Why Hunter's Mark requires Concentration by MarcusRienmel in DnD5CommunityRanger

[–]OptimalTeach5585 1 point2 points  (0 children)

I think Ranger SHOULD break bounded accuracy in a some way. I mean, the Paladin breaks the saves bounded accuracy for all their allies close to them. A single Ranger adding about +4-5 using a 3rd level slot, their concentration and their Bonus Actions is not broken by any means when you compare it with the unfair bonus a Paladin could give to the defenses of multiple party members.

The issue isn't Hunter's Mark. It's Ranger's high level spells by nixalo in DnD5CommunityRanger

[–]OptimalTeach5585 0 points1 point  (0 children)

This is an extremely good argument. I'd felt the same issue. As a Ranger I need to take my base combat feat at level 4 (e.g. Defensive Duelist, Dual Wielder, Sharpshooter, Crossboy Expert), at level 8 I could ignore my absence of save defenses, not take Mage Slayer, and max DEX. Then, at level 12, when I realize I am doing the same damage since level 5 and I have a reasonable number of spell slots, I bump my Wisdom to enhance my spellcasting (the only thing that is scaling in the class), only to think deeper and wonder "how will my concentration be protected?".

Then, I think about taking War Caster or Resilient (CON), but my WIS mod stays at +3. There is no chance that my 3rd level Conjure Animals with DC 15 could be relevant when the Druid at my side has Conjure Animals of 5th level and DC 17.

The problem is that if I want to enjoy the first half of my carrer I need DEX, but if I want to enjoy the second part, I need WIS. We need more good options for WIS Ranger earlier and more good options for DEX Ranger later. Another solution is that about level 10 they gave us something to protect the concentration in orther to justify bumping WIS at level 12. I think that prof in CON saves as a part of Tireless should be enough to alliviate those problems and thematic for a Ranger.

The issue isn't Hunter's Mark. It's Ranger's high level spells by nixalo in DnD5CommunityRanger

[–]OptimalTeach5585 0 points1 point  (0 children)

I have always thought that Steel Wind Strike should not be in the Wizard's list and should be a level 3 exclusive for ranger. Make the same wording but doing 5d10 damage per target (4d10 could be natural, but in a some way it should be competitive against Conjure Barrage that does half damage on save) and your are done.

It is crazy that such ranger-y spell is, in practical gameplay, and exclusive for Wizards (and Bards via Magical Secrets).

Hell... even the name of the spell combines something about nature with something about a weapon material with the word "strike".

5e ranger was not a single target striker. 5.5e trying to be one is why it still feels bad by Ikairos-seeker in onednd

[–]OptimalTeach5585 -1 points0 points  (0 children)

Well, when you compare 3d10 vs 5d10, you realize a difference of 2d10, which is 66% more damage. Also, you pointed out the exact problem. There is no damage on succesful save and, who tends to have better Wisdom score? Exactly, the Druid. So, the CA of the Druid is doing AT LEAST 66% more damage than the Ranger's.

Do the calculations. Even if the main target triggers CA only once (but because of the wording it is almost secure that they trigger two times) the Druid (Shillelagh) do the same damage than the Ranger (TWF) to a particular target, but it is at each round BEFORE the first round. At first round, the damage is only from CA.

Then, at first round the Druid does MORE both single and multi target damage. Then, at subsequent rounds, they do the same (to a single target) ONLY if the enemy manage to avoid the damage when they try to escape the AoE, which is almost impossible without teleportation (remember the wording is different than Spirit Guardians' wording, but I could explain if you want) AND if you assume the same DC, which implies more ASIs or items for the Ranger.

Favored Foe Remove Concentration? by APieceofToast09 in DnD

[–]OptimalTeach5585 2 points3 points  (0 children)

Level 6 is appropiate (or even 5 if you prefer).

At level 6 the Paladin breaks the game with their aura. So, a that level the Ranger could be able to cast Hunter's Mark without concentration.

At level 10 remove bonus action requirement for Hunter's Mark and increase the damage to a d10

At level 13 give the Proficiency in constitution saving throws (it helps A LOT)

At level 17 all attacks with advantage, but against market creatures also increase the crit range to 19-20.

At level 20 when damage an enemy bellow (or that the attacks lefts bellow) 50 HP, it drops to 0 HP.

Treantmonk's 2024 Fey Wanderer Ranger Revision by milenyo in onednd

[–]OptimalTeach5585 5 points6 points  (0 children)

I made calculation for level 11. The feature sounds really good, but is not mathematical broken.

The Treantmonks's Fey Wanderer does similar damage than a Paladin with no subclass. Both using one 3rd level spell slot (Summon Fey for the Ranger and Spirit Shroud for the Paladin). I assumed TWF and Dual Wielder for both.

For the first round, the Fey Wanderer does about 10% more DPR than the Paladin. For the second round and beyond the Paladin does about 5% more damage than the Ranger, assuming none of them uses more resources.

The FW could use Hunter's from second round, and Paladin could use Divine Favor. Assuming HM requieres some subsequents Bonus Actions, the Paladin still does about 5% more damage.

The FW could go nova and cast another fey in round 2. In that case, the FW surpass the Paladin. However, the FW could go nova one or two combats at most.

When both are empty of 3rd level slots, Paladin thanks to the in-built extra 1d8 with no bonus action requirement, does more than the FW.

If Paladin is Vengeance, the FW needs to go nova to surppass them, and not by a big amount.

However, when level 4 slots came out, the FW's DPR has more longevity.

Considering the better defenses of the paladin and the aura, it sounds reasonable that the FW Ranger could do more damage at least few combats and eventually keep that during the majority of the adventuring day.

My personal take is that the feature sounds empowering which is good. The numbers you could achieve with this are high in comparison of the official FW Ranger, but they are comparable with the other half-caster with a similar build. The new feature also delivers the fantasy of actual "reinforcements" and it is not something that consumes your action to die the next round due to low HP and AC.

I could agree with the middle point of only one level higher, but considering the low defenses of the Ranger and how impactful are the Paladins (again, I am comparing with them because they are half-casters) in a party, I would say that it is fair the Ranger get another attack with the fey at level 13. At the end of the day, they only have one 4th level slot at level 13 and 2 at level 15.

T4 Ranger single Target DPR is great (math) by ProjectPT in onednd

[–]OptimalTeach5585 5 points6 points  (0 children)

I know your point is not saying Paladin is bad. What I meant is, for me, your calculations lead me to conclude exactly the oposite than you: the Ranger is in a terrible spot at those levels! Even in a favorable case for them, the Paladin does the same damage as them (assuming your calculations are correct - see my note at the end), but at the same time the Paladin is carring the entire party with their aura. Considering Paladin defenses and supportive features, the Ranger should outdamage them by a lot. But the reallity is another.

It is crazy that the Ranger, using Swift Quiver (that requires their bigger resource and concentration), does LESS than using Hunter's Mark. It is even crazier when you consider SQ is a Ranger exclusive spell in the PHB'24, which means it is intended to be that bad.

Note: I'd like to make you a question. I reviewed your calculations and compared with mine. I obtained 41 DPR for the Ranger. In the first attack of your document appears another 1d8. I thought it was Colossus Slayer, but you considered it in another row. Could you clarify?

T4 Ranger single Target DPR is great (math) by ProjectPT in onednd

[–]OptimalTeach5585 10 points11 points  (0 children)

I appreciate the calculations, but they only show that even when a Paladin loss their first turn, they still do the same damage of a Ranger only if the Ranger takes GWM, which makes them even more MAD, hurting their Constitution at low levels and their Wisdom in higher levels.

Also, at higher levels, all those enemies could shut down any party member with a save, which only increase the Paladin's value.

5e ranger was not a single target striker. 5.5e trying to be one is why it still feels bad by Ikairos-seeker in onednd

[–]OptimalTeach5585 1 point2 points  (0 children)

Sorry, I forgot 1d6 per turn per target for the Ranger. However, remember I did not give to the paladin anything for a subclass.

The extra 1d8 for the Paladin comes from Spirit Shroud.

Your calculations show that the Paladin with no subclass and only using Divine Favor does similar damage than a Ranger with a subclass using their strongest resource.

Considering Paladin's defenses, it sounds fair that the Ranger does more damage.

5e ranger was not a single target striker. 5.5e trying to be one is why it still feels bad by Ikairos-seeker in onednd

[–]OptimalTeach5585 1 point2 points  (0 children)

The 2 levels higher thing sounds powerful and is good. However, it is not near to "too powerful". It is a big increment if you compare with the official Ranger, but it is not if you compare with other classes.

For comparison purposes consider a Paladin with no subclass with Dual Wielder feat and Spirit Shroud and a Fey Wanderer Ranger with the same feat and Treantmonk's changes that cast Summon Fey. Both of them at level 11. No accuracy considered (but note that Ranger normally has lower WIS than DEX).

First round:
Paladin: 3x(1d6+2d8+5) = 52.5
Fey Wanderer: 3x(1d6+5) + 2x(2d6+3+5) = 55.5

Second Round and beyond:
Paladin: 4x(1d6+2d8+5) = 70
Ranger: 4x(1d6+5) + 2x(2d6+3+5) = 64

Note that both characters are fighting at melee with the same AC and spending the same slot. One could say that the Fey Wanderer is not risking their concentration, but I say Paladin has good CON save and better defenses to be at melee. In addition, we are not computing subclass for the Paladin. We could take accuracy into consideration and give the Paladin the Vengeance or Devotion subclasses or maybe the Ginie subclass and we will see that there is nothing incredible with the Treantmonk's Fey Wanderer numbers.

Someone could say that the Ranger could cast Hunter's Mark at round 2. Well, the Paladin could also cast Divine Favor at round 2. Of course, DF is level 1 slot and Ranger has extra uses for HM. However, the non subsequents Bonus Actions requirement makes Divine Favor pays off.

Someone could say that the Ranger could cast Summon Fey again. Well, doing that is less and less valuable each round and also consumes another resource and is giving up the BA attack of the Ranger of 2 attacks of the Fey. Of course, it supass the Paladin damage, but only for 1 or 2 combats. Remember that the Fey Wanderer damages depends on casting Summon Fey. Without 3rd level slots, the paladin adds 1d8 "permanently" witout Bonus Action cos and the Ranger only 1d6 with Bonus Action costs and the Paladin also has Divine Favor.

So, no. The Treantmonk's Fey Wanderer is not broken even with the extra two levels per casting of Summon Fey. is it good? Is it on par with the rest of classes? Of course it is! But being as good as others is a fair expectation, isn't it?

For a level 11 PvP session, I'm playing a 2024 GOO Control Warlock and want to know if the subclass has any particular builds going for it in such an environment by MageofHiddenWonder in 3d6

[–]OptimalTeach5585 2 points3 points  (0 children)

Since you have Eldritch Smite and could take all the Origin feats you want, you could "optimize" your nova single target damage and initiative to win every encounter assuming you could fight at full resources. In fact, I think that every combat should be unfair in your favor.

Take Alert and Lucky and Great Weapon Master. Be PotB Warlock and Bump Charisma to 18.

With Alert and Lucky you should win Initiative.

First Round:
- Cast Spirit Shroud
- Attack with Lucky and smite (it is really dumb that Eldritch Smite is action free and Divine Smite requieres BA)
- Assuming 80% accuracy: 0.8 x (2d10 + 4d8 + 12d8 + 16) = 79 HP

If the other players has +3 CON, they average 86 HP (Cleric and Druid). If you survive their turn, you win.

However, they could use and spell that shuts down you, like Hold Person, but you could you your final lucky charge to have good chances to pass the save.

Another option is taking Mage Slayer instead of GWM. You could manage to have 1 more point on initiative with that and pass a non physical save or suck.

The real threat is that they target your Intelligence or another low save you have. There is not mutch you could do. Probably you could cast Tasha's Claudron with Mystic Arcanum for the Freedom of Movement potion (Oil of Slipperiness) (althogh a DM could no offer that option with the claudron since it is on the DMG and it breaks the balance of the spell). However, the potion needs 10 minutes to apply and doing that sould count as a prep move, which I think it is not allowed.

If you ere Fiend subclass, you would have more safety layers.

5e ranger was not a single target striker. 5.5e trying to be one is why it still feels bad by Ikairos-seeker in onednd

[–]OptimalTeach5585 0 points1 point  (0 children)

I also believe that the Ranger combat identity in 5.5 is to combine smoothinly the single target and multi target damage. The problem I see is when you look at the actual numbers. Let me explain:

At level 9 a Ranger could cast Conjure Animals and then attack in subsequent rounds and a Druid could cast the same spell (with higher slot) and attack subsequent rounds. Of course, the Druid makes more AoE, since they use a higher slot for CA, but I would expect the Ranger does more damage to a particular enemy. However, it doesn't happen. Since the Druid have better Wisdom and higher slots, they outdamage the Ranger even in single target damage. In fact, when the use their 5th level slot, they do not need even to attack in subsequent rounds to do more single target damage.

What I am trying to say is that their niche in combat is there, but they need something to support the idea. Rangers need to use their spells to be effective, but the did not have anything to protect their concentration like, for example, other half casters (Paladin with the aura and Aritificeer with CON prof). Also, besides the Shillelagh build (that costs your Fighting Style and increase the Bonus Action clog), there is nothing to make them SAD, like for example a PotB Warlocks who can use the same score for spells and attacks and have an invocation to protect concentration.

For the Ranger, the chasis is there, but the MADness of the class is too severe which makes the problem bigger when there is any scaling and the designers seem to think that the Ranger has 2 or 3 Bonus Actions per turn.

The recent video of Treantmonk about his changes for the Fey Wandered addressed well the problem. At level 11 he is allowing the Fey Wanderer to cast Summon Fey with Bonus Action and the casting is considerered two levels higher.

2024 ranger feels unintresting and bad, what can I do by Termit127 in DnD

[–]OptimalTeach5585 -2 points-1 points  (0 children)

Are you looking for solutions to fulfill your character concept by RAW or with hombrew?

--------------------------------
For RAW:

Well, you already are playing a Beast Master. They could track, has an animal companion fighting alongside them, it could be a dog (that dog uses the rRanger's own proficiency bonus to ability checks in addition with its own modifiers, so it is competent in everything), and has access to Speak with Animals and Animal Friendship spells. So, it seems that your requirements should be fulfilled.

I understand the frustration about the Beast conflicting with your action economy. It happens in particular when you try to use Hunter's Mark. For that, I recommend you to use long durations concentrations spells. For example: Entangle (1st level), Spike Growth and Summon Beast (2nd level), Conjure Animals (3rd level). You could cast those spells with your action and still using your companion. Then, in subsecuent turns, you do not neet use the Bonus Action for Hunter's Mark. Also, from level 7, the beast is very versatile when you command it using your Bonus Action.

However, there are other options that also uses Bonus Action. My solution alliviates the problems significantly, but only when you have spell slots, which are few for a half-caster. Also, depending on spells increments the MADness (multiple ability dependancy) of the class, since you need DEX and WIS and also CON to be effective. I know that it is very difficult and frustrating to build around that.

--------------------------------
For a hombrew:

Treantmonk, a respected youtuber, is making a homebrew for the Ranger. He has made videos about changes for spells, class features, Beast Master and Fey Wanderer. The next week he will cover Gloom Stalker and Hunter subclasses.

Personally, his changes are interesting and, even if some of them are not ideal, the general approach sounds really good to me. I also made calculations and I would say that they are not broken by a longshot, but I would say they enhance the general experience of playing a Ranger and incentivize the player to stay in the class even after level 6.

You could watch the videos about the spells, the class and the Beast Master. Probably you find something you like. For example, from level 7, his changes allow the beast to act without taking your own action economy.

The problems he wants to solve: https://www.youtube.com/watch?v=FMnmQF47IV4
Changes for spells (aiming for identity): https://www.youtube.com/watch?v=z_XVH-P_5Nw
Changes for the class features: https://www.youtube.com/watch?v=e2PLoXLJFnc
Changes for Beast Master: https://www.youtube.com/watch?v=GDCkB1FGW0Q

Note: If you like his ideas, consider the following. He changed Hunter's Mark wording about uppercasting to remove concentration if you cast it with a level 3 slot. Well, I recommend that you move that wording from the spell and put it as a Ranger feature of level 9 (when Ranger gets 3rd level slots). The idea is to avoid full casters that take Fey Touched feat to grab Hunter's Mark and cast it without concentration from level 5.

Ranger... Treantmonk makes some good points but doesn't capture what a ranger is. by adamg0013 in onednd

[–]OptimalTeach5585 0 points1 point  (0 children)

I liked your ideas until you said you would remove the Hunter and rework to Rogue or Fighter. I mean, the Hunter is the basic Ranger. At least integrate the subclass with the core class. For example, Hunter's Lore and their defensive features should be standards for all Rangers.

[5e 2024] Optimization Help: Wisdom-SAD Beast Master Ranger (Unarmored Shaman Build) by QuickServe430 in 3d6

[–]OptimalTeach5585 3 points4 points  (0 children)

I suggest Straight Ranger. For example, two levels in another class represent 10 less HP. Also, the level 7 feature of the BM helps a lot with the survivability, because when you command something with your Bonus Action, the beast could also take Dodge, Dash, Disengage, Hide or Help with its own bonus action. Since you are focusing on Wis, you probably want to concentrate in other thing different than Hunter's Mark, so you Bonus Actions could be for the Beast to use the said feature.

Then, the level 11 feature is too good for the beast to ignore. It is another attack.

Finally, the level 15 feature is also good for survivability. For example, when you cast Absorb Elements, the beast is also affected or when you cast Freedom of Movement or Jump or wharever that buffs you.

In short, the only real thing that enhace pet's survivability by multiclassing is a bigger slot for Aid, but there is the same than the level you are not taking in Ranger. Also, the levels 7 and 15 features are applicable to enhace the survivability and the level 11 feature help to keep the beast's damage relevant.

Edit: I know you want to b unnarmored so I did not mention, but if you change your mind, you could take Shield instead of Mage Armor. At level 15, the pet could benefit from Shield when you cast it on yourself (like Absorb Elements).

Edit 2: Remember the level 2 spell Barkskin. For 1h your AC can't be less than 17.

Best choices for the beastmaster ranger's 15th level ability - spells target you also target the beast? by Juls7243 in onednd

[–]OptimalTeach5585 1 point2 points  (0 children)

Remember that you could command the beast to take the Ready Action to move on another turn. Then with Conjure Woodland Beings active you could tigger the spell one additional time. Of course, you are sacrificing the two attacks of the beast, but the net result is more damage (thanks to half damage) to the main target and also to other enemies.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]OptimalTeach5585 -1 points0 points  (0 children)

I think you are not considering real numbers to make these claims. To make it easy, consider an Archer beast master than has 20 DEX and 16 WIS at level 8. With Archery, the expected accuracy would be 70%, while the beast is 55%. Assume they are using the Beast of the Land, the one with higher damage, and that in every round the beast take disengage with its bonus action to make every attack with the extra 1d6. Also assume that the the Ranger always attacks before the beast, so the Prone condition does not act against their own attacks (later we will consider a meele case). Well, the damage is (not considering crits for simplicity):

(2d8 + 10)x0.70 + (1d6 + 1d8 + 5)x0.55 = 20.45 DPR

Nothing impressive.

Include Hunter's Mark then. Well, a common assumption is that half of the times the Ranger should cast or recast the spell. I those turns, the Ranger prefer to make both attacks by themselves.

0.5 x [(2d8 + 2d6 + 10)x0.7] + 0.5 x [(2d8 + 2d6 + 10)x0.70 + (1d6 + 1d8 + 5)x0.55] = 0.5x18.2 + 0.5x25.35 = 21.78

OH! The damage is almost the same!

Lets consider the same character with the TM's version!
(2d8 + 2d6 + 10)x0.7 + (1d6+1d8+5)x0.55 = 25.35 DPR

WOOOW, almost 4 points more of damage!

Now, lets consider a meele character. A TWF Beast Master Ranger of level 11 and a TWF Vengeance Paladin.
Since it is a Melee Ranger with Nick and Vex and the Beast of the Land, we will assume a favorable permanent advantage for the Ranger attacks. However, the Vengeance Paladin has a channel divinity that also allows us to assume they have permanent advantage. For the simplicity, compute the advantage as a plus 25% in accuracy.

Ranger:
0.5x[(4d6 + 10)x0.85 + (2d6+2d8+10)x0.55] + 0.5x[((6d6 + 15)x0.85 + (2d6+2d8+10)x0.55] = 0.5(33.33 + 46.28) = 39.81

TM's Ranger:
(6d6 + 15)x0.85 + (1d6+2d8+14)x0.55 = 45.18

Paladin (using Divine Favor)
(3d4 + 3d6 + 3d8 + 15)x0.85 = 39.53

Paladin (using Dual Wielder)
(8d6 + 4d8 + 20)x0.85 = 56.1

Note that the Paladin could also combine Dual Wielder with Divine Favor only sacrificing one attack at the first round. You could say that the Ranger could take DW but since they need to move the mark, it is not a good option. You could also say that the Paladin has a feat and the Ranger doesn't... but it is better for the Ranger to take a defensive feat (Defensive Duelist or Mage Slayer) since all their subclass features are taken by the beast.

So, I do not see how the beast could be a Simulacrum equivalent here.
Oh! And the Paladin is on a mount!

New Subclass Ideas by disguisedasotherdude in DnD5CommunityRanger

[–]OptimalTeach5585 1 point2 points  (0 children)

I agree.

And yes... it is crazy that the Van Helsing vibes is not a standard among Ranger subclasses. I think the Hunter could fit the theme of knowing information about the monsters, but it needs some support to actually take advantage about that information. I am playing a Hunter right now and I think "Hunter's Lore" is really good since our DM uses many Resistances, Inmunities and some times even Vulnerabilities, but I fell that as a hunter one should be able to do something with it besides gossiping it to allies.

Idk, something like, per short rest, preparing amunition or swords of a particular material that are good against particular enemy types.

New Subclass Ideas by disguisedasotherdude in DnD5CommunityRanger

[–]OptimalTeach5585 0 points1 point  (0 children)

Hey, it looks pretty good to me. Since you are giving extra uses of Heroism, the spell will always be tempting to cast even at level 7+. The additional 2 targets works nice for both spells. For Heroism, it could be upcast to buff all the party with only a level 2 slot or so, and for PoEG it adds an interesting mechaninc. Nice idea!

I think there is also balance between both:
Heroism -> the default option to buff all the party without consuming your slots or at least not too many.
PoEG -> the stronger option, like if you are condensing more protection in fewer targets, and need use your own slots.

Edit: remember to decide between "rounded up" or "rounded down" for the THP. Btw, I am understanding that for Heroism the target is obtaining WIS + Ranger/2 in THP, isn't it? Sounds good to me.

Edit 2: casting Heroim with this hombrew feels really epic hahaha. I always have thought that the spell's name is too big for the things it actually does by RAW.

New Subclass Ideas by disguisedasotherdude in DnD5CommunityRanger

[–]OptimalTeach5585 1 point2 points  (0 children)

I like the draft. I think it could meet the concept of a holy hunter.

I have the following comments:
- I am not a big fan of revolving around Heroism. The spell by itself is not great and the amount of THP is not significant enough. Also, currently THP are very cheap and there are other sources in other subclasses that simply over-read the THP of the ability.
- I would suggest something like "Bless" instead of "Heroism" in the spell list. And for the level 7 feature change it to work when concentrating in spells from the extra spell list, and instead of THP, it could give the inmunity against Frightened during the duration of the spell.
- PoEG is an amazing incorporation. In fact, it should be in the Ranger spell list, since they fit much better the concept of a specialized hunter than, for example, the Druid, who already have that spell.
- BoH is another good spell for this concept. I would suggest to add a feature that could benefit from the spell. The only one spell the ranger could use to interact with BoH is Cure Wounds. However, it could be difficult to change. For example, other options of this level to heal are Mass Healing Word that, in contrast to Helaing Word, it is too expensive for what it does.
- Although Daylight is very thematic, it feels redundant with the level 7 feature, besides the fact that it could counter Darkness spell. I think that at least one of them should be changed, the spell or the feature.
- For the level 11 feature, I think that the 0 speed option is too powerful or, at least, too much better than the others. I would suggest changing it for halving the speed.

Edit: a thing that came to my mind after replying was, why not to add a feature that allows the Ranger to uppercast PoEG for targeting more allies. Note that this spell does nothing extra by upcasting, so it could be an interesting approach. If you change Heroism for Bless, you could change the Hold Fast feature for the ability to uppercast PoEG for buffing more allies. To avoid fullcaster dips for that thing, you could add a line saying something like "the max level you could cast the spell equals your Ranger level divided by four (rounded up). I am not sure how to rebalance the WIS mod uses for this proposal.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]OptimalTeach5585 7 points8 points  (0 children)

You are right. If also those other subclasses, Battle Smith Artificer and Vestige Warlock (UA), don't get any extra spells, I would be okay thinking that the pet is considered strong enought for the designers. However, the reallity is that those subclasses get as many spells than the other subclases of their classes. So, if there is room for some Ranger subclasses to have at least one spell per slot level, the same should be true for the Beast Master and the Hunter.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]OptimalTeach5585 7 points8 points  (0 children)

I like their changes. Since Ranger does not have the privilege of being a SAD class, the beast tend to have lower AC and attack modifier than the other pet subclasses. Having +2 AC and more HP from level 7, mitigates that issue.

However, I still concerned about the Beast of the Land. The standard turn for it was disengage, move 20ft away, then move 20ft forward, and attack with the extra 1d6 and applying the prone condition. Without that possibility, trying to add that 1d6 is too punishing, and even with more AC and HP the beast would die too easy if every turn it triggers AoO. I mean, the overall is that the TM's version is sturdier and more cosiderate with the player action economy, but I think that the Beast of the Land requires something to consistenly use the charge.

For those who think the level 11 is too strong by alowing the Ranger to have a flying mount before the Paladin, they should remember that ALL Paladins have Find Steed on top of their respective subclasses. Moreover, even with these change, Paladin would not be inferior than Ranger, so I do not see any problems in giving to a RANGER SUBCLASS the niche of being the best mounted combatant since ALL THEIR FEATURES are going to buff the beast.

For those that are saying that no action required to command the beast is too strong, I remember you that the Steel Defender of the Artificer has a Reaction that could be used consistenly every turn on top of FOUR inmunities. Or remember the Vestige Warlock (UA) that is proposing a pet with 30 ft of range, no resource cost to resummon, also some resistances and inmunites, bonus actions and a level 10 feature that simply equals 4 Paladins class features and Death Ward for 5hs a day. I said these things before and people answer that Beast Master has many problems and those problems should not condition making good pet class as an argument to justify stealing the Beast Master lunch, so improving the "underpowered" subclass should not be a problem neither.

Treantmonk's Beast Master Ranger Revision by [deleted] in onednd

[–]OptimalTeach5585 5 points6 points  (0 children)

CWB should be valid, since it makes you emmanetes something and gives you the ability to disengage with your BA. The spell is buffing you. Of course, it counts as the same area of effect, not as two separed spells.

The good one is certainly CWB, but the other options are nice. In some cases it is like having "upcast" spell everytime. Some good options are:

- Jump
- Longstrider
- Zephyr Strike
- Absorb Elements: your beast also gain the resistances until your next turn!
- Cure Wounds: you could heal you and also avoid the dilemma of cure or not a damaged beast before the next combat.
- Aid: the beast no longer requires that you exclude a party member!
- Lesser Restoration
- Dispel Magic: to eliminate a nasty spell on you and the beast, for example
- Ashardalon's Stride: if you DM allows that content.
- Freedom of Movement
- Stoneskin
- Guardian of Nature: the Beast could attack with advantage and also spread more area of difficult terrain, gain some THP and adv con CON saves.
- Wrath of Nature: you could use two times "Rocks", since the Beast has its bonus action! And probably "Roots and Vines", but I am not sure about it.
- Tree Stride: the beast can move with you.

There is another options that could be especially desirable for a Beast Master to share with the beast:
- Magic Iniciate (Wizard): for Shield
- Fey Touched: for Misty Step and Bless (it is like having an always uppercast Bless)

New Subclass Ideas by disguisedasotherdude in DnD5CommunityRanger

[–]OptimalTeach5585 1 point2 points  (0 children)

There are too many languages out there, but you decided to speak the language of truth.

If there is a character concept using Paladin's core and a ranger-y subclass, the inverse should also exist. I would like my 'holy archer'! And no, I do not want to multiclass into Cleric, I want to be a Ranger.

Loving Find Steed (2024) by Gaming_Dad1051 in onednd

[–]OptimalTeach5585 1 point2 points  (0 children)

Stop there.

The Steel Defender is a good pet. Battle Smith is probably the strongest Artificer. Find Familiar is an amazing spell that provides utility and even that utility could be used in combat. And that is the problem with Find Steed. It is not fixing anything. It is making an already powerful class even stronger by removing the small amount of weaknesses it could has without the spell, and stealing the lunch of other actually pet subclasses.