Ranger Variant (without spells)

Since it came up in the wizard forum, I made a ranger variant without spells. Even though it will most likely be less powerful, it should do the job.

Additional Tool Proficiency: Traps (for setting up an complicated trap, craft a trap, hiding a trap, etc.)

Use this table instead the normal one for class traits

1st: Fighting Style, Favored Enemy
2nd: Natural Explorer, Hunter’s Action (use a Bonus Action to either disengage or set up a trap)
3rd: Ranger Archetype, Primeval Awareness (WIS-mod per day, at minimum length)
4th: Ability Score Improvement
5th: Extra Attack
6th: Favored Enemy Improvement, Skill Expertise (three skills/tools [traps would be tools, too])
7th: Ranger Archetype Feature
8th: Natural Explorer Improvement, Ability Score Improvement
9th: Land Stride, Expert Trapper (add your prof bonus on DC of traps you’re setting)
10th: Ability Score Improvement, Favored Enemy Improvement
11th: Ranger Archetype Feature
12th: Ability Score Improvement
13th: Hide in Plain Sight, Natural Explorer Improvement
14th: Favored Enemy Improvement, Vanish
15th: Ranger Archetype Feature
16th: Ability Score Improvement
17th: Favored Enemy Improvement, Natural Explorer Improvement
18th: Feral Senses
19th: Ability Score Improvement
20th: Foe Slayer

Differences:

  • Some features changed their level, to keep the power-gain per level in check
  • Hunter’s Action added at 2nd level, a variety of the Cunning Action of the Rogue
  • Primeval Awareness got (since lacking spell slots) a per day use of the ranger’s WIS mod at the minimum length
  • Skill Expertise at 6th level, since this build have some trap synergy (if you don’t have magic, go mechanical!), player gets reminded, that you could possibly say traps are tools in a sense (which got already mentioned in the tool proficiency)
  • Expert Trapper added at 9th level, which makes even mundane traps pretty dangerous
  • an additional Ability Score improvement at 10th level
  • 5 favored enemy and 4 natural explorer overall, to increase the variety of the ranger and keep it ranger-like without too much trouble

This build suffers in the damage department of a damage focused normal ranger and even don’t have that much utility to boast around, if you consider all the possible spells which would be possible. But since spells are harder to grasp in power-level and ranger’s and that good spellcasters, I personally think the use of at-will features which will come handy every time and more specific features which doesn’t use up any resources. Especially increasing favored enemies and natural explorer makes it much more reliable, since you got a broader array of choices and more favored enemies enhances the foe slayer capstone.

Short today, won’t probably get to the warlock overview until Monday, since I got some gamedays before me (even though I try).

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2 thoughts on “Ranger Variant (without spells)

  1. Hunter’s mark is one of the main feature of rangers. I’d add the ability to place hunter’s marks as an action but fluff it up as some kind of instinctive skill. (not magic)

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    • Honestly, I don’t think that Hunter’s Mark is a spell, which is so important for the ranger. Of course, it depends on your build, but I’ve seen rangers in action, who don’t use it and are valuable for the party otherwise. Like using their 1st level spell-slots to provide goodberries, to lighten the spell load of the healing classes.
      Since I don’t think, that Hunter’s Quarry is needed to be a ranger and the ranger damage hype only began with 4e, I won’t include it in this package. But be free to add it for yourself, if you think, it’s needed. 😉

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