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Replacements & Enhancements for Rangers & Fighters in Unearthed Arcana
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- เผยแพร่เมื่อ 6 พ.ย. 2019
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Replacements, Enhancements & new Spells for Ranger's & their animal companions in the latest Unearthed Arcana for Dungeons and Dragons 5th Edition. Jeremy Crawford breaks down the latest UA class variant features for Rangers & Fighters.
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Will you be playing a Ranger with these new Replacements & Enhancements? Which feature variant do you like most?
Favored Foe > Favored Enemy
Deft Explorer ~ Natural Explorer
Also, add Beast of Water and some based on Underdark/Feywild/Astral/Far Planes/Etc themes.
Yes! The favored foe option and the druidic warrior fighting style are really exciting! I'm playing a ranger with a little bit of fighter, and having the 2nd fighting style for defense is kind of generically good, but now I can take archery via fighter and grab druidic warrior for some really nice utility!
Deft Explorer is so cool and does such a great job of making the ranger feel like a wilderness explorer
Yes. ranger is my favorite class. All of them. I am so excited.
Nope. Variant Human battle master fighter with both the feat and combat style to maximise both dice and maneuver options (6d8 and 5 maneuvers at level 3!). Getting to swap out maneuvers AND getting non-combat options!?! Warlord class confirmed.
Jeremy: "A narrow majority don't use feats."
Whaaaaaaaaa??? I had no idea. I've never seen or been in a game that didn't. This blows my mind.
Same. I’m interested in why... is it just to make balancing for the dm easier? As a Dm and a player I’m curious...
That is surprising to me. Once my gnome wizard hit 20 intelligence, what else am I to do with my ability increases?
I run a table of six, and I think there's one feat in there.
I've dm'd several 5e games some without feats and some with feats and there are a few reasons why you would want to avoid feats.
1. New players: Feats are often overwhelming to new players at the table, as it can be a little much to take in, and they'll often take a poor feat and sabotage their own characters effectiveness.
2. Intruding on backgrounds: Some feats don't really make any sense in the context of the game. You just killed a troll and leveled up, now you learn 3 new languages and your int score goes up by one? Maybe it would make sense for a warlock, but for everyone else they're going to want to take it at level one. Which brings me to my next point...
3. Pushes players towards human: When I introduce feats into a game players begin to gravitate towards the feats as central characteristics and thus they want them as early as possible. So many people pick variant human to speed up their concept by 4 levels.
4. Vertical Balance (a single members choice): The quality of certain feats for one play-style can outshine others. This influences a player towards a character build that's less fun for them. When the fighter is choosing between dual wielding and two handed, the GreatWeaponMaster feat is going to impact his thoughts.
5. Lateral balance (a player in relation to the rest of the party/world): As a DM this is often my greatest concern. D&D is built around power spikes at certain levels and feats can change when one player's power spike lands in relation to the rest of the party which can make encounter building difficult. For example, if the sentinel grabs polearm master at level 4 he is getting a major power spike before level 5, and I simply cannot scale up encounters to match his progress because the harder monsters are going to be a problem for the wizards without their fireballs! Especially for new dms, this could unbalance around 9-12 encounters worth of combat depending on how fast the players are leveling. Thats well over a month of boring combat for many partys!
Does Adventure League use feats? Because that might explain the narrow majority.
taking concentration off of hunter's mark actually makes the class' spellcasting worthwhile. If the front loading is an issue, move the removal of that part to 6th, which is dead level now otherwise
Good idea!
IMO 6th level is too far. Leaves it in the same Vulnerable "Everything requires concentration and nothing is good besides Hunter's Mark" situation as now.
I'm not a big fan of it, with this and something like hex, you are looking at 2d6 per hit, at low levels, likely 3d6 by using a short sword, and a total of 6d6 per turn with 2 weapon fighting, this is all possible before level 3, that's a LOT of damage
My quick solution would be to just say it dies have concentration, but you can use it up to your wisdom modifier of times without using a spell slot
@@telkei3365 It stills accomplishes nothing then. All other spells stay blocked by your need of concentration. Since none is better than Hunters Mark you are forced to play this one spell. Extra damage early on means nothing in dnd early levels. What will that do? Ultra Kill the Goblins? It gives you an edge in boss fights but that's about it. I'd say rather than that make it a 2 times per long rest thing. That way it's more of a Burst of Damage for 1 min thing and can only be done twice every 8hrs
I was thinking about removing the ability for it to change onto a different enemy when they died, if cast with the feature as opposed to a spell slot.
i.e. you mark a specific enemy and if they die you have to use the ability again to mark something else...
If you cast as a spell using a spell slot then it uses concentration and it can change targets
Possibly rename it to something else to avoid the confusion though...
4:18 That explains SO MUCH about the last year of UA. Heck, almost all of UA.
When the options are so good and Ranger finally gets fixed, its times like these I hate having an up-tight DM.
no UA stuff?
@@Konpekikaminari He's stingy with anything not in a book
@Svellsongur I dare say the Ranger is fixed
I'm sad for you man. I'm the DM in my group and right now I'm printing this out and handing it to my ranger. I cant wait
I tell you the new fighting styles, fighter maneuvers, & the ability to swap maneuvers on a long rest really have the fighter in my party extremely excited.
I homebrewed it in my games years ago. Though I did limit it. At 3rd you learn 4 and choose 2 after each long rest. Then at 7th, 10th, and 15th you learn 4 more in each level and choose additional 2 after a long rest.
3rd known 4, has 2
7th known 8, has 4
10th known 12, has 6
15th known 16 (all), has 8
It kind of sucks about stuff like Hex because it would be pretty neat to be able to cast Hunter's Mark while using stuff like Pass Without A Trace to track someone down for example. Rangers have a few neat concentration spells so I hope that aspect doesn't get entirely nixed just because of the possibility of concentrating on Hex or another on hit damage stuff
The only way to free rangers from choosing between mark and something else is to give them both. This does make it so that the choice becomes "mark with damage or mark with else?", but that's still much better alternative. You didn't have to always mark, you don't need to always double mark now. As for your concern, these changes are not made with multiclassing in mind. This means that ranger is not balanced around this new double mark/hex combo.
@@yargolocus4853 You can't double up Hunter's Mark. You can only have 1 cast at a time.
But isnt it possible to use Pass Without Trace on top of Favoured Foe's Hunter's Mark (HM) now? Because this version of HM doesnt require concentration, meaning youre not concentrating on it, meaning you can cast 1 more spell that requires concentration (around 3:00 in the video), right?
@@TaiNguyen-tw1gp No yeah with this version it would be, it's just that in the video they talked about how because of other interactions it's likely that will be changed
how i solved this is i got a hunting partner. essentially, they were a hired NPC who came with me when i went tracking, and ran away if a fight started.
Todd looks like Thanos' younger brother. This is a compliment.
Hex and hunters mark both take bonus actions. It would take 2 rounds of full set up to make use of it against one creature. Then if it dies, 2 more rounds of set up per creature.
Which possibly gets in the way of bonus action subclass features and also two weapon fighting.
Most combats are like 3 rounds long anyways.
16dex/str two weapon fighting over 3 rounds is the exact same expected damage as hex/hunters mark setting up for 3 rounds. And is actually worse because it takes the third round to catch up.
This is at lvl 1, feat for magic initiate vs no feat.
Average damage per round without dual wielding (all with shortsword with max attribute bonus to damage) at level 20:
Fighter: 34 (4 attacks no fighting style)
Barbarian: 29 (raging, level 20 setting strength to 24)
Monk: 22 (shortswords are monk weapons so d10, and double if using flurry)
Rogue: 40 (sneak attack yo)
Paladin: 44 (free improved divine smite die, expending 1st level spell on each swing)
Warlock Hexblade: 36 (hex, hexblade's curse)
Wizard Bladesinger: 27 (bladesong/dance thingy adding INT, it is 40 if using haste for an extra attack)
Ranger: 29 (hunters mark and foe slayer)
At best, hex adds 7, putting it past fighter by 1 point. I don’t feel free hunter’s mark is that broken without the multiclassing variant rule.
Think more on the lower levels, that's a lot of damage for someone to be putting out, like repeatedly casting burning hands, and that could crit as well, plus the extra effects that those spells give as well
This amount of damage on the lower levels is too much, this isnt even touching on feats and the like, they may be a variant rule, but it's one so commonly used that it's worth looking how it all interacts
@@telkei3365 it is only a bit much for the furst twi levels, and the feature is limited by your wisdom, at most two or three times, (only adding 3.5 average damage, another 3.5 on the second turn for hex if you take the feat variant rule and they are variant human) if you are running fewer encounters than that, then at 1st the wizard can have higher damage with two burning hands, one of the weakest spells, the fighter can heal and has a fighting style, any caster ahs a 3d6 spell available, and Warlocks are hexing, barbarians are raging. This and a possible move speed or move type is all they get, it still feels on par. Yes if you count feats the damage can be crazy, but so can it for ANYONE and ANY CLASS. I have crunched average damages from 1st level to twentieth to make balanced homebrews for my players, you wont be able to tell how broken it is until you play and that is the point of the unearthed arcana ^_^ Honestly, crunching it out across all levels; it is fairly balanced in theory, only testing can show if it is true.
Average damage with short sword above and hunters mark (ability mods at +3 at 3, +4 past 8, +5 at 12)
Level 3: 10
Level 5: 20 (extra attack)
Level 8: 22
Level 12: 24
Level 20: 29
Suggested change for hunter's mark, it counts as concentrating on a spell, but concentrating on it is so simple, that you can concentrate on it while concentrating on up to one other spell from the Ranger spell list. That way it functions the same for solo rangers, but it doesn't change the dynamic for multi-class rangers.
does this mean that is a possibility to see a PACT OF THE CHAIN variant feature with a similar design to the Primal beasts/wildfire spirit in a future version of the arcana?
Todd looks like some kind of demigod with his lighting.
No he doesnt
Don’t remove the no concentration’ from Hunters Mark. Make it a scaling bonus. Maybe they get free Hunters Mark at level 1, they can cast it wis x per day at level 6, and they can use it without concentration at level 10 or 11
But then low level gameplay suffers. I've played a lot of DnD 5e and I've only run a full 1-20 campaign once. The rest never go Beyond 8-10. I feel low level gameplay needs more Power and this makes it amazing
Free HM with Wis castings at 1, no concentration at 6 works better I'd say
@@AdeptPaladin this could be interesting. I would say maybe at lvl 3. I know it allows for a dip and multiclassing but I love low level gameplay and Playing hunter's mark for 6 levels and no other spell because no other spell even comes close to it sucks hard.
@@williamtorres4140 Most things are front loaded anyway, we don't need more power early game, we need more power late game to get more people to shoot for those levels if possible.
@@TheKroganMaster Most people don't quit shooting for Those levels because the High levels are not tempting. People usually quit trying when the story dies down or life interposes itself. Not everyone can get the same day free in a group of 5. So eventually the games die due to life or Even the DM Tiring of being the so called forever DM. Early level needs to be more fun so in case a game ends it still gave a good experience. It isn't front loaded. In any case the early abilities feel unfulfilling.
I've always liked playing the badass normal fighter and I'm always glad to see something new for fighters.
Oh, class by class breakdowns for the new variants.
Neat.
Love the new Beastmaster options, I just think the beast of earth needs a little more to be in line with the beast or air’s power.
They should have a beast of the sea. I thought it was odd to include land and sky, but not sea.
@@sillvvasensei It does have a swimming speed.
It isnt even possible to cast ranger attacking spells or buffs with concentration on hunters mark, i see this as a Mandatory change for the class to make any sense
You can't cast other concentration spells but you can still cast spells
For the Hunter's Mark concentration thing with regards to multiclassing: Could a fix for that be to add a rule that it only doesn't require concentration if Ranger is your only class? So once you multiclass, it requires concentration again, the justification being that you are no longer solely focused on being a Ranger, so your Mark skill diminishes slightly.
I’d respectfully like to point out that the capstone ability for Rangers directly relies on favoured enemy feature. If you use favoured Foe variant the capstone needs to updated or replaced as well.
That capstone barely exists normally anyway. Having it or not having is barely different, so hopefully the replacement is a real ability.
Favoured foe the replacement for favoured enemy states; "You can call on your bond with nature to mark a creature as your favored enemy for a time" so from my understanding if you cast Hunters mark through this feature the target that is marked is your Favoured enemy and thus the capstone ability is usable on that target.
@@empireofmatt
I missed that completely. While elegant, the sad fact is that the ranger's capstone is so subpar that it's almost always overshadowed by 1st-3rd level abilities.
@@GlacialScion to be fair to you ranger and a number of other classes have very sub par capstones, Wizards of the coast still seem to have a design philosophy to support early level play rather than later level play, would like a lot of capstone abilities to have received an enhancement or replacement
I really dont think the Hunters mark/Hex combo is a problem. For one, Hunters mark still uses a bonus action, so it's going to take you 2 turns to even get both out. Even then it's not a huge boost.
It’s likely no one in charge of D&D will read this, but I’m just gonna put it out there to try and get feedback. I feel all the beastmaster really needs is an ability at third level saying, “If you command your animal companion to attack with your action you can make one weapon attack as a bonus action.” It removes the common complaint of “you aren’t able to attack with your own capabilities until 5th level.” The fact that you have two attacks at such a low level may not be appreciated by some, but realize that two weapon fighting existed prior to this point, and the damage increase from a two weapon fighting hunter ranger with colossus slayer I feel is pretty comparable. Also just something I feel should be included because animal companions often get pegged because of their durability. Please include in your games a line of text that says, “The animal companion of a ranger makes death saving throws.”
perhaps for hunters mark "you must concentrate on it as if you were concentrating on a spell but you automatically pass checks to maintain concentration on it so long as you have line of sight on the target"
eh... then spellcasting for hunters sucks again. Almost all the damage spells have a concentration rider for 1/3rd casters anyways. Why does ensnaring strike, zephyr arrow and hail of thorns ALL require concentration? It boils down to.. Hunter's mark or....
The rangers beast companions in this new UA are considered Beasts. Does that mean that my druid can transform into one? How would that even work?
Check the last paragraph of the Ranger Companion Option text, right before the stat blocks. :)
These changes to Ranger are something I almost consider mandatory- they are vastly better than the original abilities to me, not just because they are strong- nonono, it's because things like Favored Enemies, depending on the DM, might NEVER see use.
Hex and hunter's mark isn't as great as he seems to think. Still takes until the second round to stack both onto something, and there are plenty of other, better concentration spells you could have up.
And that's not even mentioning transferring them, as it would take 2 bonus actions thus 2 rounds to restack on a new target.
The point is it can allow 1d4+2d6+dex+1d4+2d6 per round with dual daggers. At level 1.
I'm not saying it's bad by any degree but if your group is fighting a bunch of things there might only be one round of them on 1 target. But again if it's just one enemy then yeah that foe is falling fast.
Unless you're level 1-4. Then it's the best option you have
@@ittyandpocky True but that's after the 3rd round of combat
Is it possible to not let it count as a concentration spell when you are using other ranger spells like ensnaring strike?
You could even bring this at level 6 instead of greater favored enemy. That it no longer requires concentration and does no longer require material components.
And at first level is the free HM and that's basically it.
That would be a great fix and would make the hunters spells more useful! All their damage spells require concentration
My favorite spells for the ranger will always be entangling stripe or Zephyr strike
I think all of these enhancements or replacements are super thematically fitting, looking back even to the rangers of LOTR, that its amazing and the hunters mark ability just makes sure the ranger can actually use a class feature, before they were so dependent on the type of campaign you were playing it would suck to be totally absent from their desired terrian and enemy making them fall way behind.
Plus not many groups track food and travel and such in detail so that feature was basically unused by us. I think its a great direction, would love the no concetration to stay on hunters mark for them as it is obviously powerful and useful for them and it fits thematically these guys are supposed to be the hunters of the world including dragons and freaky plant things so why not? You already have to split your stats with them so you probably wouldn't go full wisdom just to get this ability more times a day by dumping dex or con.
There are of course gonna be power gamers who break it so i understand making it officially downplayed so AL isnt trashed and that one guy of the group doesnt hog the spotlight. But im sure there will be a good compromise.
By appying the changes in HP, save modifiers, the ready companion and primal rebirth traits to any normal beast, you basically fix the beast master.
~~ Low Level Dips ~~
1 level of Ranger = Favored Enemy
1 level of Cleric = Heavy armor proficiency
2 levels of Fighter = Action surge
2 levels of Bard = Jack of all trades
3 levels of Hexblade = Hex + Hexblade's curse
This seems fine.
Losing out on extra attack and 3rd level spells is a pretty hard handicap.
@@geddylee632
Oh, this isn't all together as one build. This is just a short list of classes that people can do a 2 level dip into to get nice features. It was meant as a reply to the video's comment about "We don't want to make hunter's mark too appealing otherwise people will just go for a 1 level dip"
Personally I often consider a 3 level dip into Rogue:Thief for the climbing speed. But the new UA is giving climbing AND swimming speeds to the ranger. So I'd rather take that.
@@shanerooney7288 i would throw on the warlock dip too. Hexblade with hex hunters mark and hexblade curse is alot of damage
keep up these great Ua options. i would love another official book like the xanathars guide or like a players handbook 2.
I think that's what these UA's are worling towards, and I can say this because one of the previous UA's had what was the prototype for the Gloomstalker which obviously came out in XGTE
I've only used hunter's mark until the point where ranger got conjure animals. Now I'll probably be using entangle a lot in lower levels and adding that extra d6
Gloom Stalker is cool and all...swarm master sure...still waiting for just a Revised Ranger Hunter....
Hunter ranger is already pretty good.
3:30 What's the point in giving rangers no concentration hunter's mark if then they are gonna give rangers smites and "most likely" revert the hunter's mark to require concentration?
Both require concentration, so if you want to smite you are just gonna lose that hunter's mark, unless they change it to Hunter's mark not going away for it's entire duration BUT is not active while you concentrate on a different spell
I've been waiting for an actually smart battlemaster xD Which is how a good combatant will end up being eventually anyway
Granted with front loading Ranger, you are either a Ranger OR you have a minimum 13 Wis and Dex (plus anything else from another class) Spreading yourself so thin makes the frontloading pretty fair. Also if a Ranger picks up Magic Initiate~Warlock (Cantrips+Hex), then they need two turns of bonus actions to set up HM and Hex. Sounds pretty fair for a nova option.
They could have hex pre cast, it has a long duration if I remember correctly, so if they could tack it on pretty quick
I really hope you leave the Class Feature Variants for Ranger the way they are. I love Rangers conceptually, but unfortunately the PHB doesn't mechanically support the class fantasy in my opinion.
**My opinion** played a lot of revised ranger lately I love the smites added in, I think hunter mark should still cost a spell slot and cast it as a bonus action. But I'm happy it doesn't cost constitration. That allows for smites to be use on top of hunters mark. I think the advantage on initiative is a little over kill due to the fact "EVERYONE WANTS TO BE RANGER FOR THAT" but the only subclass I think that should even get that is gloom stocker due to the fact it needs to go first. I love what you guys did for favorite enemie getting all instead of only 3 types of humanoids. Just want another favorite enemy so I can pick up undead. **Kill the cultist that worship undead fiends yeet**
The non concentration for the hunter mark allows for more people to be marked. Instead the ranger should get a special casting of the spell where they can mark up to wisdom modifier
How?
The chief problem with the beast master was always the lack of options. Beast is a rather limited monster type.
I love this. It adds a lot of much needed variety.
Particularly the ability to choose the primal beast's appearance (all of the flavour of a higher CR beast; none of the complaints of it being too overpowered).
Could hex work the same as hunters mark but have them both level up over time. So may be you get the spells as a free spell at one but only one use them. At higher level you get more uses then, then concentration thing even later. This could stop the one level dip problem.
So where can I find this? All I can find online is the 2016 version of Ranger Revised
I wonder if we will get more deft explorer options, it'd be interesting to have some more customization in it besides just picking which is better early on. Either way I really like how they decided to work on the ranger, its going to make them feel much better and more reliable to use, likely going to use one for my next character.
Easy fix for Favored Foe hunters mark: If ranger level is not equal to or more then other classes from multi classing, you only have access to favored enemy (as per PHB). If you want the new hunters mark to work, the Ranger class needs to be the predominant class or, as per above, equal level to another class. So you can be 5 Ranger/5 Cleric. But you cant be 3 Ranger/7 Cleric, as an example I how sorted it out. Otheriwise everyone and their mother will take 1 level ranger. So this is an easy fix for that.
Now as to how I as a DM run Rangers: I give Rangers the level 20 ability at level 1, but on every attack, vs favored enemies. With the new implementation in place my Ranger 20 will be like this: Add +1d6 to hunters mark and threat range 19-20 vs marked targets.
By that logic, could Way of Four Elements monk recieve new spells just by offering them as "Well heres how we would have done it"?
Curious if you’ll use the new beast Master pet stats for Druid wild shape state options now?
Anyone got a link to this article? The Revised Ranger from 2016 doesn't have the mention of the free hunters mark
Yes I love the spell expansion .
I feel the ranger they gained alot of mechanic benefits but they lost alot of flavor in it. and they still lack something more.
would like to see the casting of hunter mark actually happen while the ranger is tracking its quarry like if they find the tracks and study it for a while now that creature is targeted by hunter mark.
This is so flavorful for me.
I would like also to all the fighters to get 2 or 3 superiority dice to use because of the flavor and the number of uses that the battle master lacks a little bit.
I really enjoy the UA, always give some flavour to the character
I don't think I've ever encountered a DM that disallows feats.
MetaKaios there's a lot of grief with the great weapon master and sharpshooter feats
Matt Colville doesn't do feats.
Hugo Maat yeah, but Colville also designs classes from whole cloth that overlap what could be easily accomplished with reskinning and reflavoring of other classes + feats. He loves doing design himself rather than tripping over someone else's.
Also, though I doubt that "actual play" streams are representative, if we treat them as such, that's one of the 10 I can think of that doesn't use feats, which isnt exactly a "narrow majority."
@@samuelfaucett7861 i just replaced them with power attack and a ranged version of power attack
Nice to meet you :P
So where are the primal beast options they keep talking about? I dont see them on the revised ranger UA.
Aww man, stat blocks for druid forms is the biggest thing on my wishlist for druids
I am really impressed with these options! I really wish that the Ranger & Druid; and the Paladin & Cleric just shared the same spell lists though.
Slightly upset that the majority of the video was spent talking about yet another Ranger change lol I wanted to hear more regarding Maneuvers and the likelihood of them being made a standard for all fighters
Where can I find a detailed version of these changes?
Looks like the Beast Master finally got something stronger than using a Stirge as their companion.
Any idea when these options will be added to D&D Beyond?
Currently no ETA for when it will be available, but the team is hard at work on implementing it into D&D Beyond. If you wish you can follow @DnDBeyond on Twitter for updates.
@@DnDBeyond Following diligently! I'd love to introduce these to my game ASAP but we're using D&D Beyond - can't wait they look great
I very much like this direction. I definitely hope these variant features make it into the game.
Any plans on changes or enhancements for the Barbarian Berserker subclass? Really needs love. (like remove the exhaustion debuff).
I LOVE the fighter stuff!
Beast of the Sky, Beast of the Earth, Beast of the Sea
Isn't time for WotC to admit that Ranger was supposed to be a Ranged class and revise it to actually be one? 66% of Ranger only spells are ranged weapon related! Sure you can play a strength Ranger but then you are not using most of your class specific spells. Might as well just play strength Druid then since over 80% of Ranger spells are Druid. (You can say Ranger has some strong spells but the thing is Druid probably has said spells as well)
I hope that they keep the revise ranger as it makes playing the ranger more enjoyable for me.
Love the ranger stuff now add call lightening to the sorcerer spell list my storm sorcerer needs to be able to actually call upon a storm
if your playing AL then your out of luck, but the original UA Storm Sorcerer had domain spells that should probably just be included, it was a mistake to not have an expanded spell list for sorcerers in the original phb
@@olivermeloche2042 I never play AL anyway its too restrictive but yeah its dumb that they keep toying with expanded spell lists in UA then taking them away when their finally published. The abberant mind feels great with the added spells but ik their just gonna take em away
@@alexiushendrickson7509 I think its because sorcerers with the expanded list feel much better then the two options in the phb,
@@olivermeloche2042 the new subclasses feel much better than the original ones in the PHB regardless. Horizon walker and gloomstalker feel better than hunter and beast master, Totem and zealot barbarians feel better than beserker. AT least with casters you can just add a variant rule that gives all of the subclasses expanded spell lists to make it feel even
Yeah the unarmed fighting is NOT optimised for multiclass, especially with monk
Amazing work .......how about those druid monster shape statblocks though? Can we get those??
I hope they don't take away the no concentration. Ranger Needs to not concentrate on atleast the Hunter's Mark. They need to free up some space. It is indeed powerful, but, Low Level gameplay is very prevalent and having options to make powerful low level characters is fun.
Sobfor beast master, dose the animal companion you choose loose its natural abilitys?
Exp: u choose a "steeder" dose it lose its spider climb and leap?
love the updates especially for ranger, However I still prefer revised ranger or PHB ranger, due to some certain abilities that for me make it a lot better. so dont forget the revised ranger.
On this version of Hunter's Mark.... it's not overpowered at all. You still roll for damage, it's still 1d6. 5 times a day max unless you get beyond normal ranges. Compare it to the Revised Favored Enemy- you get +2 damage to a large number of creatures just all the time, you get a language, you get bonuses on lore and tracking vs those creatures. Then at level 6 it becomes +4 damage and the tracking bonus and lore bonus VS two wide creature types, plus resistance to spells and abilities from the 'greater' foe you picked up, plus a total of two languages. This hunter's mark is what you get instead of all of that. Even versus just the level 1 version it might be a little weak, just more general. If you want it to scale or get features as it levels up, sure. But at that point just make it something else other than Hunter's Mark.
13:17 It's not that not every group allows feats, it's that feats are so costly, (Particularly at lower levels) and most games tend to run low level, so nobody takes feats, instead upping their ability scores.
Literally every table allows feats.
Thats not true I have talked to many dms that dont allow feats. Its usually the DM who doesnt like it though.
The strangest part about that is the game is more unbalanced without feats. It almost feels like the decision to make it optional was made late in development.
@@GlacialScionIt is not the game was built without feats in mind when it comes to combat.
@@Humble197
Maybe, but that seems strange given the fact that the lack of feats results in dexterity being strictly better in every way than strength, whereas the feats actually balance things like that out more.
@@GlacialScion That is just an inherent design flaw with the system itself.
I get changing it for multiclassing... but why change it like you did? Once per turn, concentration requiring, proficiency uses per long rest... this has so many layers of constraints now 😥
Back to playing Fighters and Rogues for my woodland characters.
Well, here's waiting if this ages likes sour milk or not. Personally, on UA CFV:
- Canny was overtuned. Giving expertise on any skill in the list without requiring prior proficiency was stepping on the Rogue's toes. Good change. But now it is mechanically worse than the other two, so locking it as the first option is good. I just wish they left the other two as options. I tend to play low level games and now making a pursuit hunter ranger is impossible because Tireless is locked to level 11.
- I can see the issues with concentrationless Hunter's Mark. My solution would be to make Hunter's Mark a feature instead of a spell. Helps buff it against anti magic fields, Counterspell and Detect Magic, but keeps it locked from Metamagic, upcasting and so on. I would also make it require concentration at first level, drop concentration (and verbal component) at sixth, and have a "recover one use if there are none left" on a short rest at eleventh. This would ensure a significant buy-in to drop concentration for multiclassing.
- Removing Unarmed fighting style? Boo.
Most all other changes I either agree or respect the reasoning behind. But Hunter's Mark is almost vital for Rangers. Both in terms of damage (particularly at higher levels) as well as letting them do SOMETHING better than Rogues with Expertise (advantage on Survival and Investigation checks on your mark).
@@fnzer0 it totally aged like milk
A narrow majority of players?
lol
I like feats, but I love ASI. I wish more of the feats offered both. Or you could just have both period.
This UA is 10/10, PLEASE make this official
Hmm.. I didn't understand the reason to keep the poor scaling of the beastmaster pet? He says "The scaling is in the beastmaster" But the scaling in the beastmaster subclass is part of the issue people have with the subclass
He was referring to adding your prof bonus to the beasts attack and damage as well as ac and saves, Not the health scaling- which is higher for these beasts then it is for a standard ranger
The Ranger is by far THE best Alteration to a class in the document as has truly moved the class toward what many players and Homebrewers want.
Didn't like the Cantrips as a Fighting Style for the Ranger and Paladin, would of been better for a new Subclass Feature
I don't like the Battle Master Maneuvers as a Fighting Style idea. Fighting Styles benefit your characters chosen or flavored style of combat (Thrown weapon Fighting style was amazing) Maneuvers really are just tricks you can do once
When will these changes be added to Beyond?
I hope this stuff doesn't count as the +1 for adventure league
If it's a new source book, then I'd imagine it would.
It had better
TheZerotk88 I don't think the spell lists count, but all the other newish revised and improved features would
Why is the only caster without a secondary healer option is wizard
This is amazing, although i already designed my own homebrew ranger that took me 6 months between some playtesting, researching, editing, posting, talking, asking and oof! Might end up not using this UA since I put so much work into that.
Rangers can haz Smitez?! YES PLEASE!
Im sorry But I still dont understand why there is no double attack
still doesn't fix two weapon fighting for beast master rangers, this is the hill i will die on
@@Enkidu659 so you trade the extra attack for the beast command as like a reaction, that works, especially because rangers don't really use theirs a whole lot
Anyone have a link to these new BM companion stat blocks?
They are inside the recent UA document. Go read it! They are each called Beast of the Earth and Beast of the Air.
@@Yarott75 not seeing anything about companion stats
Ahh. The class feature variants UA. I was looking for ANOTHER ranger/fighter UA like the one from a couple weeks ago.
I'll say it a thousand times: M O D U L A T I O N. Add things that we can replace or specialize in to make our characters more unique. You kinda did that with the fighting styles, but that feels like that's about it. Big boys go for great weapon style, archers go for archery and shield bros for armor, but what about the rest?
If you want more unique characters 5e is probably the wrong system
Where can I find this UA?!?!
I don't see it anywhere.
Grorl
Step 1: google: unearthed arcana
Step 2: click first link
Step 3: read the unearthed arcana
@@leguan278 haha, it took me a moment but yes, I found it. I kept reading the new sub class one was the new one. Thinking, this I've read already! Lol.
Update the god damn ranger in Beyond or at least add the AU versions. It is not that hard damn it...
With the new subclasses and the variants to the core classes I wonder if they'll release more new PC races.
Playing as an Ondonti(good aligned orc subrace) ranger could be intriguing. I may not play D&D yet, but once I get into the military I would love to play.
If they introduce more forgotten races and new original races they could offer more options for roleplay. Imagine if they introduced mutants and platinum dragons(polymorphed into humanoids for lore reasons) and said platinum dragons rarely grace the prime material plane.
Seeing platinum dragons outside of Bahamut could indicate a new secret plane and that these extraplanar dragons act as heralds in extreme circumstances.
the good thing about D&D 5e is that it's very easy to homebrew, for example take the orc race and replace the prof in intimidation for one in persuation and you're done.
Sorry Jeremy, but we call it the PHB.
Sad that favored enemy looses the favored enemy part! Maybe hunters mark without a spell slot can only happen on the favored foe? having some special effects on orcs or giants or whatever is so iconically ranger!
THEY FINALLY FIXED RANGERS !
ver unorthodox, but if you could grab these variant features for the revised Ranger, you could have a quite powerful build
I don't see how that would work at all.
Slowly but surely the players options and powers are becoming aligned with 4e
I’ll probably give it another year or two and then they’re have enough character options to justify my interest
The old Revised Ranger is still the best Ranger and the only I'd play.
Every group uses feats. Every single one.
Whitleypedia not one of mine and it gets really annoying at times
My groups don’t use feats or MC.
Every group that played 3e uses feats.
I've never used feats and I've played under 4 different DMs
The vanilla Beastmaster was terrible. Like, how can you call yourselves designers terrible. There is no defending that POS. You did a bad job.
Step up then
Just make the without concentration bit start at 11th level