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Gonna give this a shot...

Started by Wood Elf, May 31, 2016, 08:51:50 PM

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Wood Elf

Okay here is a homebrew for the 5E Ranger that I have mashed together from the PHB, UA, and a couple of my own ideas. It's probably a little OP but I'm gonna run it a bit and see what happens. If anyone else wants to have a go and see what they think, that would be great. I've tried to combine different elements of what a Ranger "is" and see how it goes. Constructive criticism and ideas are appreciated. At least give me a courtesy spit...

5E Ranger Revised

A Ranger uses mobility, speed, and stealth to strike fast and hard. They are hardy survivors and can live off the land with fair ease.

Hit Points
Hit Dice: 2d6 per Ranger level
Hit Points at 1st level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 2d6 (or 7) + your Constitution modifier per Ranger level after 1st

Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit

Saving Throws: Dexterity, Wisdom
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background.

Leather Armor
2 Shortswords or 2 Martial Melee Weapons or a Martial Weapon and a Shield
a Dungeoneer's Pack or an Explorer's Pack and an herbalism kit
a Longbow or Shortbow and a Quiver of 20 Arrows or a Martial Weapon

Level   Pro Mod   Features
1   +2      Ambuscade (UA), Natural Explorer (PHB)
2   +2      Fighting Style, Skirmisher Mobility (+10 Speed. Ignore difficult terrain in combat only)
3   +2      Archetype, Field Medic (heal 1d6+4 hp or cure 1 poison up to Wis mod times per day)
4   +2      Ability Score Improvement/Feat (PHB), Favored Enemy (PHB)
5   +3      Extra Attack
6   +3      Favored Enemy & Natural Explorer improvements
7   +3      Ranger Archetype Feature
8   +3      Ability Score Improvement/Feat, Land's Stride
9   +4      Field Medic improvement (as 3rd level but increase to 1d6+8)
10   +4      Natural Explorer Improvement, Hide in Plain Sight
11   +4      Ranger Archetype Feature
12   +4      Ability Score Improvement/Feat
13   +5      Field Medic improvement (as 3rd level but increase to 1d6+12)
14   +5      Favored Enemy Improvement, Vanish
15   +5      Ranger Archetype Feature
16   +5      Ability Score Improvement/Feat
17   +6      Field Medic improvement (as 3rd level but increase to 1d6+18)
18   +6      Feral Senses
19   +6      Ability Score Improvement/Feat
20   +6      Foe Slayer

Archetypes
Warden
As Hunter in PHB pg 93.

Spirit Path
Gain Spellcasting as in PHB pg 90 and choose a Spirit Path as per UA expansion. Primeval Awareness is a Spirit Path feature only.

Beast Master
As Beast Master in PHB pg 93 but may choose a beast no larger than CR 1 and up to size large. Creature uses bonus action to command instead of an action.
Vel Arte Vel Marte

Omega

2d6 HP per level? 12 at start?

Seems excessive.

Wood Elf

Quote from: Omega;9010412d6 HP per level? 12 at start?

Seems excessive.

That figure is from the 5E UA from the WOTC site. I actually like the idea. It boosts the overall durability of the Ranger and gives more flexibility for healing using hit dice. Time and experience will tell if it is too much. It puts it on par with the Barbarian but in general the Ranger will have a lower AC than the Barb. It reinforces the idea of the Ranger being a durable bugger without being a tank. He'll generally get hit more often but can handle it and heal a little faster.
Vel Arte Vel Marte

The Butcher

Interesting, especially the Field Medic ability (I'd rename it "Hands of a Healer" for extra Tolkienesque resonance) but what I'd really like to see for 5e is a non-spellcasting Ranger.

Dumpire

I think this proposed class is non-spellcasting unless you pick the Spirit Path subclass.

Was it intentional to buff the ranger's saving throws? Because the current 5e philosophy is to give each class one useful save (CON, DEX or WIS) and one useless save (STR, INT or CHA).

The Butcher

Quote from: Dumpire;901474I think this proposed class is non-spellcasting unless you pick the Spirit Path subclass.

My bad! I'll give it a spin if/when I run 5e.

Wood Elf

Quote from: Dumpire;901474I think this proposed class is non-spellcasting unless you pick the Spirit Path subclass.

Was it intentional to buff the ranger's saving throws? Because the current 5e philosophy is to give each class one useful save (CON, DEX or WIS) and one useless save (STR, INT or CHA).

The Dex & Wis saves are from the UA. Reasonable as far as I am concerned at the moment. Honestly, I find many occasions to ask for STR, INT, CHA saves, so it is difficult for me to consider any of them useless, though I do understand the reasoning behind that line of thought.
Vel Arte Vel Marte

Wood Elf

Quote from: The Butcher;901481My bad! I'll give it a spin if/when I run 5e.

Thank you. Let me know how it works for you.
By the way, I like the "Hands of a Healer" phrase. It has a nice ring to it. I myself prefer non-spellcaster rangers.
Vel Arte Vel Marte