True. How does one play their Ranger character during an adventure? With my Bugbear Ranger character, for instance, he's always the one scouting ahead of his party for any potential trouble. He uses his nature and survival skills to rustle up additional supplies for his party while they are out in the wilderness or to track down perps (he was a Bounty Hunter before he became an adventurer). And he's very stealthy, more so than the average Bugbear.Frankly the Ranger’s biggest issue is gameplay, not power, IMO.
I play 5e, not 5.24, but my houserule is that Rangers get +Wismod to damage against Favored Enemies, starting at level 1. It's fine, it's not OP, and it's certainly not worth being a capstone feature. It's only certain enemy types, and Wisdom is a secondary stat so for most of the game it's +2 to +4 damage per hit times 2-3 hits per round.Hot take: I honestly think that a Ranger's Favored Foe should automatically be under the effect of Hunter's Mark, without the need to cast the spell.
Yeah I think tbh concentration interferes with the Ranger’s gameplay way too much. They also IMO weakened the Ranger conceptually in the ‘24 PBH.True. How does one play their Ranger character during an adventure? With my Bugbear Ranger character, for instance, he's always the one scouting ahead of his party for any potential trouble. He uses his nature and survival skills to rustle up additional supplies for his party while they are out in the wilderness or to track down perps (he was a Bounty Hunter before he became an adventurer). And he's very stealthy, more so than the average Bugbear.
A ranger should be played as a ranger. They aren't rogues, fighters or druids even though they share some similar class features.
Ditto for the 2014 Ranger. Too many of the spells for the 2014 Ranger require concentration. If they weren't required to concentrate on a particular Ranger spell, would they become a bit OP? I am sort of glad that the 2024 Ranger lifted concentration for some of the Ranger spells. But I don't understand why the concentration requirement for spellcasting for either the 2014 or the 2024 feels like a nerf to me.Yeah I think tbh concentration interferes with the Ranger’s gameplay way too much. They also IMO weakened the Ranger conceptually in the ‘24 PBH.
They could have given the Ranger some sort of scouting/tracking benefits rather than just combat and movement, like an easier time finding hidden enemies, or the ability to know vulnerabilities, immunities, and resistences, of enemies, and then later on the ability to bypass resistances and then eventually impose vulnerabilities.
HM has tracking benefit, but it’s small, and overshadowed by spells. The Ranger shouldn’t have to turn it off in order to cast pass without trace, as well. Just like the Paladin can stack damage buffs, let the Ranger stack movement/stealth/hunting buffs.
Agreed. And having so much of its spell list use concentration feels like a nerf because it means you effectively cannot actually use many of your tools.Ditto for the 2014 Ranger. Too many of the spells for the 2014 Ranger require concentration. If they weren't required to concentrate on a particular Ranger spell, would they become a bit OP? I am sort of glad that the 2024 Ranger lifted concentration for some of the Ranger spells. But I don't understand why the concentration requirement for spellcasting for either the 2014 or the 2024 feels like a nerf to me.
I dislike making Spellcasting a subclass for the Ranger. Every type of Ranger should be able to cast spells without having to give up having a beast or whatever, IMO. I respect LU, but it’s not my bag.Ranger | Level Up
a5e.tools
Level Up's spell-less Ranger (with the exception of its' Wildborn archetype) IMO covers most of what you mentioned here. It's been described in Level Up as a wilderness and exploration expert who has honed their skills of survival and combat.
My own rewrite of the Ranger relies of knacks. And rather than HM, has “Banes” which are poisons specialised for a type of creature, like flying creatures or regenerating creatures.![]()
Alternate Ranger by laserllama
Alternate Ranger by laserllama - Created with GM Binder.www.gmbinder.com
Ranger's Quarry from Laser Llama's take on the Ranger is much better than HM. It doesn't require concentration and the size of the Quarry die ramps up from a d4 to a d12 as your character levels up. As for buffs, see the Knacks. They allow this version of the Ranger to be fairly customizable.
I like those fixes. One last fix I'd like is removing verbal component from the spell. And maybe allow it to also be cast during an attack action for free at level 13.Thank you for all the replies. I have thought it over and have increased the power even more. I realize it is still very modest (hence the title of this thread) and may not be enough for some people, but here it is:
Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels. At 9th level, when you cast Hunter’s Mark using this feature, it is cast as a 3rd level spell and at 17th level it is cast as a 5th level spell.
Level 13: Relentless Hunter
Taking damage can’t break your Concentration on Hunter’s Mark. In addition, once per turn, when you take the Attack action, you may change the target of your Hunter’s Mark (no action required).
Level 20: Foe Slayer
The damage of your Hunter’s Mark increases to 2d6. In addition, your Hunter’s Mark spell no longer requires Concentration.
Now, at 20th level, the Ranger can have a 2d6 Hunter's Mark up for 24 hours with no concentration and no Bonus Action needed. Basically a permanent, double-power, free-action Hunter's Mark that gives you Advantage on all attacks against the target. And you can stack it with Conjure Minor Elementals. Still on the weaker side for a capstone feature, but much improved I think.
At 9th level it lasts for 8 hours, at 17th it lasts for 24 hours. So you wake up and cast Hunter's Mark on one of your friends. When combat starts you can take the Attack Action and place it on someone, no action required. If you drop it to cast a different Concentration spell you will have to use a Bonus Action to get it back up again, but I'm fine with that. I can't think of a spell that you can just cast for no action at all, so I wouldn't want to open that Pandora's box.I like those fixes. One last fix I'd like is removing verbal component from the spell. And maybe allow it to also be cast during an attack action for free at level 13.
Yeah. That is some kind of a workaround. Probably you can cast it on yourself just fine.At 9th level it lasts for 8 hours, at 17th it lasts for 24 hours. So you wake up and cast Hunter's Mark on one of your friends. When combat starts you can take the Attack Action and place it on someone, no action required. If you drop it to cast a different Concentration spell you will have to use a Bonus Action to get it back up again, but I'm fine with that. I can't think of a spell that you can just cast for no action at all, so I wouldn't want to open that Pandora's box.