Ranger Subclasses baseline

by Risckiller

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Ranger Archetypes

Your way of hunting is defined by your chosen methods. Here the common ground for all ranger subclasses will be defined and a new subclass is added to show how it can be implemented. Currently (2020) there are five officially released ranger archetypes; the Hunter and Beast Master from the Player's Handbook and the Gloom Stalker, Horizon Walker en Monster Slayer from Xanathar's Guide To Everything. Alternatives for the Player's Handbook archetypes were presented as the Revised Ranger, but those will not be taken into account.

First, the general consensus is clearly visible in the archetypes from Xanathar's Guide To Everything, but less so in the two archetypes within the player's handbook. This is a result of Hunter being a combination of many subclasses which could have been stand alone and Beast Master applying the common ground using an animal companion, creating the most deviation from the general baseline.

3rd Level Feature(s)

This is a damage boost, through adding a damage die or the possibility of making another attack. For the Xanathar's Guide To Everything archetypes this is complemented with an extra feature to set the flavor of the archetype and additional spells to cast. Hunter seems to be designed to let the player decided on the flavor, while you can pick and match the features at every archetype progression level. Beast Master is flavorful in itself, since you get a companion. In summary:

Flavor Feature

Diverse interaction or exploration benefits depending on archetype flavor.

Damage Feature
  • Either, making an additional attack meeting required conditions (depending on how situational, uses your [reaction])
  • Or, dealing an extra 1d8 damage with an additional benefit on a single attack attack [bonus action each turn].
  • Or, dealing an extra 1d6 damage with a single attack on a designated creature [1 bonus action].

7th Level Feature

This is the most versatile option, often usable in both combat and non-combat situations. On an abstract level it boosts the freedom of movement of the character. In summary:

  • Either, you gain a bonus to a saving throw.
  • Or, you have a boost for your movement options (depending on the effect requires [1 bonus action, recharge at short or/and long rest]).
  • Or, you get a bonus to avoid subsequent attacks or opportunity attacks.

11th Level Feature

This will add some multiple target attacks, in general granting an additional attack under specific circumstances. Monster slayer deviates from this, with a feature that is similar to counterspell. In summary:

Balancing

Notice how the gloom stalker archetype combines multiple 3rd level features with additional benefits at the cost of lasting only the first round of combat. Also, the monster slayer archetype combines the first two 7th level features at the cost of a smaller bonus.

  • Either, you can target multiple creatures in an area.
  • Or, you can make an additional attack under varying circumstances.
  • Or, you gain the ability to cancel spells and teleportation [reaction, recharge at short or long rest].

15th Level Feature

This is the final archetype feature, which in general helps you to reduce the impact hostile creatures have on your character. Hunter has a feature, Stand Against the Tide, which deviates from this triggering after a creature misses you and forcing the attack to be made against another creature. In summary:

  • Either, halving the attacks damage [reaction].
  • Or, a bonus for saving throws [reaction].
  • Or, imposing disadvantage [reaction].
  • Or, buffing your beast companion.

Ranger Specialization

The trapper was designed simultaneously with this homebrew for a ranger without spells. For another great example, I recommend this ranger archetype. It is amazing both thematically and mechanically and also includes the common ground as shown in this document.

Trapper

Being specialized as a ranger who's main method involves snares made you patient and resourceful. In combat you predict the movements of your enemies to trap their path, which requires them to detour or fall over to your mercy.

Snares

At 3rd level you can quickly set up traps and make sure your catch remains restrained. You gain the following benefits.

  • You can cast the snare spell as an action at will without expending a spell slot.
  • If you are next to a creatures which is restrained or grappled it has disadvantage on checks to escape.

Professional Trapper

You have acquired knowledge on traps of all kinds and sizes. You have advantage on Wisdom (Perception) checks to look for traps. Also, when you disarm a trap, you are proficient in the skill required to disarm a trap and your proficiency bonus is doubled when making an ability check to disarm a trap, provided to you have the tools available.

PART 1 | CLASSES

Practice

Safe

Homebrewing

This is my personal view on the ranger archetypes and should by no means be considered as critique or official content. It is based on individual observations and invites to critically reflect. Feel free to play and design the way you like! On that note, here you can find an official source which described how to design/modify classes. Finally, the trapper is a rough outline and can be used to homebrew into a subclass.






When you're hyped to give it a try, discuss the possibility with your Dungeon Master.

Master Manoeuvrist

Starting at 7th level, you have advantage on ability checks and saving throws to escape grapples and restraints.

Additionally, you can move 20 feet on a turn if your speed is greater then zero, independent of any movement penalties.

Deadly Catch

At 11th level, you become a deadly hunter of anyone who gets trapped. When you take the Attack action on your turn and attack a creature which speed is zero, you can make one additional against it. If you hit the creature, the next ability check or saving throw it makes against the effect which makes its speed zero, is made with disadvantage.

Defensive Trap

When you are attacked by an enemy within 5 feet of you, you can use your reaction to restrain that creature. This happens immediately before the attack is resolved. If the creature is large or smaller it becomes restrained, at the end of its turns it can make a strength saving throw against your spell save DC to end the restrained condition.

 

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