now answer my question. Do you think it's fair to deal the highest damage while concentrate on keeping enemies trapped in vines?
 


Horwath

Legend
You prepare the list of spells of level1and higher that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Rather than choosing, you may start with the Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave spells.


Now answer my question. Do you think it's fair to deal the highest damage while concentrate on keeping enemies trapped in vines?
ok, easy fix.
Ranger gets one extra spell preparation of choice from it's list and extra 1st level spell slots that are granted by this feature. But they can only be used on ranger spells, so no one level ranger dip for wizard to get lost of extra shield/silvery bars shenanigans.
 


Like I say I can't speak for anyone else, but. I took their post to mean "Favoured Enemy and it's trappings is worth less to me than another ASI", rather than "I want the game's levelling mechanics to accommodate swapping out a core class feature for another ASI". Maybe they do want that, I'm not sure. But I can sympathize with finding Favoured Enemy underwhelming as presented.
I can understand that feeling. But I think that objectively it is misplaced. Or better said: all the proposed alternatives are more problematic for various reasons.
 

ok, easy fix.
Ranger gets one extra spell preparation of choice from it's list and extra 1st level spell slots that are granted by this feature. But they can only be used on ranger spells, so no one level ranger dip for wizard to get lost of extra shield/silvery bars shenanigans.
Why should a level 1 ranger have more spellcasting than a wizard and what else they get at that level?
 

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