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This Land is My Land: A Guide to the Wisdom Ranger
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<blockquote data-quote="Kobold Stew" data-source="post: 8489411" data-attributes="member: 23484"><p><strong>4. Skills, Background, and Class Abilities</strong>.</p><p></p><p>Rangers have a good range of skills, and this build does not require or expect anything in particular. A range of skills and tools are available for those that want them, and there is nothing particularly keyed to this build that is needed. A few skills are perhaps worth singling out:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Perception</strong></span>. Always important since it is an easy thing for the DM to ask for, but it is in my view overrated. Because you have invested in Wisdom already, it makes sense for you to have the sharpest vision in the party.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Stealth</strong></span>. Proficiency in stealth feeds into an ability score you are already quite strong in, and will make up for not maxing it out. At the same time, DEX builds will be better than you at this.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Athletics</strong></span>. I am an outlier in believing that this is a skill most characters should take if they have the opportunity. It just covers so many things adventurers do that every notch or two can improve your physical performance, shimmying onto rooves or along ledges, lifting ropes, whatever. This is particularly true since you have likely dumped strength for this build. Proficiency (or even Expertise through Deft Explorer, see below) will keep you competitive, even if it isn’t optimized for resisting grapples (which proficiency in Acrobatics would be). Some DMs can be persuaded when asked for an Athletics roll to allow an Acrobatics roll instead. If in your game the skills are basically interchangeable, Acrobatics is likely better. This is one of the two skills I think it is worth training in particularly if you are not maxing the relevant ability.</li> <li data-xf-list-type="ul"><strong>Investigation</strong> is the other. Being proficient in investigation helps as you fiddle with a lock or a contraption in a way that perception does not. Proficiency here can help counter the effects of a dumped Investigation roll, even if it is only you offering Help to another party member.</li> <li data-xf-list-type="ul"><strong>Survival</strong>. Another Wisdom skill that meshes with the expected Ranger skillset, and so an easy thing to be strong with. Used for tracking and hunting, and enduring harsh environments.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Nature</strong></span>. Take this if you want to have lore at your fingertips but realistically you will be fine without it.</li> </ul><p>All of these are on the ranger skill list, and so you can take three of them regardless of your background. Nevertheless, background should offer you something you want. Of the PHB backgrounds:</p><p></p><p><span style="color: rgb(41, 105, 176)"><strong>Criminal</strong></span> gives Deception, Stealth, and thieves’ tools.</p><p><strong>Folk Hero</strong> gives Animal Handling, Survival, vehicles (land), and the ability to find protection amongst commoners.</p><p><span style="color: rgb(41, 105, 176)"><strong>Outlander</strong></span> gives Athletics, Survival, and the ability to forage for your party (the last being unnecessary if you choose the Goodberry spell).</p><p><span style="color: rgb(41, 105, 176)"><strong>Sailor</strong></span> gives Athletics, Perception, vehicles (water), and (with the variant feature) a Bad Reputation.</p><p><strong>Soldier</strong> gives Athletics, Intimidation, and vehicles (land).</p><p><strong>Urchin</strong> gives Sleight of Hand, Stealth, and thieves’ tools.</p><p></p><p>The above list is selective, and shows what I think is important for a ranger. Thieves’ tools are good to have proficiency with, even if there is a party rogue (again, the value of the Help action shouldn’t be underestimated), and adding proficiency to checks to control a runaway wagon makes vehicles (land) a solid choice.</p><p></p><p>I am a firm believer that backgrounds should offer the player whatever they want: PHB p. 127 discusses <span style="color: rgb(84, 172, 210)"><strong>customization of backgrounds</strong></span> and does not erven present that as an optional rule or one that is DM dependent (though of course everything is DM dependent). Mix and match to your satisfaction, and develop a story around it. Any two skills, any two tools or languages, and any of the background features that are there should be fine. If you are using the default equipment packages, I typically take the one tied to the background feature, which might mean a character at level 1 is proficient in thieves’ tools but don’t own any (yet). You don’t need to take languages, since you will be given two languages with Deft Explorer anyways (where you cannot simply swap them for other proficiencies).</p><p></p><p>The ranger has a number of class features that have been revised since the game was released. Though they are listed as optional in TCOE, it is worth spelling out the benefits of each choice. In every case, the revision in TCOE is an improvement on the PHB option, and you should take it if allowed by your DM: Favored Foe not Favored Enemy; Deft Explorer not Natural Explorer; Primal Awareness not Primeval Awareness; Nature’s Veil not Hide in Plain Sight.</p><p></p><p><strong>Level 1: </strong></p><p>Assuming options from TCOE are allowed, you have choice between:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Favored Enemy</strong></span> (PHB). Requires a choice at levels 1, 6, and 14 of creature type, which is then dependent on the DM integrating those creatures into the game. While there are benefits for tracking and languages, there is no advantage in combat, which makes a dedicated enemy of the undead (for example) feel underwhelming.</li> <li data-xf-list-type="ul"><span style="color: rgb(84, 172, 210)"><strong>Favored Foe</strong></span> (TCOE). In contrast, Favored Foe gives you much of the benefits of Hunter’s Mark, with slightly less bonus damage but which does not require dedicating oner of your precious few spells known. Since spellcasting is supposedly your strength, that is particularly freeing. It is less important if you have the **Feytouched feat and have chosen Hex, but still better than the alternative.</li> </ul><p>Assuming options from TCOE are allowed, you have choice between:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Natural Explorer</strong></span> (PHB). Again, requires a choice of a landscaper that may or may not be part of the campaign, offering out of combat benefits (to foraging, etc.) Flavourful but unimportant.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Deft Explorer</strong></span>. Expertise in one of your skills and two additional languages at level 1. At level 6, +5’ move and a natural climbing and swimming speed. This, I feel, is a huge benefit, in that with a base speed, you don’t need to make an Athletics roll to accomplish what now become ordinary tasks. A THP burst and the ability to remove exhaustion at level 10 – again, it might not happen a lot, but when it does exhaustion feels completely debilitating, and here it is solved trivially. No question which to take.</li> </ul><p></p><p><strong>Level 2: Spellcasting</strong>. See section 6.</p><p></p><p><strong>Level 2: Fighting Style Options</strong>. You choose a fighting style.</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Archery</strong></span>. For a ranged build, this can add +2 to hit with magic stone if it is thrown with a sling (which reduces the effective range from 60’ to 30’). Probably not worth it.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Defense</strong></span>. Solid choice that benefits you throughout your career, but it feels uninteresting since you don’t see it saving you.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Duelling</strong></span>. +2 to damage with your Shillelagh, and still lets you use your shield. The best choice for a melee build if you don’t need to take Druidic Warrior.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Two-weapon Fighting</strong></span>. Not for you, since you won’t have two shillelaghs at a time.</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)"><strong>Druidic Warrio</strong>r </span>(TCOE). You may already have chosen Druidic warrior to get your wisdom attack. If you haven’t, though, here it is.</li> <li data-xf-list-type="ul"><strong>Blind Fighting</strong>. Sounds Cool for a melee build, but won’t be used often. Effectively eclipsed by Feral Senses at level 18, if you get that far.</li> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Thrown Weapon Fighting</strong></span>. Not for you.</li> </ul><p></p><p><strong>Level 3: </strong></p><p>Assuming options from TCOE are allowed, you have choice between:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Primeval Awareness</strong></span>. This is an odd ability, allowing you to sense the existence of a particular creature type (e.g. dragons or undead) within a mile of you, but not where they are or how many. Unlikely to be used often.</li> <li data-xf-list-type="ul"><span style="color: rgb(147, 101, 184)"><strong>Primal Awareness</strong></span>. Adds another spell known per level. All of the spells are thematic for a ranger, but none is particularly compelling. Still, this is probably a more reliable bet than Primeval Awareness.</li> </ul><p><strong>Level 4:</strong></p><p><span style="color: rgb(184, 49, 47)"><strong>Martial Versatility</strong></span>. This offers some flexibility if you took Druidic Warrior and now want to take Magic initiate (Druid), but this is unlikely to be an option you will pursue.</p><p></p><p><strong>Level 5: </strong></p><p><span style="color: rgb(84, 172, 210)"><strong>Extra Attack</strong></span> is so important that you probably should not multiclass before level 5. See section 7. Not relevant if <strong><span style="color: rgb(184, 49, 47)">using an attack cantrip</span></strong> instead of Shillelagh.</p><p></p><p><strong>Level 8:</strong></p><p><strong>Land’s Stride</strong>. Not being slowed down by difficult terrain is a solid benefit.</p><p></p><p><strong>Level 10: </strong></p><p>Assuming options from TCOE are allowed, you have choice between:</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)"><strong>Hide in Plain Sight</strong></span>. Not nearly as cool as it sounds.</li> <li data-xf-list-type="ul"><strong>Nature’s Veil.</strong> Short term invisibility as a bonus action.</li> </ul><p></p><p><strong>Level 14: </strong></p><p><span style="color: rgb(147, 101, 184)"><strong>Vanish</strong></span>. Hide as a bonus action is cool, but Rogues get this at level 2, and goblins get it at level 1.</p><p></p><p><strong>Level 18:</strong></p><p><span style="color: rgb(41, 105, 176)"><strong>Feral Senses</strong></span><strong>.</strong> Effectively 30’ blindsight.</p><p></p><p><strong>Level 20:</strong></p><p><span style="color: rgb(184, 49, 47)"><strong>Foe Slayer</strong></span>. Hugely disappointing. It is not clear what benefit this offers if you chose Favored Foe at level 1 (which you did).</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8489411, member: 23484"] [B]4. Skills, Background, and Class Abilities[/B]. Rangers have a good range of skills, and this build does not require or expect anything in particular. A range of skills and tools are available for those that want them, and there is nothing particularly keyed to this build that is needed. A few skills are perhaps worth singling out: [LIST] [*][COLOR=rgb(41, 105, 176)][B]Perception[/B][/COLOR]. Always important since it is an easy thing for the DM to ask for, but it is in my view overrated. Because you have invested in Wisdom already, it makes sense for you to have the sharpest vision in the party. [*][COLOR=rgb(41, 105, 176)][B]Stealth[/B][/COLOR]. Proficiency in stealth feeds into an ability score you are already quite strong in, and will make up for not maxing it out. At the same time, DEX builds will be better than you at this. [*][COLOR=rgb(41, 105, 176)][B]Athletics[/B][/COLOR]. I am an outlier in believing that this is a skill most characters should take if they have the opportunity. It just covers so many things adventurers do that every notch or two can improve your physical performance, shimmying onto rooves or along ledges, lifting ropes, whatever. This is particularly true since you have likely dumped strength for this build. Proficiency (or even Expertise through Deft Explorer, see below) will keep you competitive, even if it isn’t optimized for resisting grapples (which proficiency in Acrobatics would be). Some DMs can be persuaded when asked for an Athletics roll to allow an Acrobatics roll instead. If in your game the skills are basically interchangeable, Acrobatics is likely better. This is one of the two skills I think it is worth training in particularly if you are not maxing the relevant ability. [*][B]Investigation[/B] is the other. Being proficient in investigation helps as you fiddle with a lock or a contraption in a way that perception does not. Proficiency here can help counter the effects of a dumped Investigation roll, even if it is only you offering Help to another party member. [*][B]Survival[/B]. Another Wisdom skill that meshes with the expected Ranger skillset, and so an easy thing to be strong with. Used for tracking and hunting, and enduring harsh environments. [*][COLOR=rgb(147, 101, 184)][B]Nature[/B][/COLOR]. Take this if you want to have lore at your fingertips but realistically you will be fine without it. [/LIST] All of these are on the ranger skill list, and so you can take three of them regardless of your background. Nevertheless, background should offer you something you want. Of the PHB backgrounds: [COLOR=rgb(41, 105, 176)][B]Criminal[/B][/COLOR] gives Deception, Stealth, and thieves’ tools. [B]Folk Hero[/B] gives Animal Handling, Survival, vehicles (land), and the ability to find protection amongst commoners. [COLOR=rgb(41, 105, 176)][B]Outlander[/B][/COLOR] gives Athletics, Survival, and the ability to forage for your party (the last being unnecessary if you choose the Goodberry spell). [COLOR=rgb(41, 105, 176)][B]Sailor[/B][/COLOR] gives Athletics, Perception, vehicles (water), and (with the variant feature) a Bad Reputation. [B]Soldier[/B] gives Athletics, Intimidation, and vehicles (land). [B]Urchin[/B] gives Sleight of Hand, Stealth, and thieves’ tools. The above list is selective, and shows what I think is important for a ranger. Thieves’ tools are good to have proficiency with, even if there is a party rogue (again, the value of the Help action shouldn’t be underestimated), and adding proficiency to checks to control a runaway wagon makes vehicles (land) a solid choice. I am a firm believer that backgrounds should offer the player whatever they want: PHB p. 127 discusses [COLOR=rgb(84, 172, 210)][B]customization of backgrounds[/B][/COLOR] and does not erven present that as an optional rule or one that is DM dependent (though of course everything is DM dependent). Mix and match to your satisfaction, and develop a story around it. Any two skills, any two tools or languages, and any of the background features that are there should be fine. If you are using the default equipment packages, I typically take the one tied to the background feature, which might mean a character at level 1 is proficient in thieves’ tools but don’t own any (yet). You don’t need to take languages, since you will be given two languages with Deft Explorer anyways (where you cannot simply swap them for other proficiencies). The ranger has a number of class features that have been revised since the game was released. Though they are listed as optional in TCOE, it is worth spelling out the benefits of each choice. In every case, the revision in TCOE is an improvement on the PHB option, and you should take it if allowed by your DM: Favored Foe not Favored Enemy; Deft Explorer not Natural Explorer; Primal Awareness not Primeval Awareness; Nature’s Veil not Hide in Plain Sight. [B]Level 1: [/B] Assuming options from TCOE are allowed, you have choice between: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Favored Enemy[/B][/COLOR] (PHB). Requires a choice at levels 1, 6, and 14 of creature type, which is then dependent on the DM integrating those creatures into the game. While there are benefits for tracking and languages, there is no advantage in combat, which makes a dedicated enemy of the undead (for example) feel underwhelming. [*][COLOR=rgb(84, 172, 210)][B]Favored Foe[/B][/COLOR] (TCOE). In contrast, Favored Foe gives you much of the benefits of Hunter’s Mark, with slightly less bonus damage but which does not require dedicating oner of your precious few spells known. Since spellcasting is supposedly your strength, that is particularly freeing. It is less important if you have the **Feytouched feat and have chosen Hex, but still better than the alternative. [/LIST] Assuming options from TCOE are allowed, you have choice between: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Natural Explorer[/B][/COLOR] (PHB). Again, requires a choice of a landscaper that may or may not be part of the campaign, offering out of combat benefits (to foraging, etc.) Flavourful but unimportant. [*][COLOR=rgb(41, 105, 176)][B]Deft Explorer[/B][/COLOR]. Expertise in one of your skills and two additional languages at level 1. At level 6, +5’ move and a natural climbing and swimming speed. This, I feel, is a huge benefit, in that with a base speed, you don’t need to make an Athletics roll to accomplish what now become ordinary tasks. A THP burst and the ability to remove exhaustion at level 10 – again, it might not happen a lot, but when it does exhaustion feels completely debilitating, and here it is solved trivially. No question which to take. [/LIST] [B]Level 2: Spellcasting[/B]. See section 6. [B]Level 2: Fighting Style Options[/B]. You choose a fighting style. [LIST] [*][COLOR=rgb(184, 49, 47)][B]Archery[/B][/COLOR]. For a ranged build, this can add +2 to hit with magic stone if it is thrown with a sling (which reduces the effective range from 60’ to 30’). Probably not worth it. [*][COLOR=rgb(147, 101, 184)][B]Defense[/B][/COLOR]. Solid choice that benefits you throughout your career, but it feels uninteresting since you don’t see it saving you. [*][COLOR=rgb(41, 105, 176)][B]Duelling[/B][/COLOR]. +2 to damage with your Shillelagh, and still lets you use your shield. The best choice for a melee build if you don’t need to take Druidic Warrior. [*][COLOR=rgb(184, 49, 47)][B]Two-weapon Fighting[/B][/COLOR]. Not for you, since you won’t have two shillelaghs at a time. [*][COLOR=rgb(41, 105, 176)][B]Druidic Warrio[/B]r [/COLOR](TCOE). You may already have chosen Druidic warrior to get your wisdom attack. If you haven’t, though, here it is. [*][B]Blind Fighting[/B]. Sounds Cool for a melee build, but won’t be used often. Effectively eclipsed by Feral Senses at level 18, if you get that far. [*][COLOR=rgb(184, 49, 47)][B]Thrown Weapon Fighting[/B][/COLOR]. Not for you. [/LIST] [B]Level 3: [/B] Assuming options from TCOE are allowed, you have choice between: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Primeval Awareness[/B][/COLOR]. This is an odd ability, allowing you to sense the existence of a particular creature type (e.g. dragons or undead) within a mile of you, but not where they are or how many. Unlikely to be used often. [*][COLOR=rgb(147, 101, 184)][B]Primal Awareness[/B][/COLOR]. Adds another spell known per level. All of the spells are thematic for a ranger, but none is particularly compelling. Still, this is probably a more reliable bet than Primeval Awareness. [/LIST] [B]Level 4:[/B] [COLOR=rgb(184, 49, 47)][B]Martial Versatility[/B][/COLOR]. This offers some flexibility if you took Druidic Warrior and now want to take Magic initiate (Druid), but this is unlikely to be an option you will pursue. [B]Level 5: [/B] [COLOR=rgb(84, 172, 210)][B]Extra Attack[/B][/COLOR][COLOR=rgb(0, 0, 0)] [/COLOR]is so important that you probably should not multiclass before level 5. See section 7. Not relevant if [B][COLOR=rgb(184, 49, 47)]using an attack cantrip[/COLOR][/B] instead of Shillelagh. [B]Level 8: Land’s Stride[/B]. Not being slowed down by difficult terrain is a solid benefit. [B]Level 10: [/B] Assuming options from TCOE are allowed, you have choice between: [LIST] [*][COLOR=rgb(184, 49, 47)][B]Hide in Plain Sight[/B][/COLOR]. Not nearly as cool as it sounds. [*][B]Nature’s Veil.[/B] Short term invisibility as a bonus action. [/LIST] [B]Level 14: [/B] [COLOR=rgb(147, 101, 184)][B]Vanish[/B][/COLOR]. Hide as a bonus action is cool, but Rogues get this at level 2, and goblins get it at level 1. [B]Level 18:[/B] [COLOR=rgb(41, 105, 176)][B]Feral Senses[/B][/COLOR][B].[/B] Effectively 30’ blindsight. [B]Level 20:[/B] [COLOR=rgb(184, 49, 47)][B]Foe Slayer[/B][/COLOR]. Hugely disappointing. It is not clear what benefit this offers if you chose Favored Foe at level 1 (which you did). [/QUOTE]
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This Land is My Land: A Guide to the Wisdom Ranger
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