r/DnD5CommunityRanger

▲ 2 r/DnD5CommunityRanger+1 crossposts

5.5e Revised Ranger v3.4

After a long round of playtests of the previous versions of the Revised Ranger and with the hindsight of the Hollow Warden recently published in Ravenloft: the Horrors Within; I come to you with the latest revisions to the Ranger class. You can find it here.

Goals

  • Restore the Nature Expert identity of the class.
  • De-couple class features to the Hunter's Mark spell, without removing the option to cast it spell-slot-free.
  • Reduce the bloat and streamline the class, to make it closer to Artificer and Paladin progressions.
  • Increase power from Tier 3 onwards, mostly through Subclass features.

Feedback

  • Nature's Bond (the previous substitute for Fav Enemy) while delivering the narrative hook that the Ranger needed, introduced a level of complexity and book keeping of Bond spells and resources that wasn't satisfactory.
  • It did not deliver the exploration utility associated to the class identity, or it did not deliver it soon enough.
  • It was way too focused on spellcasting.

Main Changes

  • Deft Explorer comes down to level 1, including an improvement to speed.
  • Ranger's Focus (subtitute of Nature's Bond and thus Fav Enemy as well) becomes a resource to cast Hunter's Mark, Find Familiar or interact with class features or subclass features, inspired by the Hollow Warden's use of Fav Enemy.
  • Moved and integrated features, leaving lv 13 and 17 intentionally blank to match the Artificer and Paladin's progression.
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u/Pepebm_GM — 5 days ago

2024 Ranger Full Homebrew -- 2026-06-28

I'd appreciate more feedback on my Ranger homebrew. Posted it a while back, but it's evolved since then.

### Goals of the Revisions:

- Reduce action and concentration constraints of *Hunter's Mark* spell without overpowering it.

- Reduce reliance of Ranger class on *Hunter's Mark* spell. Tried to accomplish by allowing the casting of additional spells with Favored Enemy, following proposal by Treantmonk's Temple.

- Add more nature/wilderness/stalker/tracker utility ability and flavor to the Ranger class.

- Improve Ranger class scaling in Tiers 3 and 4. Tried to accomplish by improving the *Hunter's Mark* spell and buffing of the subclasses.

Revisions were made to the base class, subclasses, and spells. **Note that 'Favored Enemy' is renamed as 'Primal Strike' in this revision.**

### Summary of the Revisions:

Started with the Treantmonk's Temple revisions and worked from there. **Design notes** have been added where most revisions were made.

##### Most notable spell revisions:

- Hunter's Mark spell: Mark now moved using Reaction to improve action economy. Casting with higher spell slot increases the damage to improve Tier 3/4 scaling.

- Swift Quiver and Swift Blade (new): Adjusted so they can be cast as level 2 spells.

##### Most notable base class revisions:

- Level 1: Primal Strike (formerly Favored Enemy): Can cast several martial spells using Primal Strike instead of just Hunter's Mark to make class less one-dimensional. Can expend more than 1 Primal Strike use to increase the spell slot level to improve Tier 3/4 scaling.

- Level 3: Primal Wayfinder: New feature that allows nature utility cantrips and spells to be chosen and cast without limiting use of more powerful spells. Flavor ribbon adapted from Tasha's Ranger that turns the Ranger into a wilderness savant.

- Level 6: Second Nature: New feature that allows Primal Strike spells -- including Hunter's Mark -- to be cast without Concentration. Allows spell stack, which improves scaling in Tiers 3/4.

- Level 10: Primal Tactics. New feature that allows Ranger to split Attack action between weapon attacks and spell casting. Provides a distinctive Ranger ability that better enables it to use support spells during combat. Was wondering if I should allow Entangle and Spike growth to be cast with it.

- Adjusted existing features to reduce reliance on Hunter's Mark.

##### Most notable subclass revisions:

- Generally buffed the subclasses to improve scaling in Tiers 3/4.

- Hunter is the most buffed, with a new, distinctive Level 11 feature.

- Gloom Hunter ability to use Hide action was improved to give it more capability during Bright and Dim light conditions. It's abilities in Darkness were adjusted to make it less overpowered and more interesting to play.

- Added spell lists to Hunter and Beast Master.

- Note: Hunter subclass is the only subclass that makes significant usage of *Hunter's Mark*.

Thanks!

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/J56dtk8XM9Gk)\*\*

reddit.com
u/Longjumping_Lemon257 — 8 days ago

Soft Rework for 2.5E Ranger

5.5E****

Level 1:

Weapon Mastery and Spellcasting as normally. Not get Favored Enemy instead Roving and Natural Explorer.

  • Also adding one thing to Roving: not just increase speed and gives swimming-climbing speed but add half of dex modifier rounded down to jump and atheletic checks.
  • Natural Explorer: You can add your half of wisdom modifier rounded down to intelligence checks. (be better with nature and investigation checks even some arcana religion and history cause a ranger should be someone who seen many things and contacted with many things beside they are very MAD class...)

Making the ranger really agile and support more dex based pcs. Also this first level gives them a good identity boost even more reason to dip 1 level.

Level 2:

Fighting Style and Deft Explorer.

Level 3-4-5 not changes

Level 6:

  • Normally here get Roving... Now get Land's Stride: but here either if its magical or not terrain cannot slow down you. If its slippery then roll in advantage, if its plant based then become immune to it either damage or other effects. So its near identical with 2014's version but not matters if its magical or not.

Level 7-8 not changes

Level 9:

  • Not get Expertise instead get Relentless Hunter in a way now its add constitution proficiency. Also this add +2 hit dice what can use normally for short or long rest. (or with other features if some other classes allow it)

Level 10:

  • Tireless: a bit changing. You can give yourself temp hp with a bonus action and now its 1d12 not 1d8. You also can use these charges now to reduce others' exhaustion by 1 in a short rest but only to 1 character per short rest. (the other feature works normally)

Level 11-12 not changes

Level 13:

  • Get Nature's Veil and not at level 14.

Level 15-16 not changes

Level 17:

  • Precise Hunter: Now you get advantage on attack rolls if concentrating on any spell.

Level 18-19 not changes

Level 20:

  • Foe Slayer: Deal extra dmg by your PB on attack rolls and spellcasting both!

Spell Changes:

You dont have anymore HUNTER'S MARK! Yep thats it! I think it cause more problem than resolve... Now you can use any other spell such as ensnaring strike, entangle, fog cloud, buzzing bee, gust of wind, pass without thrace, silence, spike growth, summon beast, conjure animal, elemental weapon, summon fey, wind wall, conjure woodland being, and more importantly swift quiver! Beside they cooperate with Precise Hunter and RElentless Hunter!

  • Cordon Of Arrows: now works with any projectile like thing such as stones. You also can plant them on any surface! You also can print creatures whose will not activate the trap and now deal half damage on a succeed dex save.
  • Conjure Barrage: damage is 5d12 not 5d8. (from 22,5 avr to 32,5 avr for the reason cause no more HM!)
  • Lightning Arrow: Now works similar way like Magic Missile BUT still roll for attack roll and use bonus action. It will always hit the target and cant miss except if roll 1 and still can roll for critical! Also now Deal 5d12 to the target and around the target makes a dex saving throw with 3d12 dmg! (from avr 18 to 32,5 also the AoE from avr 9 to 19,5 aka slightly better than HoS BUT now has an actual garanteed hit)
  • Conjure Volley: Scales the same; deal 8d12 not 8d8. (from avr 36 to avr 52)
  • Steel Wind Strike: Not a ranger exlcusive spell but if would then increase damage to 8d12! For example its a very bad spell to ranger cause use spell attack also spell action! If miss then deal NOTHING! So this only if make into an exlcusive ranger spell and has an avr 52 not 33!

Subclass Edits:

Beast Master:

  • Restoring/Replacing the Beast: Now after a short rest can either re-summon not just with long rest! Also after its death you can resurrect with a level 1 or higher spell slot but no need to touch it.
  • The Best in Combat: Now as a free action you can use its movement, action and bonus action if has any! This helps for action economy for dual wield and BA spells BESIDE if casted on yourself haste then they could not attack twice if follow strictly the rules!
  • Increased Beast Size: The land and Sea Beasts now large so can use them as mount. The sky remain Small until level 11. (not sure how strong flying... i mean dm usually just can bring up some flying enemies and ranged attacks anytime! If its too "strong" then put on level 15)
  • And instead of Bestial Fury I switching it with Share Spells! I think its better for fun than attack + X times... Also change how any spell what the ranger willingly accepted now shares with the Beast but the turns halved or shared between them. (the ranger decide how to share)

Hunter:

  • Hunter's Lore: now work with bonus action.
  • Defensive Tactics: Escape the Horde now let you to bypass on opportunity attacks. Cause im sure Multiattack Defense much more stronger than this!
  • Superior Hunter's Prey: pick a second Hunter's Prey.
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u/sekiryu9 — 10 days ago

Why here in dnd subs people act like ranger has nothing problem and perfectly super-versatile-cool etc? Litereally why blowjob the creators for their sht work?

Like sure ranger is not unplayable but it has major problems both in 5e and 5,5e!

Usually horrible synergy with spells and the dependency of hunter's mark what 5,5e even made much sharper line!

For example lightning arrow totally useless cause just deal way less damage than hail of thorns;
LA 4d8 to main target and 2d8 around the target which is 18 and 9 avr dmg.
HoS at same level weapon dmg+hunter's mark + 3d10 to the target and around the target which is 30 avr dmg! if used any +1 or +3 weapon then its more...

Then have barkskin which was improved for sure but when the ranger get this spell then either dont need nor any other companions!
17ac but at level 5 already have at least 4 modifier and +1 armor and even if has no +1 armor still studded leather with 4 dex is 16ac! keep in mind juggling weapons now a thing so can easly juggling back shields so even reach 18ac! And if use medium armor then its already over at level 1!

Sure the damage actually good especially on lower levels in fact deal more damage than the other class before level 11 and then just starts to be more equal but then at higher level totally get backed...
Even so the class has no any good identity or mechanic beside you are a blaster now!

Beside there are too much concentration spells which totally ban 2-3 features cause cant use hunter's mark in same time so either use any tactical and or mid spells or cast hm in the 30th times...

There are a lot of useful spells for sure but usually anyone else can do what you can but better! For example may a ranger know what a cleric a wizard and druid can do but not as good as they are and when there is chance to fail then who should cast those spells? that guy who can do +10 other tricks or that guy who can cast that specific spell with a garanteed success?
So a ranger really downplayed if any other caster is there on the table.

reddit.com
u/sekiryu9 — 10 days ago

Lvl 6 feature brainstorming

Im thinking about a lvl 6 feature rework and would need some ideas.

What it needs to do:

- increase the rangers out of combat/exploration prowess

- be on par or at least not much worse than Aura of Protection in terms of power or impact

I belive ranger is or should be the third expert class, fits well as the halfcaster expert class too, that is why it has those requirements

Things to consider:

- rogues get Expertise at 6th lvl and nothing else

- bards get subclass feature

- rogues get Expertise at lvl 1 and 6, bards at lvl 2 and 9 and rangers normaly at lvl 2 and 6. ( bard and ranger are both spell casters, that is most likely the reason)

- rogues get their skill boosting feature at lvl 7, bards at lvl 2

- Reliable Talent makea rouges even better at things they are best at, increased celling

- Jack-of-all trades makes bard less bad at things they are bad at, increased floor

Could rangers also get Expertiese, since rouges get it at lvl 6, so it might be similar to Aura of protection? Then what should rangers get at lvl 9? What feature would fit beside Reliable talent and Jack of all trades?

reddit.com
u/Termit127 — 11 days ago
▲ 2 r/DnD5CommunityRanger+1 crossposts

My minor improvements for 5.5e Ranger

New feature or revised effect are indicated as Bold. Please give me your feedback.

#RANGER#

[Level 5: Professional Hunter]

When a creature marked with your Hunter’s Mark drops to 0 Hit Points, you can take a Bonus Action or Reaction to move the mark to a new creature you can see within 90 feet. In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

#BEAST MASTER#

[Level 3: Beast Master Spells]

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Freedom of Movement

17 / Commune with Nature

#HUNTER#

[Level 3: Hunter Spells]

(Ranger Level / Spell)

3 / Ensnaring Strike

5 / Darkvision

9 / Conjure Barrage

13 / Grasping Vine

17 / Conjure Volley

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. When the extra damage is dealt to creature while it is Bloodied, roll one additional damage die for that extra damage.

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u/Dramatic_Respond_664 — 13 days ago
▲ 8 r/DnD5CommunityRanger+1 crossposts

My minor improvements for 5.5e Ranger

New feature or revised effect are indicated in bold. Please give me your feedback.

#RANGER#

[Level 5: Focused Hunter]

If you are concentrating on Hunter's Mark, you can also concentrate on one Ranger spell of 1st level or lower other than Hunter's Mark and vice versa. When you reach Ranger level 10, the spell can be of 2nd level or lower. While concentrating on two spells in this way, make a Constitution saving throw for each spell as normal whenever you take damage to maintain your concentration. When you do, roll the d20 for each spell’s saving throw in the order in which you cast them.

#BEAST MASTER#

[Level 3: Beast Master Spells]

(Ranger Level / Spell)

3 / Speak with Animals

5 / Beast Sense

9 / Conjure Animals

13 / Freedom of Movement

17 / Commune with Nature

#HUNTER#

[Level 3: Hunter Spells]

(Ranger Level / Spell)

3 / Ensnaring Strike

5 / Darkvision

9 / Conjure Barrage

13 / Grasping Vine

17 / Conjure Volley

[Level 11: Superior Hunter's Prey]

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature or the first creature again. The creature taken extra damage in this way has Disadvantage on the next saving throw it makes before the start of your next turn.

reddit.com
u/Dramatic_Respond_664 — 14 days ago