r/DnD5CommunityRanger

Homebrew Ranger Core Feature: Aspects

Homebrew Ranger Core Feature: Aspects

Hey all, last week I put up a post on r/onednd with a survey asking everyone what they thought the ranger's core feature should be. As you can imagine, the results were split. I decided that any core feature I'd homebrew would allow rangers to be versatile warriors. That's how I came up with the idea of Aspects. The ranger can channel primal power to take on the aspect of an animal or natural force to aid them.

I'm very open to feedback so let me know what you think!

u/k33d4 — 4 days ago

Favored Enemy replacement

I'm trying to come up with a replacement for favored enemy. Like many on here, I don't like Hunter's Mark as a feature. It's a fine spell tier one and even tier 2 but falls off and soaks up the valuable resource that is concentration. Also, wizards of the Coast violated their own design criteria by not protecting Hunter's Mark the way they protected Divine Smite. While you can't access Hunter's Mark or its clone Hex via magic initiate or magical secrets. Anyone can get it with Fey Touched as it is a divination spell. Also they straight up gave it to Vengeance Paladins, which would be the equivalent of giving a Monk subclass rage or Wizard subclass bardic inspiration.

Instead of just adding some extra damage per hit, I thought an interesting mechanic would be an increase in the chances to hit. I would give it at level two and this would match when paladins get Divine smite. It would grow with level. And later features would synchronize with it. I started a 1d4 and increase up to 1d8 at level 20.

  1. These would only apply to attack action attacks

  2. You could Mark them as part of the first attack

  3. You could transfer it as a reaction once the target dies

  4. It would start out requiring concentration that you could share with a level 1 Ranger spell but would no longer require it at level 9

  5. Potentially it would add to certain skill checks while focusing on it similar to rage but just add the die roll and not use a different stat

  6. If you beat the AC of the target by a certain level, probably six, you could then add the die roll to the damage.

  7. At early levels while concentrating on it and a level 1 Ranger spell, you would make concentration checks at disadvantage.

  8. The number of uses would match the table in the current Ranger but you would not be able to use spells to also use a stability. In this way it would be similar to rage with a certain number of uses per day

Request any comments or criticisms of my mechanic. Is raising the attack role by this amount too much? After doing some math, assuming a normal 65% hit chance, this would really reduce that amount so that you are rarely missing. It obviously would change a lot depending on the AC of the class. This is why I included that beat the AC level to add damage mechanic.

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u/CCPPERR — 5 days ago

Ranger Redesign Development Series

Hey All!

I just stumbled on this community last night and am pumped!

I'm working on a complete ranger redesign and have been sharing the details here:
https://tomeraider.creedscodex.com/tag/ranger-redesign/

Most of the community changes suggested, IMO, fall into the trap of fixing the symptoms (improve Hunter's Mark) rather than solving the problems. This is partially due to the nature of redesigning the class. It is expensive. It requires playtesting. It is time consuming to do it right. You really need to have a publisher take up the cause.

After getting asked an unbelievable number of times to take a look at it, I've decided to do exactly that with my indie publishing company.

After surveying 1k of my community members and extensive research, I would break the challenge into two primary problems:

  • Lack of Foundational Features
    • For example, most subclasses could be added to Paladin with 0 changes required
    • There isn't anything in the base class to tie into other than spellcasting, which for a martial character isn't class defining
    • Some games have 0 exploration, so a focus on exploration features that remove agency from the player is problematic design, yet the ranger's identity lies here
    • 5.5E's focus on Hunter's Mark has made that spell mandatory for many of the ranger's features and makes build options worse
  • Competing Visions
    • There are three primary visions for how the ranger should function, some of them mutually exclusive:
      • Beast Companion
      • Commando of the Forest
      • Warrior with nature magic
    • Some people don't think they should have spellcasting
    • Some people think they don't fill the role between Fighter and Druid as well as Paladin does between Fighter and Cleric
    • Some people want a pet as part of the base class/some people don't

Here's the current iteration of the three features that tackle these problems.

Survivalist 1st Level Ranger Feature

You have Advantage on Survival checks. Whenever you have Advantage on a Survival check, you can reroll one of the dice once.

  • Rather than giving expertise, which is already part of the core identity of two other classes, we give the ranger "super advantage". This makes the ranger extremely dependable with their survival checks. They won't have crazy numbers like a bard or rogue (though they could certainly multiclass or grab a feat to get there), but they will succeed on moderate/hard checks very reliably.
  • To give players back agency, there are several features unlocked as the ranger levels that lets them use their survival checks, such as setting up traps. This will ensure regardless of the campaign, the ranger has a way to use this skill and gives the player the agency to use the things their character is good at.

Prey Preparation 1st Level Ranger Feature

You gain a +1 bonus to attack rolls against all creatures.

During each long rest, you prepare by gathering materials, reviewing physiology, and treating your weapons with specialized compounds. Choose one creature type. When you damage a creature of this type, it takes an additional 1d4 damage. This die changes as you gain ranger levels, as shown in the Prey Preparation column of the Ranger table.

  • Prey Preparation doesn't lock the character in for the entire campaign, but only the day.
  • The +1 to hit is always amazing. The increased damage is fantastic when it applies.
  • The class has an identity of reliability reinforced.
  • Higher level features give the ranger the ability to change their creature type with a survival check, leveraging their survivalist feature.
  • Damage scales as the ranger levels up.

Adventure's Calling 2nd Level Ranger Feature

Rangers find a calling exploring the world, but they have different preferences for what skills they hone. Choose one of the following callings. You gain additional benefits for your chosen calling at 6th, 10th, and 17th level.

  1. Bond (beast companion) - You get a companion and can choose a couple of traits for the companion that are split between combat, exploration, and social focus. These traits give the ranger a boost as well. For example:
    • Dire Variant - Increase the size of the companion by one category and the carrying capacity by two categories. The reach of the companion increases by 5 feet.
      • Ranger Rider. You count as one size larger when determining your carrying capacity, the targets you can grapple, and the weight you can push, drag, or lift.
    • Pact Tactics - The companion has advantage on an attack roll against a creature if at least one of the companion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
      • Ranger Rider. If you and your companion both damage the same creature this round, you can deal additional damage to the creature as a Reaction equal to your Prey Preparation die.
    • There is a stat block and additional details available on the full write up here: https://tomeraider.creedscodex.com/ranger-competing-visions/
  2. Predator (commando of the forest) - You move through your environment like an apex predator. Watching for weakness, remaining calm in the face of failure, and capitalizing on your honed skills. You gain the Heightened Instincts and Follow-Through reactions.
    • Heightened Instincts. When you or an ally within 30 feet makes an Insight or Perception check, you can use your reaction to grant advantage on the roll. If the check is already made with advantage, they can reroll one of the dice once. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a short or long rest.
    • Follow-Through. When you miss with a weapon attack, you can use your reaction to immediately make another weapon attack against the same target. This attack adds your Wisdom modifier as a bonus to the attack and damage rolls. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a short or long rest.
  3. Warden (warrior with nature magic) - This would be the route 5E currently has as the only route. You get spellcasting with your Wisdom modifier.
    • The supplement I'm working on has an additional ~15 spells for the ranger mixed between combat, exploration, and social focus.

Adventure's Calling took inspiration from the way the warlock pact boons really change how the underlying character plays. By making each calling mutually exclusive, I can balance them against each other and provide additional benefits to each calling as the characters level.

  • There have been a substantial number of changes during the internal playtesting and will likely be more as we expand the playtesting pool
  • The difference in how each of these callings play feels good so far. The players all feel like they are playing a ranger and have a very similar vibe, but their characters are very different as is their approach to problems.
  • The only challenge with letting players use 5E subclasses with the redesign are the classes that add a spell list. That's been handled with a modification for that feature, otherwise the rest work just fine.
    • There's a party of 3, level 7 rangers in playtesting right now with a Gloom Stalker, Swarm, and Beastkin (new subclass undergoing playtesting).
    • No issues so far with compatibility.
    • 5.5E subclasses aren't going to work with anything but the Warden with their reliance on Hunter's Mark.

Happy to answer any questions you've got for me and always down for feedback. Final balancing for the numbers/mechanics doesn't happen until close to the end of the development after the technical editors have reviewed everything. Some initial balancing was done to validate they fall within the bounds of the other classes of the game and will be tightened up further once we're no longer changing the underlying features.

Talk soon!

-Brendan

u/KnightVision5E — 8 days ago
▲ 55 r/DnD5CommunityRanger+1 crossposts

Before I get to the features, I’m not asking if you think the Ranger needs this to be viable and I don’t need to hear that this makes it more complicated. I’m just asking for feedback on the features and if the terrain benefits are balanced against each other and make sense thematically. Thanks!

Deft Explorer (Level 2): Added the following benefit: You can heighten your senses and sharpen your knowledge by expending one use of Hunter’s Mark. For the next 10 minutes, you can add your Hunter’s Mark die to any Intelligence (Nature), Wisdom (Medicine), Wisdom (Perception) and Wisdom (Survival) check your make.

See this post to see what changes I made to Hunter’s Mark. I’ve added the feedback of using a spell slot to restore uses of Hunter’s Mark,so it’s a less limited resource.

Favored terrain (Level 3): You have endured the hazards of an environment while you traversed through it, and are now accustomed to those effects. Choose one of the terrains in which you have traveled. You always have the benefits listed, and while you are in that terrain, you have Advantage on Wisdom (Survival) and Intelligence (Nature) checks. Whenever you gain a Ranger level, you can replace your favored terrain with a different terrain. You gain another favored terrain at level 9.

Favored Terrains:

Arctic. You add your Wisdom modifier to Constitution saving throws. You also don’t suffer the effects of extreme cold and aren’t affected by slippery ice.

Coast. You have a Swim Speed equal to your Speed. If you already have a Swim Speed, it increases by 10 feet. Additionally, you have Advantage on saving throws against being knocked Prone, and you can add your Wisdom modifier to Strength (Athletics) checks.

Desert. Difficult terrain doesn’t cost you extra movement and you have Advantage on saving throws against the Blinded condition. You also don’t suffer the effects of extreme heat and cold.

Forest. You can take the Hide action as a Bonus Action, and can do so while you’re Lightly Obscured. Additionally, you can add your Wisdom modifier to Dexterity (Acrobatics) checks.

Grassland. Your Speed increases by 5 feet, and when you have the Prone condition, you can right yourself with only 5 feet of movement. 

Mountain. Your hit point maximum increases by an amount equal to your Proficiency Bonus and you have a Climb Speed equal to your Speed. If you already have a Climb Speed, it increases by 10 feet. You are also acclimated to high altitudes.

Swamp. You have Advantage on saving throws to avoid or end the Poisoned and Restrained condition. Additionally, natural Lightly Obscured areas (such as fog or rain) don’t impose Disadvantage on your Wisdom (Perception) checks. 

Underdark. You can add your Wisdom modifier to Dexterity (Stealth) checks, and Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) checks.  

u/TomN2701 — 15 days ago

Didn't Monster Slayer have the perfect iteration of what Hunter's Mark should be in Slayer's Prey feature?

I just read the Monster Slayer from Xanathar. God, this is perfect. This is it. This is what Hunter's Mark should have been all along.

> Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

> This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Boom, no concentration, medium damage. Still worse than Divine Favor, mind you.

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u/testiclekid — 13 days ago

Capstone

I've been trying to remake the Ranger. I have a lot of good ideas but am still working on the capstone. For context, I want to change the advantage on the marked target to an expanded Crit range at 17. Probably 19-20 on unmarked targets and 17-20 on marked.

I also want the abilities to do something even if the target isn't marked.

Level 20: Foe Slayer

You are a grizzled stalker of your target. Your Constitution and Wisdom scores increase 2 and there maximum is now 23. When you score a critical hit on a target marked as your quarry, you can force it to make a Constitution saving throw against your spell save DC. On a failure it gains 1 level of Exhaustion. If the target is bloodied, it makes the saving throw at disadvantage.

Rationale: CON and WIS are both decent stars and it doesn't detract if someone wants to play a STRanger. These two stars do a lot less than the star boost for Monk and Barbarian. Monk raises AC by 4, focus save DC but 2, and attacks/damage by 2 along with better saving throws. Barbarian gives +2 AC, 40 more hp, and +2 to attacks and damage along with saves. I've capped it to +1 to spell save DC. 20 hp and slightly better saves by only increasing 2 each. This is my works all the time part.

Even if I give an expanded Crit range, the chance of crtiting on a round with a DW build is 47% Add in the CON save which is usually high, and then some legendary resistances, ice modeled out some fights using a monte carlo simulation and two levels of exhaustion is the median for a 10 round fight.

Is it still too strong?

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u/CCPPERR — 13 days ago