Note before I begin: This guide is in no way official. This is mainly for the players interested in the Ranger class and those DMs that might need help figuring out the Ranger.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2F16eebbb31651de74cbe2a96972b77b90f55f9a16r1-300-333v2_hq.jpg)
RANGERS!!! Why them?
Hello fellow humanoids/anthropomorphic creatures! If you're reading this, you're probably interested in the Ranger (or here to watch me fail at explaining them)!
The Ranger was probably one of the first ever classes I DMed for, and I once experimented with it as a player(it went horribly). They, on the surface, look like Rogue Druids, which, although there IS a comparison to be made, is only scratching the surface on the capabilities of the Ranger.
Please, again, note that this guide is not official, so point out my atrocities in the comments as I attempt to explain this class to beginners. I won't be touching on all the spells- maybe a few of them- so if you came here looking for spells, I might do something later.
Anyway, let's press on!
Level 0: What ARE Rangers (Lore-Wise)?
Rangers are definitely an odd class when it comes to their origins, as they combine the elements of a lot of other classes, but having their own unique spin on them. Like Monks, they get their combat prowess through endless training, often in a life of (relative) seclusion, but they do it out in their own wilderness, whether on the mountaintops, in caves, hidden in the forests, or the like.
Like the Druid, Rangers get their spellcasting ability through the forces of nature, but instead of channeling the four elements to their will, they use plant based powers to emphasize their sneak, trap, and kill abilities.
In any case, the Ranger's main duties are sworn to the outskirts of society. After all, a city may be safe with numerous guards, but everybody's gangsta until the Owlbear pride comes stomping in, slaughtering everything in their path until the guards finally manage to stop it.
The Ranger's main job is to protect this city from every OUTSIDE problems, like Orc ravagers, Gnoll clans, the previously mentioned and deadly Owlbear pride (more than one Owlbear is too many goddamn Owlbears), and anything that would dare strike the civilization that the Ranger refuses to .
But, as an extended version of a powerful guardian of everything the light touches, how do they hold up in of combat?
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2F875a7a09dce49631bca30f0c6080f75cb3719673r1-813-1000v2_hq.jpg)
Level One (Part One): What ARE Rangers (Playing-Wise)?
Being both a Front-Line Fighter and a Fighter (thanks to their d10 hit dice and their arrow abilities), you're going to want to act as a scout for your group, seeking any threats that might come your way while travelling. During battle, you could either stay in the front and take hits for your party or go in the back and let your arrows and spells fly.
MY reccommended stats are as follows: DEX, WIS, CON, INT, STR/CHA. Because you need a higher DEX to be better with dodging, sneaking, shortswords, AND archery, it's great to have it up top. Your WIS is your spellcasting ability, so it's important, like your CON stat (HP). The rest of your stats don't matter as much, but you do get an ability to assist your INT in certain situations, so it's good to have that NOT be your worst stat.
Of course, if you are so inclined to wield a non-finesse weapons, then moving STR up might be useful, but as it stands, you want to have your DEX high for most cases. You ARE proficient in all weapons, light-medium armor, AND shields, so it's not like your only option is to be DEX based, but it's a preferred one.
Your equipment most definitely helps both STR and DEX based Rangers. With your armor, I'd reccommend getting leather armor so you can sneak around a lot better, but if you're STR based, then maybe scale mail is better for you (though it does impose disadvantage on stealth checks).
DEX fighters would know that shortswords are your primary ticket to Stabby Stabby Town, but STR fighters can see that they can choose two simple weapons, which would better suit as a Quarterstaff and Spear (more damage) or two handaxes (light and thrown). Just know that two-weapon fighting could be in your future while choosing your weapons.
And, finally, for adventurers wanting to break and enter dungeons, the Dungeoneers' Pack is a good option, but the Explorer's Pack yields a better travelling setup.
You automatically get a Longbow, so just know that no matter if you choose DEX or STR, you'll always have a sharp, long ranged backup (or first line of defense).
Level One (Part Two): Favored Enemy/Natural Explorer
Fun factoid: I call these abilities Sworn Enemy and Favored Terrain. This doesn't relate to this tutorial whatsoever.
Favored Enemy is fun because you get to pick a certain type of foe that you want to know more about (specifically, you get advantage on Survival checks to track them and INT checks to recall info about them, plus one language that they might know). This list includes:
-Abberations (think alien-like creatures, like Beholders, Mind Flayers, and Aboleths). You get Deep Speach as your language.
-Beasts (think of animals, like Giant Spiders, Dinosaurs, Displacer Beasts, etc.) They have no language.
-Celestials (Angels, Unicorns, etc). You'll get Celestial as your language.
-Dragons. You get Draconic as your language.
-Elementals (don't be limited to the four elementals in the Monster Manual! There's also stuff like the Galeb Duhr, Azers, Invisible Stalkers, etc). You could learn Primordial and be able to understand Aquan, Auran, Ignan, and Terran.
-Fey ( the Feywild, and Pixies, Satyrs, Sprites, etc). You'll be able to understand Sylvan (or possibly Elvish).
-Fiends (Devils! Demons! Cambions! I think you know this). You'll be able to learn either Abyssal (Demons) or Infernal (Devils).
-Giants (also including Ogres and Trolls). You'll learn Giant.
-Two species of Humanoid (whether it be cool cats like Elves and Dwarves or mean beans like Goblins and Orcs). There's a large variety of these guys, so there isn't one language that you'd be able to learn (Common doesn't count, you already know it as a player).
-Monstrosities (think about failed experiments, fusions, and things that are certainly abnormal, like Owlbears and Yuan-Ti, but this type is mainly a "Misc" type for the Monster Manual writers). There's plenty of languages you can learn: Draconic, Abyssal, Umber Hulk (specific), Sylvan, Elvish- there's a lot of monsters that exist that have the Monstrosity tag.
-Oozes (OOOOOOOOOOOOOOOOOOOOZE). No known languages.
-Plants (Myconoids, Treants, etc). Sylvan is their language (at least for Treants).
-Undead (Skellys! Zombos! Liches!). Because some undead know languages they knew in life, there's a LOT of languages to choose from, but some specific ones are Draconic, Infernal, and Abyssal.
Which one should you pick? ... More on that LATER.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2F4008d9390a97a1c0c8dd57aba2880717bcac2da5r1-348-750v2_hq.jpg)
Natural Explorer, on the other hand, focuses on terrain: examples include the arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While travelling through one of these terrains (your choice of one), you gain some benefits that might be taken for granted, but proves VERY useful:
-Difficult terrain can't slow your group down when travelling, so your scout abilities come in handy here.
-You can't get lost through nonmagical means, so if you're headed into uncharted territory, you'll be a great leader.
-You're always alert to danger when doing other things while travelling (hunting, navigating, etc). This makes the chances of you getting killed in an ambush less likely, as this practically negates being surprised.
-While travelling alone, you can move at a stealthy pace. This is odd compared to the rest of the benefits because it focuses as you as an individual instead of the group. Now, what you could do is stagger the group to activate this benefit, making you lead 10 minutes ahead of the group, only returning if you find something dangerous that the group needs to ready for.
-When foraging, you get twice as much food as you normally would. This is great in survival games where you know your food sources are limited.
-While tracking other creatures, you find out their exact number, how large they were, and how long ago they ed through. This is great in case your group is worried that they can't handle a pack of monsters (you can confirm whether they're big and strong or if there were 15 compared to 5 of them), and maybe even how fast you need to travel in order to catch up to someone.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2F1e80209194635df7194f4aaee085f0fd6dbe8909r1-375-450v2_hq.jpg)
Now, as for which enemies and terrain you should pick... I couldn't tell you. The thing about the Ranger that many people dislike is the fact that if you choose the wrong monster and terrain, you're basically screwed. For example, say you want to make Abberations your Favored Enemy and caves your Natural Explorer terrain, but your DM makes a mountainous quest about Giants. You're screwed, and you wasted a very unique ability!
What you should do is talk to your DM about these abilities and let HIM/HER choose. These abilities aren't OP, so it's not like you're gonna break the game if you can remain alert while foraging or know what the Beholder likes to eat.
If the DM refuses to do that (which would be dumb tbh), then just pick Monstrosity and either forest or cave, which are some of the most common monsters and terrain that DMs choose from.
Level Two: Fighting Style/Spellcasting
Wow! Options at second level? This is great!
Choosing a Fighting Style is a LOT more important than you think, as it will be your primary decision on whether you want to fight primarily with light weapons, deal more damage with fewer strikes, be less easy to hit by foes, or even become the Fighter you were meant to be. Let me explain:
-Archery: By adding a +2 to attack rolls for ranged weapons (not ranged attacks, so no dagger throwing), you make yourself a better Fighter. Note that some of your spells involve arrows (Hail of Thorns, for example), and if you can attack easier with archery, then you're pretty much dead set. Plus, long range is best range, and since you can attatch Ensnaring Strike onto a bow attack, you can let your allies thrash into your foes easily.
-Defense: +1 to your AC while wearing armor. Sounds alright until you realize that, with an AC of 16 (max you can get with Scale Mail and Leather Armor (+5 DEX)), and a shield, then add Defense, you're staring at an AC of 19. Then, if you're wearing Scale Mail and get the Medium Armor Master feat, you might have an AC of 20!!! Being able to stare monsters down with a high AC is good no matter WHAT level you are.
-Dueling: When you wield a one-handed weapon in one hand and no other weapons in your other one, you deal an extra +2 damage. If you wield a shield and a rapier, you're looking the perks of two weapon fighting (higher damage output) without having to sacrifice a shield (granted, you might be dealing less damage). I guess what I'm trying to say is GET A SHIELD. Or, if you like wielding two weapons...
-Two-Weapon Fighting: When you wield two light weapons and make your second attack, you add you ability modifier to the second attack. For those who aren't in the know, when you attack with Two-Weapon Fighting normally, you don't add your STR or DEX mod in your second attack, which requires your bonus action. This style allows you to deal more damage with your second attack, so you solidify yourself as a Front-Line Fighter by taking this. Just know that shields are no longer much of an option... which is fine for some, but not for me, Shield_Lover_69.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2Ffa6c7a80255ffecd67d2944f867b9cdc7afcf0e5r1-412-618v2_hq.jpg)
Spellcasting also gives you plenty of options, and is fairly straight-forward: you know 2 spells, both have to be 1st level until you gain higher spell slots, and you have 2 1st level spell slots. Once you cast two spells, you have to take a long rest to regain them.
Some example spells that I like include:
-Ensnaring Strike: Like the Paladin's Smites, you enchant your weapon of choice so that, the next time you hit with it, something cool happens. In this case, the foe must make an STR save or else be ensnared in grasping vines, taking damage every turn and forcing it to try to use their action to attempt an escape. Very good for nimble creatures with lower STR because it restrains them without allowing them to use their DEX.
-Hail of Thorns: Your next arrow shot explodes into thorns, so not only does your arrow deal some damage, everyone around the target must make a DEX save or else take some piercing damage. Great for hoard controlling!
-Hunter's Mark: Imagine Hex (the Warlock spell) but for Rangers. You point at a foe with your bonus action, deal more damage to it upon attacking it, but this time, you gain advantage on any check made to track/find it if it dares try to escape you. Then, when you kill it, you can shift the mark to another monster!
What I'm trying to say is that don't let your limited spellcasting discourage you from cool stuff like this.
Level Three: Primeval Awareness/Ranger Archetype
Ah, yes, Primeval Awareness. Why.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2F368d5353834d1163ba68fd8b8814c4bc9904c24cr1-500-369v2_hq.jpg)
Basically, while spending 1 minute and 1 spell slot (the higher the spell slot, the more minutes it takes- 1 min for 1st Level, 2 min for 2nd Level, etc), you learn if there are any Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, or Undead within 1 mile of you, or 6 miles if you're in your Favored Terrain. This is kind of good for tracking, and, again, you know whether monsters are nearby, but I have a few problems.
First off, why does it take more time to cast if you use a higher spell slot? It should be the opposite- 1st Slot takes 5 min, 2nd Level takes 4 min, etc.
Second off, couldn't the spell slot be used to make the range of this better? Like, 2 miles for 2nd Level, 3 miles for 3rd Level? Then, you just add 5 miles if you're in your Favored Terrain.
Third off, why did we even have to use spell slots at all? I, as a DM and a player, know that if you have the chance to use your limited spells for combat rather than use your limited spells to KNOW if there MIGHT be combat, then I'd choose to just save my spells until the monster comes in. Personally, I think that this should've been a 1/rest or 1/day thing.
If someone in the comments can please make sense of this or make a better solution, it would be appreciated.
Talk to your DM if this homebrew is right for you, but it's not important! What IS important is your subclass- two in PHB, three in Xanathar's!!! Let's see what your options are.
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Hunter
Subclasses in the subclasses? What?
In the Hunter archetype, you focus more on learning specialized techniques that are designed for certain situations. It could be said that these situations might be too specific, but I think otherwise. Here's your options at this level:
-Colossus Slayer: When you hit someone that has its HP less than its maximum (so if it's even slightly hurt), you deal an extra 1d8 damage to it 1/turn. THIS IS GOOD, whether picking off weakened foes or bringing down the big bois.
-Giant Killer: Speaking of big bois, when a Large or larger monster attempts to hit you with an attack and misses, you can attack it if it's within 5ft of you, expending a reaction. This is NOT so good, as you have to be up close to the foe, and, most likely, you don't want to be all up in a Giant's grill.
-Horde Breaker: 1/turn, after attacking, you can attack someone else within 5ft of the thing you first attacked. What's cool is that there is no specified range for this, so you can snipe some n00bs if there's two right next to each other.
So, basically, you can either have extra damage in an attack, an extra attack, or a specific, not so good clap back. Your pick.
At higher levels, you'll learn to raise your guard (increasing AC after being attacked, fighting off fear, or shrugging oppurtunity attacks), make several attacks in one turn, and even find ways to dodge your enemies' attacks with uncanny abilities. All in all, if you want more options after making a subclass option, check out the Hunter.
Beast Master
This ain't for no Beast Master. It's for a Beast Apprentice.
Okay, so the Beast Master is able to get a beast pal that has to be challenge rating 1/4. Sounds bad, but at least it gets a +2 to AC, attack and damage rolls, and to any skill/saving throw it's proficient well. Plus, its HP either stays the same or becomes (your level * 4), whichever is higher.
What can the beast do?
While travelling with you in your Favored Terrain, you both can move stealthfully. And... well, by sacrificing your action, it can do an action.
Yep. You have to give up your cool action... for beast action.
My big problem isn't the fact that the beast is bad at attacking- no, giving it a +2 to attack and damage, especially the Panther and Giant Owl- but the fact that, right now, you can cast spells, attack at a range, and use your opposable thumbs. The beast has none of that.
So what? You send it out, make it deal its damage, then come on in for the kill. It's a good idea, but the idea that your beast is just an expendable meat shield doesn't sit right with me. The thing is that I want this to be a better version of Find Familiar, because when a Familiar dies, you can still get him back without having to spend 8 hours to bond to a COMPLETELY DIFFERENT CREATURE.
I hate to hate on the PHB, and the Ranger is especially cool, but I don't like the idea that the Beast Master is just a person who sends out beasts to die for him- I want to know that my Panther- named Panda- will come back, that I didn't just send him out to be stabbed to death so my friends could rush the monsters from behind. I'm not a murderer, it wasn't a suicide mission, it just... didn't go as I wanted it to.
The last he saw of me was me telling him that he needed to run near the monsters.
Sorry, I'm getting attatched to things that, apparently, I'm NOT supposed to get attatched to.
Anyway, at higher levels, you'll allow the beast to attack for your second attack when you gain the Extra Attack feature, make a non-attacking action as part of your BONUS action, allow it to attack twice as part of ONE of your attacks, and even share "self" spells with it.
All in all, I want Panda the Panther back.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2Ff41537c7d008ccebfcb7f08ddba1352b329db170r1-470-370v2_hq.jpg)
Gloom Stalker
A LOT of creatures in the game have darkvision. A LOT.
:)
One of the Gloom Stalker's first ever abilities is that you get darkvision out to 60ft if you don't have it, or it increases by 30ft if you already do. That's not as cool as, oh I don't know, BEING INVISIBLE WHILE IN DARKNESS.
Okay, that's not as big to us Humans, but imagine monsters that rely on the darkness in order to attack their foes by surprise: Kobolds, Drow, any cave monster...
Now imagine being completely invisible to them when they're trying to overtake you in the darkness. They're forced to light a torch, giving your non-darkvision friends the ability to see the foe. Basically, since most monsters utilize darkvision in the darkness, this gives you some heavy advantages while in caves or at night.
Oh, yeah, and you add your WIS mod to your initiative mod, plus your first turn of combat allows you to add 10ft to your speed, and you can make an extra attack that deals an extra 1d8 on a hit, making your scouting abilities and your ambushing prowess even scarier.
Plus, you get Disguise Self as a spell you automatically know! You still have to use a spell slot to cast it, but, like, it's Disguise Self! It's cool!
At higher levels, you get proficiency in WIS saves, make another attack immediately after missing, and even use your reaction to impose disadvantage on a foe's attack. The Gloom Stalker is mighty deadly, as it deals massive damage and avoids it too.
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Horizon Walker
Ask your DM before choosing this if he/she is going to have extraplanar travel in his campaign, specifically through portals. Even if they say no, the Horizon Walker is still very fun.
Once per rest, you can use an action to detect the location of a portal within 1 mile of you. If there's no portal within one mile, this may be a waste, especially if your campaign doesn't have portals, but, hey, if you do, you're the best portal hunter of the party.
In more interesting news, you also get the ability to use portal power into power power. As a bonus action, you can designate a target that you can smack. If you hit the target with your next attack, the attack's damage becomes force damage and deals an extra 1d8 force. If you don't have Two-Weapon Fighting, this is useful for dealing good extra damage to your foe that it can't be resistant to, making your need for magical damage decrease.
Plus, you get the Protection From Evil/Good spell always known! You're always fighting evil or good, so this'll help!!!
As you level up, you'll be able to vanish into the Ethereal Plane temporarily, teleport and attack more often, and even grant yourself resistance to an attack after being hit.
All in all, although it seems like your campaign needs to involve portals in order to fully incorporate this archetype, don't let that discourage you from picking it.
![Tutorial: Rangers Until Level 3!!!-[IC]Note before I begin: This guide is in no way official. This is mainly for the players](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F7281%2Fa358f41263684cb53bc3ea831827b5975948b447r1-437-762v2_hq.jpg)
Monster Slayer
Not the Hunter!!! It's a similar name, but different effects!
Of course you get the Protection From Evil/Good always known, so you're set in the versing evil and good department (I've got very little to say about this spell other than it helps).
Of course, protecting against evil is also effective if you know the evil you're up against. Using your WIS mod (a number of times = WIS mod/day) you can find out the damage vulnerabilities, damage resistances, and damage immunities that a monster w/in 60ft of you has. Unless it's protected against divination magic, this is good for scoping out monsters and figuring out what WON'T work on the monster.
Also, you get a worse version of one of the Horizon Walker's ability. Basically, you use a bonus action to designate a creature you see to take an extra 1d6 damage when you hit it with an attack 1/turn. You can only use this 1/rest, so it's not too great compared to the Horizon Walker's, but at least it's compatible with Two-Weapon Fighting.
Later on, it does improve to where you can add 1d6 to any saving throw or grapple escape attempt against the monster you affected with this, and you can even attack the foe if it dares try to force a saving throw on you, succeeding automatically if you hit. Plus, 1/rest, you can force a WIS save against a spell being cast or a teleport, foiling the teleport on a failure.
So, if you like slaying the big baddies, maybe those with spells and worse effects, the Monster Slayer is for you.
Outro: The (Sometimes) Bountiful Hunter, The Ranger
PANDA!!!
I mean, there you have it. My view of the Ranger isn't an all positive one, but should that discourage you from checking out the class?
Heck no!!!
I think that the class is fun, taking elements from other classes and making something unique out of it. The idea of ensnaring foes into magical traps like a hunter would with a small rabbit is fascinating, and I think that there's definitely more to the class than some would give it credit for.
Now, I know some people will tell me to check out the revised Ranger and I will... in due time. I don't have much experience with it, and I don't feel comfortable offering a tutorial of something I don't know much about.
So, I guess, it's soon time to handle one FINAL class...
The Fighter.
It's actually going to be really easy, the Fighter is stereotypically the easiest class in the game to learn.
WotC supplied all the pics except for the tracks (unknown), Gloom Stalker (Doogal McFly), Panda (unknown), and You Can't Rest Now (Mojang, technically).
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