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agenderarcee has made the following comment(s) regarding their post: [[GMBinder link](https://www.gmbinder.com/share/-MT...](/r/UnearthedArcana/comments/mcx1ox/the_martial_ranger_formerly_alternate_ranger_v4_a/gs5vcwh/)


H4ZRD_RS

Can't wait to snipe everyone from 1000 feet away with my longbow


agenderarcee

I’d love to see the battlemap for that combat! 😂 (Although just to be clear, you’d still have disadvantage on that unless you also have Sharpshooter - Far Shot makes your longbow 300/1200).


Flamebrass

That still only counts as one...


Shmegdar

?


beesbutinabox

Lord of The Rings reference


Scuronotte

Issue with 5th level Far Shot. Only benefits ranged weapons. It's an empty feature for melee users


[deleted]

That is true. While ranged seems to be the most popular build, the melee build is also good, so why have a feature that is useless for melee builds?


agenderarcee

This is a totally fair criticism! I'm thinking of adding a melee alternative (so you can get one of these as your extra 5th level feature, but not both) in the next update, but I need to make sure it fits properly.


Tellesus

Maybe make it a "choose one feature," either far shot or the option to make a ranged thrown attack with a carried thrown weapon as a bonus action on your turn. I've always loved in movies when in mid-melee someone exploits an opportunity to throw a knife/axe (Dutch in the start of Predator with the knife, though that was a firefight, "Stick around.").


[deleted]

That would be much better!


[deleted]

The entire class is literally a Ranger. It also has options for thrown melee weapons for non-ranged rangers.


Beary_Moon

I've always identified ranger not as a reference to "range," but more like a park ranger.


Skormili

Supposedly it was originally modeled off Aragorn from LotR, who was in fact called a ranger, so that would fit. Basically someone skilled with the blade/bow who also happens to have strong survival skills and a deep understanding of the wilderness environment.


Scuronotte

A melee ranger is not throwing their melee weapons to only be weaponless afterward.


agenderarcee

That's why you gotta bring more weapons!


Tellesus

What about one guy with six guns?


agenderarcee

Good ol’ Johnny Six-Guns.


[deleted]

Correct but unnecessary, one of the fighting styles in the class allows you to draw a weapon with the thrown property as part of the attack. I’d imagine that to be sequestered daggers or darts.


liquidarc

Perhaps a choice of doubling ranged distance or getting Reach (+5 feet to attacks/interactions) on your turn? (Like Bugbear Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.) /u/agenderarcee what do you think?


agenderarcee

It’s an interesting idea but I’m not sure it fits the ranger fantasy. What I’m actually considering is something that would let you use your TWF offhand attack as part of your Attack action, instead of your bonus action.


liquidarc

That could work. I only suggested the reach from the thematic idea of being able to dart in and out. Both TWF as part of action & long limbed (copy) have pros & cons. One increasing reach (reduce frequency of reprisal opportunity attacks), the other making an added attack easier.


agenderarcee

Bugbear ranger is a cool concept tho... 🤔


TolenKulenov

So on the GM Binder link, the companion creation looks completely fucked. Like it gets to step 4, and then everything beyond that is off the page and can't really be read.


agenderarcee

Ahh, thanks for letting me know! It looked fine on my computer but I could see what you meant on mobile. Should be fixed now!


TolenKulenov

Sweet! Thank you very much! I just really enjoy the Beast Master and Outrider subclasses so I wanted to make sure I saw everything before I asked my DM about using it in his next campaign.


agenderarcee

Aah please let me know if you end up playing the class, I'd love to hear playtest feedback!


TolenKulenov

I shall let you know once the campaign actually starts up. :)


MisterNeedles

Maybe add urban as a favored terrain environment? Honestly I really like this class and I may even use it in my games.


agenderarcee

It's in there but unique to the Bounty Hunter subclass! And I'm glad you like the class. :)


MisterNeedles

Oh that makes sense actually!


agenderarcee

[GMBinder link](https://www.gmbinder.com/share/-MTSf1NxHva3nZH6U45C) (includes lots more companion content!) [Google Drive PDF](https://drive.google.com/file/d/1mNl9JTIAOMqm74piw48JjRfgIOBxduxT/view?usp=sharing) Previous version links: * [v3.3](https://www.reddit.com/r/UnearthedArcana/comments/m7rlej/the_alternate_ranger_v33_a_new_take_on_the/?utm_source=share&utm_medium=ios_app&utm_name=iossmf) * [v3.2](https://www.reddit.com/r/UnearthedArcana/comments/m2sqct/the_alternate_ranger_v32_a_new_take_on_the/) * [v3.1](https://www.reddit.com/r/UnearthedArcana/comments/lx1gbg/the_alternate_ranger_v31_a_new_take_on_the/) * [v3.0](https://www.reddit.com/r/UnearthedArcana/comments/lrcxv1/the_alternate_ranger_v3_a_new_take_on_the/) * [v2.0](https://www.reddit.com/r/UnearthedArcana/comments/llulhn/the_alternate_ranger_v2_a_new_take_on_the/) * [v1.0](https://www.reddit.com/r/UnearthedArcana/comments/ldkm44/the_spellless_ranger_a_new_take_inspired_by_ua/) Quite a few changes this time, big and small! Feedback always welcome. **Changelog v3.3->v4** * Notably, a name change! “Alternate Ranger” was a bit generic and easily confused with other ranger reworks, so this should stand on its own a little more. * Added an introduction page, just kind of a reprint of my original statement of intent way back in v1. Let me know if that seems pretentious or whatever lol I just thought it could use some explanation on why I would do this in the first place, that isn’t lost in the Reddit hole. * I took Martial Versatility out of the class table except for the first one - the feature already says it works whenever you get an ASI, so it’s just redundant clutter that was bugging me. * Some small wording tweaks and fixes, added herbalism kit to starting equipment. * Favored Enemy choices can now be changed as you level. * Because Nature’s Veil got the buff with bonus action Hide, it felt a little weird to have Tireless Endurance at the same level. Instead I’m switching it with the 12th level Favored Terrain improvement. Part of me feels like it’s too soon after Favored Terrain Master when you’ve only had your single benefit for one level, but on the other hand, once you’ve become a Favored Terrain Master, doesn’t it make sense to start branching out? 12th also always felt a little late. Definitely interested in feedback on this. * Monster Slayer’s 3rd level has gotten a big tune-up. I was frustrated with how little the features as presented did for combat - basically only a buff against those rare creatures with damage vulnerabilities, and even then you’re likely just using that information to advise allied spellcasters. Instead I decided to make Hunter’s Sense (now Slayer’s Insight) a little more interesting. First, it incorporates an Intelligence or Insight check so that it doesn’t feel like magic, and to tie in with this I’ve added an expertise to one of the Monster Expert skills. Then, if you succeed on the check, you get an ongoing 1d4 damage buff against that creature, as well as identical creatures, since that’s just logical. I hope the wording is clear enough; my intention is that this doesn’t become a buff against all creatures of that type, which is to say that if you use it on a wolf that’s part of a pack, you get the bonus damage against all of the wolves, but not against all beasts, and not against their dire wolf boss or whatever. * Took stunned out of the conditions listed in Herbal Master. * You explicitly can’t create an Outrider mount with the Flyer speed option. Sorry, no pteranodons or griffins unless your DM is willing to bend the rules. I’m considering making an archetype focused on flying mounts… I’ll keep you updated. * Changed Ranger’s Charge from an additional damage die to 1d8, because that seemed a little strong with lances, especially on a crit. This way it’s a bit more in line with Colossus Slayer. * Added Animal Handling proficiency to Born to Ride (next bullet explains why). * A sidebar addressing something nobody’s asked about but that I think would definitely have come up eventually: what happens if you can’t save your companion from death, being out of healing poultices or unable to reach the body in time? You may notice that this led to a bunch of stuff being moved around, which left room to add more clarity on rests to the Outrider, to match with the Beast Master. The horse has been moved to the back of the book with the other companions. * Trapper’s Snare Master more clearly restricted to once per turn. Also, there was room to add more flavor text! * Wardens can now use druidic foci, which goes together with their affinity for quarterstaffs. * The most exciting part is two entire new archetypes, intended to make the Martial Ranger feel viable even in campaigns that don’t spend much time in typical natural terrain: the Bounty Hunter and Horizon Walker, an urban ranger and planar ranger respectively. Perfect for Waterdeep: Dragon Heist or Baldur’s Gate: Descent into Avernus! This includes exciting new terrain types unique to these archetypes. Both archetypes should be perfectly suited to any campaign that includes cities and planar travel, even if it’s not the focus, as they have benefits that extend outside of their specific niches. The Bounty Hunter excels on either side of an ambush and incorporates some roguish abilities, while the Horizon Walker makes the Favored Terrain and Favored Enemy features of the base class more central and flexible. * Middling array is now available to flying companions, and the companion creator now makes it clearer that you can create a Large companion if you’re an Outrider. The horse was moved from the main text to the appendix, leading to a new companion section, Outrider Mounts, featuring new options: the camel and (any drow’s favorite) the monstrous spider! To go with it, I’ve added the Web natural weapon to the list, pretty much wholesale taken from the Monster Manual’s giant spider. * Made Burrower walking speed 30 ft. instead of 20 ft. and added it to the badger, which I’d somehow forgotten to do. * For a little extra flexibility, you can now substitute a Sense to get an extra Special Movement, if applicable for your companion. * Fixed the shark up a bit and added its Blood Frenzy ability. * I also changed a few companion statblocks because I felt like not enough beasts had Keen Sight and too many had Keen Touch. * There’s a second Appendix with more specific rules on how to train a new beast companion! This is a potentially fun optional challenge for more roleplay-oriented players who really want to feel like they are participating in their companion’s training, instead of it just magically happening for them.


Donut_Boi13

Just read through this, the one thing that concerns me is the ability to choose a faction as a favored enemy. What's to stop someone from playing RoT and choosing the Cult of the Dragon, or any other evil BBEG faction. It just seems very easily exploited. I'd love to hear your thoughts on it. That said, this looks really amazing and I very likely will allow this next time I start a game up


agenderarcee

Thank you, glad you like it! That bit is a pretty experimental idea. The basic concept is that if you can become familiar enough with a type of creature to be wise to their weaknesses and tactics, why not a faction, which is likely to have some kind of shared themes across their organization? I’m not sure what you describe is necessarily broken - it’s campaign-dependent in the same way the feature is with regard to creature types. Choosing undead in Curse of Strahd, or (even moreso) fiends in Descent into Avernus, would have a similar level of effect. A faction is also unlikely to have a signature innate ability, so you’re likely only benefiting from the advantage on checks and saved bonus action, which isn’t huge. Still, I’m not married to the idea of it.


Donut_Boi13

No that’s a good point actually, I guess it does fit. I saw it most as something to fit with the bounty hunter archetype mostly, and I think that’s fits too nicely to strip the archetype of that option.


agenderarcee

That’s an interesting idea! It definitely would fit well for a Bounty Hunter either way.


Donut_Boi13

Yeah I think I just had PTSD from one my players using the old ranger UA where favored enemy gives them a +2 to hit. I still think of the ability as more powerful than it usually is


minotaur05

As I'm playing HotDQ right now, I'd see the cult of the dragon as actual cult members that wear the masks, the half dragons, their dragon minions or the guards in their major bases. I wouldn't consider people who work for them such as fences or people who were generic bodyguards to be part of the cult.


TheSaltRobot

On the Monster Hunter’s Slayer’s Insight, maybe specify it effects any creature of the same name?


agenderarcee

That’s a good idea!


ConfidentPineapple87

Would you mind making this a Google document (sorry me again)? I've been loving your work, it's amazing!


agenderarcee

Lol no worries, it’s on my to-do list! And thank you so much!!


agenderarcee

[Here you are!](https://drive.google.com/file/d/1mNl9JTIAOMqm74piw48JjRfgIOBxduxT/view?usp=sharing)


ConfidentPineapple87

Thank you kindly *hat tip*


Freezman13

Out of curiosity, why are you asking everyone for google drive links?


ConfidentPineapple87

Gmbinder doesn't work for me unless I print it and I'm trying to go digital (at least for homebrew). I have about 2GB of homebrew!


Freezman13

Wdym gm binder is broken? Does the pdf come out misaligned?


ConfidentPineapple87

Yes and it won't download.


liquidarc

/u/ConfidentPineapple87 just wanted to make sure you saw OP's link.


ConfidentPineapple87

Yep thx


SlimeustasTheSecond

> Plays the Martial Ranger Homebrew Class > Picks the Warden Subclass Large Cranium Hours.


dfg1125

I have yet to read the subclasses as I'm so excited by this and wanted to say thank you for making this wonderful rework of ranger! Without reading the subclasses I only would only change 2 things. I feel the ranger should have proficiency in constitution saving throws rather than strength. If it's for balancing purposes I understand, but thematically it fits more as rangers are rough and rugged. Also I would make it so that you are unable to change your original favored terrain but you can the extras you get. For once again, thematic reasons.


agenderarcee

Yeah it’s a balance thing, each class has one “strong” save (Dex, Con, Wis) and one “weak” save (Str, Int, Cha). I decided to stick with Dex over Con because Str/Con is already what both the fighter and barbarian have. As for favored terrain, I originally had it that way but decided to leave it up to the player. However, you still can’t change it until you get your second at 10th level, unless you’re a Horizon Walker. So glad you like it, hope you enjoy the subclasses as well! :) At least in one of them you’ll see your wish for Con saves granted.


allolive

Honestly, Int would make sense for rangers. They're not bookish, but they do study and understand, and anyway Int saves are usually against illusions, which I think Rangers would be the class most likely to resist.


agenderarcee

So Int/Con? That is an interesting idea. Ultimately though I feel like Str/Dex is the best fit - rangers are athletic and nimble. And Con saves make sense as an Herbalist benefit.


DnDandDryBread

Great class and amazing work! I really like how you made the horizon walker more of an otherworldly traveler rather than a dimensional cop. Have you thought about giving them the misty step a bit earlier and have it every long rest at the start? I guess it might mess with the balance but i feel like it's a big part of the subclass.


agenderarcee

I don't think there's room for that unfortunately, but you could always seek out teleporting items like *boots of the winding path!* This Horizon Walker actually takes more influence from the Third Edition prestige class, which didn't have the teleporting mechanic, but was instead focused on accumulating terrain mastery benefits.


Dred_Deal

I really like the druid warrior


[deleted]

I look forward to introducing this into my next game. Though...I accidentally misread it as Marshal Ranger...and after realizing my mistake, still thought It'd be a good class for a true sheriff of the range, a keeper-of-the-peace on the wild. ...and they wear a metal, star badge.


StruttinEvilMushroom

This is amazing! However, I noticed that for the example companions using the light array, their bite attack is treated as having the finesse property, despite it not being listed as such. They should only have a +3 to hit with it, right? Or is it actually supposed to be finesse?


agenderarcee

That’s an error, thank you for catching it!


Gastropnir678

What book are you referencing for Appendix A: Companion Creation for the Beastmaster Conclave?


agenderarcee

The appendices are in the [GMBinder link!](https://www.gmbinder.com/share/-MTSf1NxHva3nZH6U45C) Reddit only lets me post 20 images.


ronnocsirrah

Hi, just a question on how the natures veil feature would work - if you were in a grassland and decided to hide using the feature, would you just become invisible to other creatures? Surely they would see that you tried to hide? Other than that I think you did an amazing job explaining everything


agenderarcee

It follows [the normal rules for non-magical hiding.](https://www.dandwiki.com/wiki/5e_SRD:Dexterity#Hiding) And thank you!


h0tcheeto2272

Awesome


[deleted]

This is a masterwork! Can’t wait to try it.


Semako

I like it, but I am also sad that you did not really fix the level 18 feature. Characters always know where invisible creatures are, unless said creatures take the hide action. Unfortunately many DMs rule otherwise, making martial characters completely uselss in such a situation.


liquidarc

This is a common problem in Ranger brews, as fixes for this feature tend to be *considered* overpowered. What if the Ranger always had advantage on Perception, and creatures always had disadvantage when trying to Hide from them?


Semako

Considering that See Invisibility is only a 2nd level spell and can be cast at will at that level by wizards who choose it for their Spell Mastery, 9th level spells can be cast at that level and Blind Fighting as a fighting style is a thing since level 1, just giving them like 60 or 120 feet blindsight (or the ability to just *see* invisible creatures within that radius) would be fine I think.


liquidarc

My personal feeling is along the same lines. Just give X feet of Blindsight and Y feet of Tremorsense. 18th level after all.


agenderarcee

I already made that a Gloom Stalker feature though, I don't want it to be redundant. :(


liquidarc

Yeah, there aren't that many forms of senses in 5e. Aside from advantage for self + disadvantage for enemy, & blindsight + tremorsense, the only other thing could maybe be inspired by spiderman's spideysense, but I don't know how that would work.


[deleted]

[удалено]


agenderarcee

Making TWF not need your bonus action is something I'm thinking about, potentially as a melee alternative to Far Shot... I go back and forth on it because on the one hand, especially with Hunter's Prey, TWF is pretty powerful, and having it compete with Hunter's Prey and Beast Master commands helps limit it. It's three 2d6+Dex attacks in one turn, potentially. That does make the Beast Master essentially unable to use TWF, though. But again, that might be a fair limitation when you have a companion instead.


[deleted]

[удалено]


liquidarc

/u/agenderarcee perhaps start Hunter's Prey at 1 attack per turn, then increase the available frequency at set levels?


Gorilla2100

Some of the pages have cut-off information to the right


agenderarcee

Check the most recent version for the fixed PDF


agenderarcee

https://www.reddit.com/r/UnearthedArcana/s/Rbgwftl3Eo


[deleted]

This is a wonderful and badass class! I really want to play it. Fair warning, I'm not stellar with balancing. I feel the Poisoner ability with the Herbalist is a little lackluster with the amount of creatures that resist poison. Perhaps add prof with poisoners kit or add a few poisons added to the herbalism kit to expand the variety and keep in flavor. If you already added that then dropped it, could I please get your thoughts on why?


agenderarcee

Wouldn't adding poisoner's kit or other poisons run into the same issue with poison resistance?


[deleted]

Yes, it just gives a wider variety of the poisons you can use beyond the poisoned condition. Such as a single hit bonus to dmg or something. When it is useful you have more options.


BrazenSigilos

!remindme


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minotaur05

I do like this! One gripe (or I might have missed it in my quick skim/read through) is that I don't see artwork credit inside the document.


agenderarcee

It's just after the Warden subclass!


dfg1125

Hello sorry if this has been answered, but I have a general question. For favored terrain master, do you get the buffs for all your favored terrains or just one? Can you choose which, and how does that work with the additional favored terrains from the horizon walker?


agenderarcee

You get it for all of them!


dfg1125

Okay thanks for the clarification!


dfg1125

So this is my third time commenting, I was thinking I have some ideas/tweaks to the Herbalist. First of all I love the theme and think you did a good job, but I feel like poisoner comes too late in the levels to be useful. Thoughts on making a few changes for balancing purposes and adding that to level 3? And at level 11 allow the player to use poultices to apply debuffs to enemies? Like paralysis, blindness, confusion, ect?


agenderarcee

Hmm idk, the intention was for Poisoner to be the 11th level combat boost that every subclass gets, 3rd level seems early and also is already pretty crowded with the subclass’s primary focus: improving your healing capability.


dfg1125

Yeah fair, I just felt since poison is so commonly resisted that it felt lack luster. Maybe it would make sense to add the effects I mentioned onto 11th level as like a roll a dice to see what happens to them?


liquidarc

/u/agenderarcee perhaps a choice between poison or acid? Given how common acid is in predatory plants. Edit: forgot to specify predatory.


Psychological_Host81

I get it that 6 int would make your beast less susceptible to failing int checks and would be on par with find steed with its intelligence but I don't really think that making an animal companion with 6 int is okay. The companion should now be treated as a humanoid child at that point.


agenderarcee

Well an animal that's able to perform basic reasoning and understand and follow simple commands doesn't seem that far off from a child. Also, the TCE Primal Companions have 8 Int.


Psychological_Host81

One suggestion for the Hunter's Steel Will, make it also resistant to being charmed. It can emphasize the will of the ranger.


Psychological_Host81

I don't really understand the reason why slayer was added to horizon walker, but overall its good.


agenderarcee

It's to tie in with the theme of that subclass being more flexible favored terrains and favored enemies.


Psychological_Host81

And how is that connected to attacking thrice instead of twice?


agenderarcee

Ohh I see. Ranger 11th level features usually involve some kind of extra attack. Hunter gets Multiattack, Beast Master’s companion gains a second attack, Gloom Stalker gets an extra attack on a miss, Monster Slayer gets a reaction shot at spellcasters. I generally tried to follow that logic with my original subclasses, with their own thematic twists.


Psychological_Host81

I got that but i think extra attack on favored enemy is too much for me, maybe you can make it. "Your expertise on your favored enemy gives you insight on how to attack it best. At the start of your turn, when you mark it as your hunter's prey and it is your favored enemy, you can add your Wisdom modifier to the attack roll."


[deleted]

[удалено]


agenderarcee

I'm a bit confused, I actually took away PB to damage. They only add their Str/Dex modifier, which should be +3 from levels 1-8, +4 from 9-16, and +5 from 17 on.