I won't argue that.You need to assume single class AND that each ability is equal in power.
That 2 uses of bardic inspiration is equal to 2 uses of rage, which is equal to 2 uses of second wind, which is equal to 2 uses of wild shape....
Then sure, using proficiency bonus would work.
But multiclassing exsist, and not all powers are equal.
No.Essential class features should be based on a column of a table which is carefully crafted to match the gameplay loop.
HAVE WE LEARNED NOTHING FROM 3E?!
I'm thinking BBAAB. I wouldn't expect any A if Crawford didn't say they were combining the two. I could see Nature's Veil going back to using slots. Especially if the the ranger spells aren't buffed.
D&D should have made multiple Marks.Personally, I would like to see Hunter's Mark just thrown out all together. I like Hex with the Warlock (and would actually be ok with Hex on the Ranger spell list as a spell that can be chosen). But Hunter's Mark in its current form just feels wrong on a Ranger and worse it just doesn't feel like it should be a spell at all. It is a "magic spell" but it seems to have little magical flavor at all.
That’s a cool idea!D&D should have made multiple Marks.
Marks should be the Ranger equivalent of Smites. Actually little glowing magic marks rangers place on their quarry.
Hunter's Mark
Beastmaster's Mark
Gloomstalker's Mark
Horizon Walker's Mark.
Each with their bit of damage and some mystical effect. Some marks acting as focal points. Others as trackers or bugs.
Imagine an orc escaping a battle and running to his chief to report the party. His chief tells him to turn around and lift his mullet off his neck.
"You Fool! You've been marked! You've lead him right to us"
And the ranger (Dread Ambusher ready) and the party pounce out a nearby portal.
Horizon Walker's Mark
5th level Conjuration
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: 24 hours
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. As a bonus action, you and up to four willing creatures are transported to unoccupied spaces within 30 feet of the marked quarry and the spell ends.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature or use the transportation to the current target.
Because a level 20 ranger should be a walking ball of paranoia.
I'm not sure it should be glowing, but I agree with more marks.D&D should have made multiple Marks.
Marks should be the Ranger equivalent of Smites. Actually little glowing magic marks rangers place on their quarry.
IMO: Make it level 2, and teleport just yourself.Horizon Walker's Mark
5th level Conjuration
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: 24 hours
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. As a bonus action, you and up to four willing creatures are transported to unoccupied spaces within 30 feet of the marked quarry and the spell ends.
It's planar teleportation so level 2 is too low. Plane shift is 7th level and doesn't come until caster level 13. The lowest I see as balanced due to the limitations is spell level 3 ranger level 9 for self teleport to the marked target.IMO: Make it level 2, and teleport just yourself.
At higher level you can bring people with you.