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I think you should put a 'spoken' disclaimer that these are all in play test, and are subject to change. Yea I know you want the clickbait, but come on, we all love DnD. Maybe a little respect is due.
I wish they changed the beast master subclass to where as they level up, they gain more beasts or obtain a higher CR beast. To make it fair, the ranger can have 1 beast who's CR equals the ranger's level or multiple lower beasts who's CRs equal their level. And also for the non beast master subclasses to have 1 companion with the CR rating of 1/4. Yes I got this idea from watching multiple anime that have the MC Taming a bunch of low ranking creatures lol.
@@vampiregoat69 i mean...kinda? Hasbro is the parent company of Wizards. WOTC is very much still around and still owns the D&D license. It's just someone else also owns WOTC.
@@apjtv2540 Eitther way they have single handedly destroyed D&D and I refuse to support a company that has NO idea WTF D&D even is let alone ever played it. after 3.5 they destroyed it.
@@vampiregoat69 again...okay? You're commenting on a channel about D&D. I get that you may not like the game anymore, and that's totally fine, but saying the people making it have no idea what it is...feels a bit extreme. Not like the Hasbro executives are the ones writing the PHB.
Luckily, the Hunter's Mark/Hex combo only really works with one big enemy instead of with lots of minions since it requires a separate bonus action to transfer each spell to a different target.
subsequent turns... so.. you can kill a guy.. then this turn you can use bonus action to cast hex on someone else, and then next turn bonus action to hunter mark the same target... rince and repeat
@@KuLaydMahn imagine One Dnd as a dnd 5.5e Or like dnd the sequel Its basically the same edition with new things cuz wotc is trying to improve a lot of stuff while keeping things the same
Str: How far you can throw a tomato Dex: How accurate you can hit a target with a tomato Con: How many tomatoes you can eat before falling over Int: You know a tomato is a fruit Wis: you know that Tomatoes don't go in fruit salad Cha: The ability to sell a tomato fruit salad
A tomato fruit salad is just a salsa. Just pair it with the proper fruits and it'll be outstanding! For example, mango pairs well with it! Strawberries pair really well with it too.
its beyond powergaming, it's cheating. RAW, you cannot use two hand crossbows since you can't negate the loading property, this will only work for the first round of combat before it becomes insanely janky. crossbow expert only allows you to ignore the loading property, whereas the ammunition property is where you get the "this requires one free hand to load" (which most power gamers overlook and pitch wrong to their dm). Now if your DM house rules it, it comes down to them being disrespectful as a player, the DM went out of their way to make the "dual wielding crossbow" a legtimate thing (weather through making auto-loading crossbows, or allowing 2 crossbows to benefit from a single infusion that allows that ammunition property to be negated from artificer) either way they went out of their way to make a cool thing happen, and their repayment is "k thx now ima break your game" Players don't do this, talk to your DM and say "hey, hex and Hunters mark is a combo that would allow me to do stupid and insane damage at level 1, I would like to take this combination because I enjoy the big damage numbers and heroic feeling I get. Is there any way we can make this work that it doesn't hinder my later level progression but comes online at a time where it's not over-shadowed by the magic items and bigger effects in the game" If one of my players did that, not only would I be willing to ensure they get their dual crossbows, with enough ammo to last a lifetime, and the ammunition property handled, but i'd also give them a magic item that lets them transfer hex and Hunters mark. Since that's the fantasy they want to achieve. It's cheating if you try to pull it over your DM's eyes, otherwise, it's just how you want to play, and the DM is aware, and working twoard balance. remember it's a co-operative game.
@@Smol_Eri You are absolutely correct. It still works RAW with shortswords though. But I don't even know if that is that much of a problem. It takes 2 bonus actions and every time you kill them you have to use 2 bonus actions to get them on the next person. Honestly seems kinda fine. Powerful, but not crazy, it's not like other feats aren't awesome. What is mentioned here is very white box thinking, as soon as you include actual real combat situations it becomes a lot more resonable. I hope they don't kill it just because some youtubers say it's broken. This has happened before.
I don't think the the concentration-free Hunter's Mark plus Hex combo is quite as broken as you suggest. For one thing, it requires a Bonus Action to move each of them (unless that's being changed). The change to two-weapon fighting is a definite upgrade to increase the power level of that combo, but I still think the better option would be to pair Hunter's Mark with a control-based concentration spell like Spike Growth.
That's just one example to be fair! Spike Growth is generally a better spell than hex, but the hex combo is available at level 1, Spike Growth comes in at level 5! Hex+HM is very powerful for bursts of damage on a big creature in a prolonged fight (like a boss), your combo is fantastic for good damage and control on lots of smaller creatures!
@@DnDShorts what about entangle, that's a level 1 spell which restrains targets, allowing you and your teammates to attack at advantage, while they either attack at disadvantage or waste their action trying to break themselves free.
Yeah this is a massive noob trap just like the hexblade sorlock pumping hex + hexblade's curse on quickened eldritch blasts. By the time you've fully ramped up, you'd better be facing down Baphomet himself or whatever you're setting up on is gonna be long dead.
@@DnDShorts The removal of Power attack automatically makes Ranger fall off a cliff after T1 content. They get no damage scaling until level 18, unlike Paladins, Rogues and Fighters. The entire Gloom Stalker Archetype (the strongest Ranger build in 5e) is build around using Sharp Shooter with Stalker's Fury and Crossbow expert. Both feats are nerfed compared to 5e and the power attack is completely removed. The current One DnD Ranger is much weaker than 5e. People have crunched the numbers and the One DnD Ranger at level 11 is doing 10-17.5 on average DPR less than in 5e, depending on the monster's AC 15-19.
@@arkhamcreed4326 This allows for multi-attack. There is a post from Jeremy Crawford stating that it still requires a free hand to reload. Although visualizing this is kind of fun, reloading with your teeth, putting the crossbows under your arms, maybe some tacticool thing with one crossbow in the air.
@@DaveCertifiedS Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
@@arkhamcreed4326 can’t take it at first level, 1 it’s a 4th level fear in dnd 1 and 2 you have to take magic initiate to get hex, so that’s the feat you have at level one. It doesn’t work with hand shows like he said, it’s ok at lvl one but it’s not broken
As controversial as the features in OneDnD UA are, I absolutely love that WOTC is putting them out. Getting to influence (in a healthy way) the game is so great and I've only ever seen it happen with video games before so it's even more cool to see to happen with a TTRPG
Have you seen them change a thing yet they've put out for One D&D (fucking marketing department came up with a corporate name) because of community backlash?
@@thanesgames9685 They haven't because they closed the feedback forum very recently. That's the way they're going to conduct their surveys. And with 40,000 replies or so, they're gonna take a while to look for changes to make. But regardless of how long it'll take them to read the feedback surveys, they've already made changes to some of the rules from the last UA, crits for example and the heroic inspiration. They've stated that they're trying out several variations of certain rules to see what works. That mentality to me says they're really trying to make sure everyone is happy with what gets put out officially as One DnD
Honestly, buffing Base mechanics like Prepared Casting and Dual Wielding is a very solid way of balancing the game. That in addition to tuning up the base class features makes for some very satisfying updates to these classes. Not to mention the feats. They reviewed so many feats, and they made basically each and every one worth taking. I’m very happy with the changes so far.
Ugh, no to prepared casting. We do not need to make every caster into a preparation caster, especially on the Arcane side where the combination of the single homogenized spell list, castrated Bard, and fact that Wizard no longer has a distinct niche all gang up to shiv class identity in a dark alley.
@@absolstoryoffiction6615 I mean, duh? Both the Ranger and the Bard specify which schools of magic you can pick from from their spell list when preparing spells. It even came up in this video.
I don't think it'll be too bad if a ranger can potentially have hex and Hunter's mark active at the same time. It's two spells, it's two bonus actions, it's a whole turn of setup before you can pop off the next turn. It's great damage for a lot of setup. Like a ramping nova. It'll really only be a good combo for focusing down boss monsters, two bonus actions to move both marks slows it down a lot
Hex and Hunter's Mark are both iconic spells for their respective classes and important for their damage dealing viability - but at the cost of inflexibility. Seems to me Warlocks will get the same treatment as Rangers for their Hex rather than assuming nothing will change with regards to spells like that.
Most of these look like features from "Tashas Cauldren of Everything" just moved to the basic rulebook. Wev'e been using the Tashas rules in my current campaign for a while now and they are great, glad to see they are becoming the norm.
@@strawman3859 only Gloom Stalker is good, compared to other classes. Drake Warden can fly, but its DPR is really bad. Gloom Stalker is the only Ranger subclass that keeps up with Fighters, Rogues and Paladins.
@@trndrd The hunter from the core book does what this video is claiming is super broken. Without the need for another spell Also DPR is not how the game is balanced if you want to measure a class that way go play a pc game
@@strawman3859 "the game isn't balanced around DPR" doesn't change the fact that Ranger's DPR is bad, compared to other martials, if you exclude Gloom Stalker. It's alo the reason why Monk is borderline unplayable.
Unless they've been changed, hand crossbows can't be dual-wielded. They have the ammunition property and require two hands to operate, same as other crossbows. You may be able to do this if you have the crossbow mastery feat ([edit]No you can't, the feat only removes the loading property, not ammunition[/edit]). Same reason you can't use a hand crossbow (or a sling, for that matter) with a shield.
Well the designers seem to think you can, since the Crossbow Expert feat specifically allows you to take the bonus Light weapon attack with a crossbow.
@@absolstoryoffiction6615 No you can't, two weapon fighting only covers light melee weapons, you need the crossbow expert feat to use one in your off hand - Two-WeaponFighting When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
@@Malkier84 Dual Wielder Feat 5e begs to differ and the OneDnD version of the Dual Wielder Feat, too. Plus 5e Fighter's Extra Attack... So what do you mean?
On the matter of the Ranger, 6d6+3 from 30ft away is *ridiculous* (imagine this on a flying race), especially as the spells last an hour each, can be swapped onto other creatures AND you get a free casting of Hex with the feat so you still keep back a spell slot for later in the day. If this were published on reddit by a fan they'd get destroyed in the comments, however... I do kind of vibe with the idea they're going for, it's just that the execution is too exploitable! How would you fix this? My idea: make Hunter's Mark concentration, but say you can't lose concentration on it as a result of taking damage! (Like the Conjuration Wizard feature). What do you think? Remember to be respectful, the designers are trying new stuff here! We *want* them to take risks and improve the game, they're not going to do that by never taking chances!
Hex and Hunter's Mark don't play together well since each of them require a different bonus action to place and you'll also require 2 bonus actions every time you want to move them.
@@TreantmonksTemple I see it as T1 Hunter's mark, attack for 17, T2 Hex, attack for 24! That's by the time you take the second attack action, so I feel it's *extremely* strong. Depends on the situation though, as always. If you're fighting a bunch of low hit point mooks, it's not gonna be as good, (and you can do something else!) but for chunky bois and bosses, this slaps beyond anything we've seen before at that level! A human ranger call also have Bless in addition to Hex so they have a choice, depending on the sitution, for one example!
Dip a level of Hexblade and add Curse on top of that combo. Then you're turning it into 6d6+7, and you're twice as likely to get a critical. Yeah, it's *another* bonus action used, but still...
Reminds me of 3 and 3.5 where you could make a pretty good character taking just the 1st level in every class (they were quite front loaded). Still Im happy to see the Ranger getting some love and I hope they don't nerf them so bad they are forced to make rewrites and changes years after.
Busted Ranger, time to make people ban me from using it cause i made a a hunter ranger truly broken as my first character. When they are now possibly busted i can become EVIL!!!!
Hm+hex is not the issue. The issue is every meelee or gish or ranged weapon user will mc into ranger for just 1 level making stuff like hm+shadow blade or hm+spirit shroud a thing. They can fix it by changing it to: you can ignore this spell's concentration when casting a different ranger(primal) spell that requires concentration."
Yeah, and don't forget that it takes 2 out of 2 spell slots to make it work, so it is once a day. Also, Two weapon fighting and hand crossbows don't work because the loading property. So despite what the video says this is a melee build and rangers don't Con save proficiency so you also have to keep concentration as a level one character. And you used a feat to make the combo work. Then the double bonus action problem. But it is also a level 1 character so, I guess broken. I think it drops off though once you get better spells to concentrate on, but I haven't done the math. No matter what though if you take two weapon fighting at 1st level you are gonna feel strong anyway so, yeah.
The ammunition property still requires you to have a free hand to reload a hand crossbow, even if you're ignoring the loading feature, so dual wielding them isn't something you can do, even in base 5e. No features or feats allow you to ignore the ammunition property. I guess you could technically do it for the very first round of combat, if your DM allows you to have pre-loaded weapons.
One DnD Ranger is weaker than 5e, because the loss of power attack. If you think 5e ranger has to multiclass and that's bad, One dnd Ranger can't even be saved by it.
@@trndrd, are you referring to the "-5 attack & +10 damage" feature of the sharpshooter feat? They'll probably added it into another feat that's intended for higher levels.
It still need to have their "natural explorer" feature for any terrain. They can make it to 'attune with the land' to make it their favorite terrain and can do so once per long rest (or more), granting the advantages of nature explorer and it wouldnt be broken and it would be flavourish
Given how long it usually take to travel between bieoms unless your teleporting or spelljamming, you could change it to always being active or costing a spell slot to change. (Or at by high tiers).
@@rjframe4410 to grant the unique feature "natural explorer" from the phb that no other class have that grant flavor roleplay but the weak point is that is attached to an specific environment?
I'd say this is more like a combo of catching the Ranger class up to where everybody else is/will be, and also showing us that One D&D characters are being designed to have a higher power level in general.
I think that the ranger should keep a book with him where he marks terrain. If he takes a long rest in a biome he should gain + 1d4 on any observation check or something like that.
Yea I’m not a fan of taking out things that make them feel like rangers (like nature/survival abilities). They need an ability that involves tracking otherwise it doesn’t feel right.
I feel like the "they buffed rangers" train is forgetting that roving, natures veil, and tireless are all tashas features, that are mostly now worse than in tashas, that all come online at later later levels now. Also yeah you CAN stack hunters mark and hex but they both take bonus actions to move so that's not exactly and easy combo to get going given how quickly enemies drop in this game.
The thing is, some DMs might not let you use the Tasha's features. Having it all in the PHB is *very* important. Also, Canny isn't as good as Expertise. I'd rather have expertise in a skill than two extra languages any day of the week. Roving comes 1 level later than in Tashas and is a straight numerical buff; Yeah, you can't use it with heavy armor, but you're a ranger; you don't want to be using heavy armor anyway. Also, at level 6 you're getting a subclass feature. Granted, Hunter's Level 6 feature is kind of a ribbon, but Hunter isn't going to be the only subclass. Tireless also only comes 1 level later, and the temp HP comes up automatically after each short rest instead of having to burn an action on it. You're also not limited in how many times you can get this temporary HP, and it's also decoupled from your wisdom modifier, so chances are good the amount of HP is a buff by 11th level when you get it. Finally, once again, you're getting a subclass feature at level 10. The only one that's significantly pushed back is Nature's Veil, but that's received a massive buff in that it ends at the *end* of your next turn now instead of the start, meaning you can be invisible for two whole turns; the number of times you can use it when you get it has also been over doubled (Although granted, that is if you don't spend any of your spell slots on anything else; but I definitely wouldn't feel bad spending up to a 2nd level slot for that effect).
@@ilovethelegend For sure some dms don't allow tashas so the optional features from there should all get rolled into the phb ranger. Expertise is a flat out buff for sure and I like that a lot. roving while a buff to default ranger, does heavily limit build options. Making a str based ranger is already hard, they don't need to turn off features as a punishment to players for doing it. Relentless only happening off rest is a huge nerf to it. How many short rest does the average party have in a day? 1-2 so this feature procs 1-3 times in a day as opposed to 4-6 at your leisure between combats and the fact of the mater is that a few temp hp per day is a horrible entrance ability to t3 play. This feature also conflicts with any other features that grants temp hp off of rest such as inspiring leader in this version of the game. Natures veil now has to compete with hunters mark for your 1st level spell slots or start eating into higher level slots for no benefit. the longer duration is nice but it doesn't change that it used to be added on top of your existing resources. This version of the ranger has to contend with hunters mark, natures veil, exploration spells (no more free casting from primal awareness), and your general lower level combat/healing spell casting compete for what realistically ends up being a pool of 7 spell slots because you REALLY don't want to burn a 3rd-5th level slot on any of those. That is an insane level of pressure put onto such a small pool of resources. This would be like if they decided to make divine sense, lay on hands, channel divinity, and cleansing touch fueled by spell slots on the paladin. This is the problem monks and sorcerers already have of everything fighting for their ki/sorcery points.
It's funny how people are stuck on hm+hex. What about hm+shadow blade? Or hm+spirit shroud? Everyone can take a 1 level dip into ranger. The stipulation on the concentration should be: "you can ignore this spell's concentration while casting a different ranger(primal) spell that requires concentration."
@@DKzCoolD2 in those cases I'm not concerned about the additional 1 round setup, being behind on spell progression, and in the case of eldritch knight (who benefits the most from those spells) missing out on their last extra attack as a trade off for 3.5 more damage per hit (which has a lower expected value of like around 2 more damage per swing when you factor in accuracy). They totally could limit it to only comboing with other ranger spells but it's honestly not enough extra damage to worry about restricting build options over it.
The biggest issue here is the almost mandatory one level dip into ranger many optimizers would take. My suggested fix here is to make a stipulation on the concentration part that states something like: "You can ignore this spell's concentration while casting a different ranger(primal) spell that requires concentration." That way we don't get hex+hunter's mark or hunter's mark+spirit shroud. But we do get hunter's mark+conjure animals, which is a great bump to a late game ranger's damage.
I like how the ranger is based on the one from Tasha's. You get the "deft explorer" and "vanish" abilities, plus a weird amalgamation of "favored foe" and the revised ranger. TCE ranger was _so much_ better than PHB.
Something no one but you seems to have realized is that Monk is sitting pretty. My main problem with Monk is that it takes a while to come online. Monk is an amazing battlefield controller mid to late game in 5e. Without even dropping Monk for play test the lvl 1 feat Tavern Brawler & the lvl 4 feat Grappler they will make the class a lot more fun/effective in the early stages.
Yes, exactly. Even if they don't do anything else to improve the monk (and they absolutely will), they have already done three big things to improve the monk: making grappling and shoving unarmed strikes, removing the requirement to use your bonus action for fighting with two light weapons, and giving members of the Warrior class group - including the monk - access to the Two-Weapon Fighting style as a first-level feat (even if the monk doesn't get a fighting style, and they probably will). The first makes them more like a martial artist than ever; the second and third mean that, armed with two shortswords and spending 1 ki point for Flurry of Blows, you can make four attacks per round and do 2d6 + 2d4 + (4 x DEX bonus) even before you get your extra attack. (Because you can only use the offhand weapon once per round, you only add another 1d6 + DEX when you get Extra Attack, but even so, that's still good.)
@@MikeReevesMcMillan I don't see that the Grapple and Shove change will have much positive effect, if anything it may be a nerf. If you're going to Shove them prone or Grapple them to benefit from advantage, you want to do it at the start of your turn not with your martial arts or Flurry of Blows (though those will be an option now, if they weren't before via DM fiat). You also can't get apply expertise to those attacks now, and you have to beat the opponent's AC not just their Athletics/Acrobatics.
@@Wlerin7 he's saying it's a buff because, in the previous rules, you had to use athletics for grappling, and monks didn't typically have high strength. The new rules allow for a dex-based monk to be able to grapple effectively
The problem with the conjure barrage: that spells does pitiful damage for its level, and downcasting doesn't really help that. I think it's cool if they buff the damage by at least 2 dice.
I agree, but it won't happen. While the damage if pitiful compared to fireball, it's a 60-foot cone, and that's what WotC designers will look at in comparison to the 20-foot radius of fireball. The "potential" is greater. Call lightning isn't much different with it only being 3d10, but a lot of creatures are immune or resistant to it. It's weird.
Depends on what you use as ammo for the barrage. My group’s last session of COS we were down in the Ravenloft crypts fighting a shitload of skeletons. My dwarf Ranger Gloom Stalker used Conjure Barrage with Dwarven penetrators (battering rams) and instantly killed every skeleton. Until the next batch spawned.
It is almost too good. Ranger has basically become another spellcaster class. I was hoping for martial abilities since rangers are basically meant to be hunters and hermits. Now they're even more like a martial druid subclass unless you specifically go the hunter route but even then it's pretty weird
The thing is, the Ranger isn't one thing to anyone - for a lot of folks, the Ranger *is* just the pet class. For some folks, they *are* inherently magical. For some of us, they're inherently *martial,* and their magic is *incidental.* The more time I spend trying to figure this out, the more I realize that the D&D internet is in a definitive minority on this. When I go to game stores or talk to people who like D&D but aren't Extremely Online as a way of life, every one of them either thinks of the Ranger as "the pet class" or like something I would describe as a "nature Paladin." I *always* think of the Ranger as a warrior first, but in the way they're designing this, I actually really like the direction they're headed. That said, the Hexploit is definitely not going to survive. If it were up to me, the only thing you'd have to change is make "Hex" work either mainly or exclusively on spells, probably via affecting saves. I use a homebrew version of this now, and it's just so much more fun for Warlocks who don't want to just Eldritch Blast all the time. (kinda lifted it from some 4e features).
Personally, I always viewed Rangers as a class that **augmented** their martial capabilities with Spellcasting. And they have a lot of cool, flavorful spells to do it. Hail of Thorns, Hunter’s Mark, Ensnaring Strike, Zephyr Strike, Conjure Barrage, Lightning Arrow. All of them being cool Bonus Action Spells meant to allow the Ranger to augment normal attacks with magic, as opposed to just fighting with magic or fighting with weapons. That’s why Rangers don’t get Evocation Spells in One DnD, Evocation Spells are the straight damage dealing spells and Rangers aren’t meant to use them like Druids or Wizards. I undrstand seeing then as a more martial class (especially Hunter Rangers) but, that isn’t how I view them and I don’t think that’s how WotC sees them either. The Spell restrictions really limited them but now it feels kinda like how I always envisioned Rangers.
@@SeanBoyce-gp Ooh, I like that idea. Making it so Hunters Mark and Hex don't synergize because they affect different kinds of attacks is brilliant, and also matches with what they were doing with Spell Sniper and Sharpshooter. Very clean.
10:09 Thank you for voicing my main issue with how they've handled Ranger in this UA. It feels closers to an action hero with druid spells than the survivalist the class is supposed to encompas
But that is what a ranger has been since 3e. It’s alway been a Fightingman with rogue like agility and cribbing the spells and animal companion feature from the Druid. I find that people are too enamored with the concept of favorite terrain and Enemy dispite them always being fundamentally selfish abilities that only pays off in a focused campaign. What made rangers felt like it was master of the wild was that it got Seattled with the tracking feat for free. Other classes could be just as specialized but that took away from feats progression. The all the all old features are replicateable with primal spells and having expertises in survival cover everything that use to be the dominan of a bloated number of skills and situational feats. In 5e and 3e a rogue could fill the outdoorsmen just as well as a ranger. What made a ranger different from a fighter, rogue, Druid multiclass, some good with nature and had supernatural fighting abilities was it require less investment.
Well, the thing was, 5e Ranger's survivalist features were all finicky to the point of uselessness. Expertise in survival should be plenty to get that survival expert feeling.
All that's left is making compelling travel rules that people bother to read. (often the problem is not staying alive while traveling from dungeon A to B, it was going off the better path to finding interesting places). survival is good at foraging and tracking, but I think that other people think that having a ranger somehow creates a new expropriation mechanic exclusive to them, not knowing it's more of a lost DM art of map making rather than a class feature problem.
Finally, the Ranger is realizing it's potential!! So many hardships for Ranger classes in the past. It's foundational idea was also unorganized, so it's nice to see it's been reworked into a more effective form.
2:14 A bonus action each, and also for the initial casting of both, so two turns and two bonus actions to setup onto one creature, which normally would die before the 2nd turn.
Spoiler alert: They murdered the Rogue. Sneak attack only triggers when the Ranger uses the Attack Action on their turn and they damage can't crit according to the new rules for crits. So they cant do sneak attack via an opportunity of attack anymore or if they are granted an attack like from the battlemaster fighters maneuver that lets them do that. They also moved evasion to level 9 instead of 7. It's rough to be a rogue now. Less DPR and less safety options earlier on. They also nerfed crossbow expert so that you need to have both your hands full in order to fire twice, and remember, you cant load a crossbow without a free hand, even if you ignore the loading property from crossbow expert. They also nerfed sharpshooter so that there is no -5 to hit/+10 damage anymore. Soooooo to summarize, they made the rogue a skill monkey focus by nerfing their already low damage output potential four times over by taking away the following: Sneak attack crits, Multiple sneak attacks per round, crossbow expert firing twice mechanic, and sharpshooters potential damage boost. Fill out the survey if you disagree with these changes.
@@xalxika you did. Currently, You can do sneak attack when you make a "weapon attack" on "a" turn. With this, it's when you take the attack action on your turn. So you can't even ready it.
the rogue has been utterly nerfed and should never be played. they can't do anything at all that a ranger can't do or a Bard can't do. and their damage is vastly inferior, at most you would multi-class two levels to get cunning action
@@KingSparda While all of that is true, a) it takes specific builds or setups to pull of AoO SA, and most people did not realize that you even _could_ and b) _if_ you go dual-wielding, they got a buff. Rogues can now move in from out of reach, double-attack (now with two chances for a SA), and Cunning Action Disengage out of attack reach. For non-optimized players, this will likely result in a net _increase_ in DPR. That latter point is irrelevant to any other build, though, and will not work with Booming Blade anymore short of additional changes. Moving back Evasion was _horrible._
This is literally everything I've always wanted the Ranger to be! I desperately hope this (or a variation of it) is what WotC goes with in the end! I also hope that it will be compatible with Tasha's optional rules (such as bonus spells).
You forgot to mention, you need to use two bonus actions to move both spells. so you need 2 turns just to put both on a target, its possible, its just too unrealiable. My fix for this is, Just get Divine Favor instead, make all you deals 1d4 Radiant Damage, wich is better.
I think a good balancer to the issue of stacking things like Hunters mark and Hex is to classify the spells (say like just give it the Mark classification.) then put a limiter on them that each creature can only have one instance of a Mark type spell on that at any given time concentration or not.
It’s already balanced because you have to spend two turns and two spell slots setting it up. You’ll have defeated the enemy by the time you are able to cast hex, and then you’ll have to use your bonus action on your next two turns to mark another enemy. You’re also going to be casting invisibility with your bonus action every other turn at higher levels, meaning there will never be a time to use your bonus action to fire off an extra attack and actually make good use of these buffs. If you’re 1v1 against a boss, then sure, it works, but fighting a lot of minions? Better off not using it at all.
RE: Hunter's Prey at 7:20 - it's actually pretty similar to what Hunter's Quarry was in 4th Edition (Designate with a minor action on the nearest enemy, +1d6 damage to them 1/round), just one die bigger and with the requirement they're already reduced in HP. 4th Edition also went hard on multi-attacking being the Ranger's thing, and given how that's been the only edition so far that they've really shined, I can imagine there was some influence there.
No it isn't. The Ranger is now FIXED. Finally. At last. I have a really soft spot for rangers & have spent since 2014 being frustrated by them, basically you HAVE to min-max to even stand a chance of keeping up. Tasha's optional rules helped. Quite a bit. But broken? Nah, this is the Ranger we've been wanting & needing for way too long (although stacking Hex hadn't occurred to me, if WotC do pick up on that, I'd rather they found a way to just not let Rangers get access to it, maybe make it a class spell purely for warlocks like we're anticipating with Eldritch Blast). I'd actually go further with Hunters Mark - I'd scale it so that around about level 10 to 1d8 & leave the 1d10 at level 18. Don't forget, as currently written, Hunter's Mark will still stack with things like the Horizon Walker's Planar Warrior too... As for two weapon fighting/dual wielding, this was always broken (in a bad way) for all classes it was available to, it's just it's the iconic melee style you'd expect for rangers so impacted them more. What if Melee Rangers got access to booming blade or green flame blade? Similar problem... This is just fixing what wasn't working anyway, & tbh, what they've done with the off-hand attack isn't far off what they did with Beast Barbarians off hand attack anyway, so there is a precedent for this, but no-one complains about that, maybe because everyone too busy being a Totem Barbarian to notice... The thing they've not really addressed is that currently if you go Archery & stick with long bow (you're a Ranger you want to be Legolas or Hawkeye afterall), then a lot of Ranger subclasses (not all - Fey Wanderer for example) need something meaningful to do with their Bonus Action, maybe access to a wider range of spells will help, or allowing some specific spells to be bonus actions rather than actions might be good.
I like most of it, but I think the Favored Enemy is too strong! I appreciate there is some catharsis in seeing a once weaker class get a big buff, but is 6d6+3 damage output by turn 2 really the answer? There's definitely a middle ground here
@@DnDShorts I think concentration free hunters mark is fine, they just need to add a level requirement for the concentration free part. Maybe level 5 or 6? Being able to cast entangle or other concentration spell without sacrificing too much damage is nice.
See, ranger had always been a balance between survival/roleplay and combat. Now I think 5e had originally dipped more into the survival/roleplay aspect with the original version of ranger, and made it a lot more combat focused with the rangers optional abilities. Here it seems they made it more combat focused again. It would be nice to seem them find that right balance of the two ideas like back in 3.5 and pathfinder.
But remember you get to prepare your spells. Your no longer locked into the same 5 spells that make the ranger good at combat. If you know you will have a session full of roleplay, you absolutely can switch those out for a range of highly flavorful options from the primal spell list.
Tbh. Survival in 5e is a non problem very early on. Its berly developed and most group ignore it. Tbh most ttrpgs ignore it. I never seen a ttrpg where exploration and survival is the mine focus
Eldritch Knight: "I will attack 5 times with Dual Wielder Feat and then Action Surge Banish the Goblin from the face of this Earth. Oh, and the Goblin has dis advantage against my Banish Spell Save DC from Eldritch Strike. Then I will Arcane Surge (free 30ft teleport) and Bonus Action Misty Step to my Tea Party."
Ou what a nice change, a Ranger that prepares for a hunt/advanture/journey can prepare his Spell list for that. BIG Flavour Change I really like! Now I want to see Monk so badly :D
Right? I made a ranger for a campaign I'm in, and I talked with my DM to let me prepare spells(she let each player have 1 special homebrewed item and mine was a survival guide that let me prepare spells and identify certain creatures). It's been really nice, even with the limited spell list
I think they should have a category of Mark spells. Limit to one active Mark per player on a foe. Hex and Hunter's Mark, and anything they add in the future for similar effects.
Eldritch Knight: "I cast Major Illusion: Infinite Rangers Works." DM: "How?" Eldritch Knight: "Ever heard of the Puppet Master, my good friend. The Fungus Amongus sees all within you... ... ... Join our family and we can devour the Players TOGETHAAAA!!!" DM: "Why is my house on fire?"
You know man, I love the fact that you have great respect for the folks at WoTC who are putting this playtest out there. Having come to DnD recently from a background in 40K, it's really wholesome to see folks making content who don't just automatically sh*t on new stuff and hate the game designers.
I'm not sure this Hex/HM combo is as strong as you think. It would be a big investment to spend a feat just to get Hex so you can spend two turns per enemy marking and hexing them. The damage spike is big once you can spend two turns hexing and marking but by then most enemies will have died and you will have to move on to your next target. Plus you've used up both your spell slots and if you get hit and lose concentration your hex is still gone. If you're going to be taking full advantage of the bonus damage you'll need to be two weapon fighting in melee or potentially using throwing weapons. Two weapon fighting crossbows only works for one turn and then you have to drop one to reload. On a side note the Barbarian multiclass is potentially even more powerful than you mentioned since hunters mark can be used while raging if pre-cast. Edit 1: I didn't realize the new Magic Initiate feat lets you cast the first level spell once for free. That's much more powerful than I initially thought since you won't be using all your spell slots in the first combat.
I'm just glad that Rangers are finally getting the love they deserve. Of course, they'll tweak it before official release...but being this strong this early is nice.
For now. People on Twitter are already complaining that it's too powerful, even though it's limited to light weapons. The mechanics are similar to what Treantmonk suggested in his video.
@@KevinVideo treantmonk's change i dont think was too broken. I think the hb change made by dugeondudes is instead more powerful than treantmonk's change. But let's see how it comes up. I honestly think a buff is needed.
Since Dual Wielder in OneDnD was nerfed by "at least one of your weapons must be Light" then RIP your DPR compared to 5e. RIP it even more when a base 2d6 greatsword deals more damage than two 5e 1d6 Long Swords. I did the math and once things like Resistances and Spell Weapon Buffs etc. come into play. The 2d6 Greatsword outclasses two 1d6 long swords by the time the 5e Fighter gets their first Extra Attack. It will be even worst off since in OneDnD. You can only dual wield, when using the Dual Wielder Feat, a Long Sword and a Light Short Sword.
@@absolstoryoffiction6615 Oh dang, i didn't notice that. But hasn't it always been in dnd 5e that greatswords are better than dual wielding? I mean to even compete Dual wielders have to get both a fighting style, then a feat.
@@Kingpsycho02 That too... 5e: One Fighting Style + One Feat Vs One Greatsword OneDnD: Two Feats Vs One Greatsword (since Fighting Styles are now Feats and Martials get a Fighting Style for free.)
The bonus action economy of managing both hex and hunter’s mark on the same creature nerfs this strategy into the ground. Sure you’ll be able to deal an extra 2d6 per attack, but that damage output will take two turns to build up to, and will require *another* two turns to transfer to another creature once the first target dies. Don’t get me wrong there’s potential here, for great damage, but it’s *far* from broken.
Hunter's defense is the ultimate troll ability. *Gets hit by something big, while Ranger is standing next to the barbarian.* "well, its what you are here for right?"
Dipping one level into ranger has become an astoundingly good option for any class with multiple attack actions. For example a 1 level ranger, 3 level hex blade pact of the blade warlock, and 16 level echo knight fighter who's duel wielding with hunters mark, hex, and hexblades curse active can deal 1d8+2d6+11 damage per attack with a total of 10 attack or 12 with a potion of speed. That means you can dish out a DPR of 16.93 per hit going up to 24.11 DPR with advantage, and 27.77 DPR with triple advantage. That is 203.15 DPR, 289.32 DPR, and 333.24 DPR respectively.
You're right. The UA Ranger is too strong in all of tier 1 and becomes a new level 1 dip for op builds. Wotc will have to put concentration back into Hunter's Mark. They could, however, remove the concentration on Hunter's Mark at a higher level. Like say level 7 or level 11 since all you're getting at that level is the small defensive feature, Tireless.
Or they could just make hex only work with spells. Hunter mark is on the primal spell list. So, you can also pick it up from magic initiate now. The reason fighters and the like always chose hex before was because it was the only option. But now you can take either. So changing hex to only work on spells really doesn't hurt anything and let's the ranger still do a cool thing at level one. Because let's be real. No one was taking these spells for their other features. It was mostly just for the 1d6 to attacks.
@@markloeffler85 The only problem with this suggestion is that Hex Blade would then not benefit from Hex. Which I suppose they could do but it would not go over well with Hex Blade fanboys. I once made the suggestion that the part of Hex Warrior that provides Cha to melee attacks should be removed from Hex Blade and placed into Pact of the Blade so that all Warlock subclasses would be able to use Pact of the Blade. A few people lost their Sh*t over it because they couldn't bear the fact that they'd have to increase their Dex to 16 to make up for the loss of +1 to hit and damage for levels 1 and 2. (It's not like the Blade Singer doesn't already have to do that).
@@fortunatus1 Well Hex Blades needed a slight nerf anyway and Hex Blade fanboys are delusional if they think otherwise. That said, If they make Hex part of the base warlock class they could just have Hex affecting melee weapons as a subclass feature. Similar to how ranger subclasses are going to have features referencing Hunters' Mark. And I'll be honest. If they don't have the charisma for melee attacks as a bass part of the Pact of the Blade for the Warlock UA, I'll be both surprised and more than a little disappointed in their design teams.
@@fortunatus1 Plus Hex was already competing for their first-level Hex Blades Curse feature for bonus actions. Also they can always pick up Hunters Mark as a first-level feat if they really want a bonus action d6. And given that the most it will ever do is 2d6 a turn for melee weapons, Hex Blades really need spells like Hex and Hunters Mark like they need a hole in the head. Casting almost any other spell is a better use of your Warlock spell slots.
Real analysis, looking at how the new material would really play. So many other channels are just giving us internet Hysteria and trash 5.5 to get clicks. Thank you for this
I kinda doubt you aren't joking is it april fools? Remmeber the updated sub class I thought of a fun idea with knowing the weaknesses of your enemy that is affected by hunters mark. You could roleplay it so that you wont stop that mark until you kill your target now. Apply this to a legendary creature or the bbeg and it makes the game a lot more interesting roleplay can be used for interesting purposes.
I think you're forgetting that both Hex and Hunter's Mark require a bonus action to cast and a bonus action to change targets. You only get one bonus action per turn, so this isn't really as broken as you think it is.
I don't think people are dumb for thinking it's a good change, they just didn't dig into the mechanic far enough to see it's overpowered! I like most of it, but it needs work! That's why it's important we share exploits we find!
My very first character ever was a Leonin Swarmkeeper Ranger. I’m really excited to play test these new rules and help polish the start of the next era.
Here's a fix. Hunter's Mark still requires concentration, but you can do it PB times without expending a spell slot. I also have an idea for the Beastmaster Subclass. Level 3: Natural Aptitude: You gain proficiency with the skills Animal Handling and Nature. If you are proficient with them already, you gain expertise. Level 3: Animal Companion: You gain a companion in the appearance of a beast of your choosing. The companion has the Ability scores of the animal you choose, plus any non-combat features including flight speed and swim speed. Its proficiencies and combat abilities are that of a Warrior Sidekick (see TCoE). They start out as level one, and maintain their level as two below you. As a bonus action, you can order them to do any action. If you do not use your bonus action for your animal companion, they will move at their speed toward the nearest enemy and take the Dodge action. Level 6: Pack Tactics: Whenever you and your animal companion are engaged with the same target, you both gain advantage on all your attacks against that target. Level 6: Beast Speech: You can cast speak with animals up to PB per day without expending a spell slot. Level 10: Empathic Bond: Whenever you or your animal companion take damage, you can choose to share in that damage each taking half damage. Also, any healing done to you or your animal companion heals both of you for the full amount. Level 14: Animal storage: You can teleport your animal companion into a pocket dimension. While they are there they gain fast healing of your pb per round, and you gain one of the following advantages. Bear's Toughness: Gain your animal companion's level of temporary hit points that replenish every round, and +2 to AC Cat's Speed: You gain +15 feet of movement and an extra attack. Chameleon's Sneakiness: You gain +10 to stealth checks, and can hide as a bonus action. Eagle's Wings: You grow wings and gain a fly speed equal to your movement speed. Elephant's Power: All melee attacks now have 10 feet or reach and you gain proficiency with strength and constitution saving throws. Fox's Craftiness: You gain proficiency with Charisma and Intelligence Saving Throws, and you have advantage on investigation, perception, and survival. This lasts up to one hour and can be done once per long rest.
Also at 9th level you get access to lvl 3 ranger spells, including my favorite Conjure Animals. This spell is ridiculously powerful if used in the right way. For me, I summon a herd of 8 Elk and stampede my enemies. Downside is that it requires concentration, and that summoning 8 creatures at once paints a pretty big target on your back
Hunter's Prey is basically the same as the 5e version. It used to allow a choice of Colossus Slayer, Giant Killer, or Horde Breaker. Colossus Slayer is that extra d8 when the creature is below it's maximum hit points.
I would make it so that the improved Hunter’s Mark still requires a pseudo-concentration, where you can’t cast any concentration spells at the same time, but you don’t have to worry about concentration checks from outside sources, it just lasts the full duration without issue.
Some thoughts; First, you cannot reload the hand crossbow when you don't have a hand free (see the ammunition property). So while you can shoot an already loaded hand crossbow in your offhand, you cannot do so every round. And autoloading crosssbows aren't a thing in the core rulebook. Second, DW doesn't kick in until Level 4, so you can only equip one weapon as part of the attack action. So at level 1, your first round will do 2d6+3 damage. In the second round, you can pull the 2nd weapon and cast hex, so now you can do 6d6+3 damage... within melee range. And you'd have to make the concentration check when you get hit (roll 8 or higher). With a light crossbow you could only do 1d8+2d6+3.
@@sheevpalpatine6139 1d8+2d6+3 is 14,5 dmg. The 6d6+3 is 24 damage per round. But then factor in the fact to-hit % and it's less. With archery, you're likely to hit on a 6 or higher, and TWF on an 8 or higher (but 2 attack rolls). So the crossbow becomes 10,15 DPR and the TWF is 14,4 DPR. TWF will do more damage... but you're gonna be in melee for it, with additional risks.
So Ranger has been my favorite class since I started playing D&D early this year. (My Horizon Walker was amazing, and I wish I got to play my Fey Wanderer more before the campaign ended.) This Ranger upgrade makes me even more excited to play this class in the future.
I loved the horde breaker feature in the old one. It seemed badass but taking the d8 feature is always a reasonable choice. I want rangers as badass as possible.
Also more broken when you can use the charger feat to gain an extra d8 to each attack as it also works on range attacks. At level 5 it gets busted with extra attack. Also I still need to verify this about the light weapon property but it seems like it just grants you an extra attack with your off hand instead of replacing you bonus action off hand attack as part of your main action. It is possible that you still get your bonus action attack with your off hand with the light weapon property and a ranger could possibly be able to attack up to three times at level 1.
idk how long creatures in your combats usually work but the "exploit" is incredibly bonus action taxing and slow while also consuming two out of three (*) spell slots that the ranger has and doesn't regain until a long rest. The 1st level Wizard take almost as many hp in one turn with only one spell slot and without any build investment and put them to sleep, while still having his bonus action ready.
Honestly if in DnD one Ranger is a little stronger at first fair enough, considering all the shit they went through in 5e. I’m sure they’ll tweak it a bit before release though
even needing the bonus action you can only move hex/hunters mark once or one drops but if you hex on enemy and hunters mark another you could face larger groups of enemys doing consistent damage
...but you can't shoot 2 hand crossbows unless you have 3 arms. The Hand Crossbow has the Ammunition property which requires a free hand to fire if the weapon is 1 handed. That hand is used to draw and load the ammunition. If you are wielding 2 hand crossbows you have 2 improvised weapons to bonk people with because you can't shoot them since you don't have a free hand to draw and load the ammunition. The loading properly is separate from ammunition property of weapons.
I feel like the ranger should be a broken monster killing machine at lower levels to aid the weak growing party. Then become something completely different at higher levels. Preferably given a choice between being a guide and helper, a diplomat or controller of their chosen prey, or even more of a magic fueled party buffing monster murdering machine.
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I think you should put a 'spoken' disclaimer that these are all in play test, and are subject to change.
Yea I know you want the clickbait, but come on, we all love DnD. Maybe a little respect is due.
I hope the beast master subclass is revisited as well
I wish they changed the beast master subclass to where as they level up, they gain more beasts or obtain a higher CR beast. To make it fair, the ranger can have 1 beast who's CR equals the ranger's level or multiple lower beasts who's CRs equal their level. And also for the non beast master subclasses to have 1 companion with the CR rating of 1/4. Yes I got this idea from watching multiple anime that have the MC Taming a bunch of low ranking creatures lol.
Like you set op
@@lightningwingdragon There is a disclaimer in the video.
I mean, given everything the Ranger has had to deal with, it's great to see Wizards trying to make them better.
It's Hasbro now not WOTC
@@vampiregoat69 i mean...kinda? Hasbro is the parent company of Wizards. WOTC is very much still around and still owns the D&D license. It's just someone else also owns WOTC.
@@apjtv2540 Eitther way they have single handedly destroyed D&D and I refuse to support a company that has NO idea WTF D&D even is let alone ever played it. after 3.5 they destroyed it.
@@vampiregoat69 again...okay? You're commenting on a channel about D&D. I get that you may not like the game anymore, and that's totally fine, but saying the people making it have no idea what it is...feels a bit extreme. Not like the Hasbro executives are the ones writing the PHB.
@@vampiregoat69 then play something else and move on
Luckily, the Hunter's Mark/Hex combo only really works with one big enemy instead of with lots of minions since it requires a separate bonus action to transfer each spell to a different target.
Lots of minions get Spike Growth or Entangle, nbd
BBES - Big Bad Evil Squad incoming
@@ShawnMihalek I believe they call that a quirky miniboss squad.
Poor Dragons💔
subsequent turns... so.. you can kill a guy.. then this turn you can use bonus action to cast hex on someone else, and then next turn bonus action to hunter mark the same target... rince and repeat
“Ranger-Barbarian multiclass is looking very real”
Me: “REXXAR TIME!!!”
To my side!
Loktar friend
I thought rage prevents you from using spells though
@@asicalseawolfie3940 concentration free. Cast, first turn, rage next turn.
oh yeah
Love the enthusiasm and glad to have someone talking about upsides instead of just complaining about One D&D
Forgive the old meme but I'm really not even sure what One D&D is and at this point I'm afraid to ask
@@KuLaydMahn imagine One Dnd as a dnd 5.5e
Or like dnd the sequel
Its basically the same edition with new things cuz wotc is trying to improve a lot of stuff while keeping things the same
@@KuLaydMahn Overpowered everything and furries. That's about it.
I'll stop complaining once they fix Arcane spell casting in general and Bards in particular.
@@KuLaydMahn Its the next version of D&D that is in theory going to be backwards compatible...but we shall see.
So the ranger now actually functions as a ranger. Good
Str: How far you can throw a tomato
Dex: How accurate you can hit a target with a tomato
Con: How many tomatoes you can eat before falling over
Int: You know a tomato is a fruit
Wis: you know that Tomatoes don't go in fruit salad
Cha: The ability to sell a tomato fruit salad
Wis: knowing you don't add tomato to a fruit salad
Cha: the ability to sell fruit salad with tomato in it
A tomato fruit salad is just a salsa. Just pair it with the proper fruits and it'll be outstanding! For example, mango pairs well with it! Strawberries pair really well with it too.
i mean, the first level broken-ness just seems to be a specific power gamey interaction. ranger looks quite nice now.
its beyond powergaming, it's cheating. RAW, you cannot use two hand crossbows since you can't negate the loading property, this will only work for the first round of combat before it becomes insanely janky. crossbow expert only allows you to ignore the loading property, whereas the ammunition property is where you get the "this requires one free hand to load" (which most power gamers overlook and pitch wrong to their dm).
Now if your DM house rules it, it comes down to them being disrespectful as a player, the DM went out of their way to make the "dual wielding crossbow" a legtimate thing (weather through making auto-loading crossbows, or allowing 2 crossbows to benefit from a single infusion that allows that ammunition property to be negated from artificer) either way they went out of their way to make a cool thing happen, and their repayment is "k thx now ima break your game"
Players don't do this, talk to your DM and say "hey, hex and Hunters mark is a combo that would allow me to do stupid and insane damage at level 1, I would like to take this combination because I enjoy the big damage numbers and heroic feeling I get. Is there any way we can make this work that it doesn't hinder my later level progression but comes online at a time where it's not over-shadowed by the magic items and bigger effects in the game" If one of my players did that, not only would I be willing to ensure they get their dual crossbows, with enough ammo to last a lifetime, and the ammunition property handled, but i'd also give them a magic item that lets them transfer hex and Hunters mark. Since that's the fantasy they want to achieve.
It's cheating if you try to pull it over your DM's eyes, otherwise, it's just how you want to play, and the DM is aware, and working twoard balance. remember it's a co-operative game.
@@Smol_Eri You are absolutely correct. It still works RAW with shortswords though. But I don't even know if that is that much of a problem. It takes 2 bonus actions and every time you kill them you have to use 2 bonus actions to get them on the next person. Honestly seems kinda fine. Powerful, but not crazy, it's not like other feats aren't awesome. What is mentioned here is very white box thinking, as soon as you include actual real combat situations it becomes a lot more resonable. I hope they don't kill it just because some youtubers say it's broken. This has happened before.
@@Smol_Eri Variant human for crossbow expert feat at level 1?
This would give an additional bonus action attack as well I think, even more damage!
I don't think the the concentration-free Hunter's Mark plus Hex combo is quite as broken as you suggest. For one thing, it requires a Bonus Action to move each of them (unless that's being changed). The change to two-weapon fighting is a definite upgrade to increase the power level of that combo, but I still think the better option would be to pair Hunter's Mark with a control-based concentration spell like Spike Growth.
That's just one example to be fair! Spike Growth is generally a better spell than hex, but the hex combo is available at level 1, Spike Growth comes in at level 5! Hex+HM is very powerful for bursts of damage on a big creature in a prolonged fight (like a boss), your combo is fantastic for good damage and control on lots of smaller creatures!
@@DnDShorts what about entangle, that's a level 1 spell which restrains targets, allowing you and your teammates to attack at advantage, while they either attack at disadvantage or waste their action trying to break themselves free.
Yeah this is a massive noob trap just like the hexblade sorlock pumping hex + hexblade's curse on quickened eldritch blasts. By the time you've fully ramped up, you'd better be facing down Baphomet himself or whatever you're setting up on is gonna be long dead.
@@DnDShorts The removal of Power attack automatically makes Ranger fall off a cliff after T1 content. They get no damage scaling until level 18, unlike Paladins, Rogues and Fighters. The entire Gloom Stalker Archetype (the strongest Ranger build in 5e) is build around using Sharp Shooter with Stalker's Fury and Crossbow expert. Both feats are nerfed compared to 5e and the power attack is completely removed. The current One DnD Ranger is much weaker than 5e. People have crunched the numbers and the One DnD Ranger at level 11 is doing 10-17.5 on average DPR less than in 5e, depending on the monster's AC 15-19.
Honestly, using a long sword with hex/mark + dueling will deal more damage than welding two small weapons.
Re: Crossbows, While I wouldn't argue that first turn, crossbows have to be reloaded, and unless they have extra hands, seems kind of tricky.
Crossbow expert feat; lets you flat out ignore the loading property.
@@arkhamcreed4326 This allows for multi-attack. There is a post from Jeremy Crawford stating that it still requires a free hand to reload. Although visualizing this is kind of fun, reloading with your teeth, putting the crossbows under your arms, maybe some tacticool thing with one crossbow in the air.
@@DaveCertifiedS Thanks to extensive practice with the crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding
@@arkhamcreed4326 They still have the ammunition property, which says they need a free hand to reload.
@@arkhamcreed4326 can’t take it at first level, 1 it’s a 4th level fear in dnd 1 and 2 you have to take magic initiate to get hex, so that’s the feat you have at level one. It doesn’t work with hand shows like he said, it’s ok at lvl one but it’s not broken
As controversial as the features in OneDnD UA are, I absolutely love that WOTC is putting them out. Getting to influence (in a healthy way) the game is so great and I've only ever seen it happen with video games before so it's even more cool to see to happen with a TTRPG
Have you seen them change a thing yet they've put out for One D&D (fucking marketing department came up with a corporate name) because of community backlash?
@@thanesgames9685 They haven't because they closed the feedback forum very recently. That's the way they're going to conduct their surveys. And with 40,000 replies or so, they're gonna take a while to look for changes to make.
But regardless of how long it'll take them to read the feedback surveys, they've already made changes to some of the rules from the last UA, crits for example and the heroic inspiration.
They've stated that they're trying out several variations of certain rules to see what works. That mentality to me says they're really trying to make sure everyone is happy with what gets put out officially as One DnD
Honestly, buffing Base mechanics like Prepared Casting and Dual Wielding is a very solid way of balancing the game. That in addition to tuning up the base class features makes for some very satisfying updates to these classes. Not to mention the feats. They reviewed so many feats, and they made basically each and every one worth taking. I’m very happy with the changes so far.
Ugh, no to prepared casting. We do not need to make every caster into a preparation caster, especially on the Arcane side where the combination of the single homogenized spell list, castrated Bard, and fact that Wizard no longer has a distinct niche all gang up to shiv class identity in a dark alley.
@@willieoelkers5568
Eldritch Knight: "Finally!!! Screw my two specific Schools of Magic!!!"
@@absolstoryoffiction6615 Oh, I'd be shocked if they don't stick with that.
@@willieoelkers5568
Do Magic Schools even exist in OneDnD yet??? Given the new spell system.
@@absolstoryoffiction6615 I mean, duh? Both the Ranger and the Bard specify which schools of magic you can pick from from their spell list when preparing spells. It even came up in this video.
I don't think it'll be too bad if a ranger can potentially have hex and Hunter's mark active at the same time. It's two spells, it's two bonus actions, it's a whole turn of setup before you can pop off the next turn. It's great damage for a lot of setup. Like a ramping nova. It'll really only be a good combo for focusing down boss monsters, two bonus actions to move both marks slows it down a lot
Hex and Hunter's Mark are both iconic spells for their respective classes and important for their damage dealing viability - but at the cost of inflexibility. Seems to me Warlocks will get the same treatment as Rangers for their Hex rather than assuming nothing will change with regards to spells like that.
Most of these look like features from "Tashas Cauldren of Everything" just moved to the basic rulebook. Wev'e been using the Tashas rules in my current campaign for a while now and they are great, glad to see they are becoming the norm.
That's what I was looking for thank you
It’s awesome that they gave ranger a bunch of new abilities. Especially considering how much it was hated on before.
Now people have another reason to hate it! :D
only the ranger with the pet was underpowered and it turned in to a meme almost all the other rangers hit like trucks
@@strawman3859 only Gloom Stalker is good, compared to other classes. Drake Warden can fly, but its DPR is really bad. Gloom Stalker is the only Ranger subclass that keeps up with Fighters, Rogues and Paladins.
@@trndrd The hunter from the core book does what this video is claiming is super broken. Without the need for another spell
Also DPR is not how the game is balanced if you want to measure a class that way go play a pc game
@@strawman3859 "the game isn't balanced around DPR" doesn't change the fact that Ranger's DPR is bad, compared to other martials, if you exclude Gloom Stalker. It's alo the reason why Monk is borderline unplayable.
Unless they've been changed, hand crossbows can't be dual-wielded. They have the ammunition property and require two hands to operate, same as other crossbows. You may be able to do this if you have the crossbow mastery feat ([edit]No you can't, the feat only removes the loading property, not ammunition[/edit]). Same reason you can't use a hand crossbow (or a sling, for that matter) with a shield.
Well the designers seem to think you can, since the Crossbow Expert feat specifically allows you to take the bonus Light weapon attack with a crossbow.
In 5e... You can dual wield hand crossbows. You just need a free hand to reload it, regardless of Crossbow Expert Feat.
@@absolstoryoffiction6615 No you can't, two weapon fighting only covers light melee weapons, you need the crossbow expert feat to use one in your off hand -
Two-WeaponFighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
take 3 lvl dip into artificer and infuse your hand crossbows with ammo
@@Malkier84
Dual Wielder Feat 5e begs to differ and the OneDnD version of the Dual Wielder Feat, too. Plus 5e Fighter's Extra Attack... So what do you mean?
On the matter of the Ranger, 6d6+3 from 30ft away is *ridiculous* (imagine this on a flying race), especially as the spells last an hour each, can be swapped onto other creatures AND you get a free casting of Hex with the feat so you still keep back a spell slot for later in the day. If this were published on reddit by a fan they'd get destroyed in the comments, however...
I do kind of vibe with the idea they're going for, it's just that the execution is too exploitable! How would you fix this? My idea: make Hunter's Mark concentration, but say you can't lose concentration on it as a result of taking damage! (Like the Conjuration Wizard feature). What do you think? Remember to be respectful, the designers are trying new stuff here! We *want* them to take risks and improve the game, they're not going to do that by never taking chances!
Hex and Hunter's Mark don't play together well since each of them require a different bonus action to place and you'll also require 2 bonus actions every time you want to move them.
@@TreantmonksTemple I see it as T1 Hunter's mark, attack for 17, T2 Hex, attack for 24! That's by the time you take the second attack action, so I feel it's *extremely* strong. Depends on the situation though, as always. If you're fighting a bunch of low hit point mooks, it's not gonna be as good, (and you can do something else!) but for chunky bois and bosses, this slaps beyond anything we've seen before at that level! A human ranger call also have Bless in addition to Hex so they have a choice, depending on the sitution, for one example!
I think a good midground is making it so you cannot concentrate on a non-primal spell while Hunter's mark is up.
Edit: TY for the heart Mr.Shorts.
As I understand it, you don't get an additional attack with handcrossbows now
Dip a level of Hexblade and add Curse on top of that combo. Then you're turning it into 6d6+7, and you're twice as likely to get a critical. Yeah, it's *another* bonus action used, but still...
Reminds me of 3 and 3.5 where you could make a pretty good character taking just the 1st level in every class (they were quite front loaded). Still Im happy to see the Ranger getting some love and I hope they don't nerf them so bad they are forced to make rewrites and changes years after.
Reading the words ranger and busted in the same sentence almost brings chills. What a time
Welcome to 4th edition
Busted Ranger, time to make people ban me from using it cause i made a a hunter ranger truly broken as my first character. When they are now possibly busted i can become EVIL!!!!
So good to have gamemakers who care about the communities oppinions.
Funny joke my friend
Hunters Mark + Hex isn't that bad. It takes 2 bonus actions to set up and 2 bonus actions to re-target them.
Against single target boss fights it can be problematic, but I don't see it being particularly broken due to the set up.
Hm+hex is not the issue. The issue is every meelee or gish or ranged weapon user will mc into ranger for just 1 level making stuff like hm+shadow blade or hm+spirit shroud a thing. They can fix it by changing it to: you can ignore this spell's concentration when casting a different ranger(primal) spell that requires concentration."
@@DKzCoolD2 I think that really helps with the wording that you have.
Yeah, and don't forget that it takes 2 out of 2 spell slots to make it work, so it is once a day. Also, Two weapon fighting and hand crossbows don't work because the loading property. So despite what the video says this is a melee build and rangers don't Con save proficiency so you also have to keep concentration as a level one character. And you used a feat to make the combo work. Then the double bonus action problem. But it is also a level 1 character so, I guess broken. I think it drops off though once you get better spells to concentrate on, but I haven't done the math. No matter what though if you take two weapon fighting at 1st level you are gonna feel strong anyway so, yeah.
This sadly aged like milk
After seeing the PHB teasers for ranger, the only thing that comes to mind is the South Park financial crisis episode.
"Aaaaannnd, it's gone!"
Who here is disappointed in the 2024 Ranger?
The ammunition property still requires you to have a free hand to reload a hand crossbow, even if you're ignoring the loading feature, so dual wielding them isn't something you can do, even in base 5e. No features or feats allow you to ignore the ammunition property.
I guess you could technically do it for the very first round of combat, if your DM allows you to have pre-loaded weapons.
Ranger deserves to be the strongest for a while. 5e base ranger is basically unplayable without multi classing.
One DnD Ranger is weaker than 5e, because the loss of power attack. If you think 5e ranger has to multiclass and that's bad, One dnd Ranger can't even be saved by it.
@@trndrd, are you referring to the "-5 attack & +10 damage" feature of the sharpshooter feat? They'll probably added it into another feat that's intended for higher levels.
@@carsonrush3352 they should make it a feature.
@@carsonrush3352 Yes, that one as well from the Great Weapon Master. They are both gone. Power attacks will not be a thing in One DND.
@@trndrd Wait, people actually used power attack? The +10 damage are worthless if I dont hit because of the -5 to hit.
It still need to have their "natural explorer" feature for any terrain. They can make it to 'attune with the land' to make it their favorite terrain and can do so once per long rest (or more), granting the advantages of nature explorer and it wouldnt be broken and it would be flavourish
Given how long it usually take to travel between bieoms unless your teleporting or spelljamming, you could change it to always being active or costing a spell slot to change. (Or at by high tiers).
I think theres a spell for that
@@rjframe4410 to grant the unique feature "natural explorer" from the phb that no other class have that grant flavor roleplay but the weak point is that is attached to an specific environment?
I'd say this is more like a combo of catching the Ranger class up to where everybody else is/will be, and also showing us that One D&D characters are being designed to have a higher power level in general.
I think that the ranger should keep a book with him where he marks terrain. If he takes a long rest in a biome he should gain + 1d4 on any observation check or something like that.
Yea I’m not a fan of taking out things that make them feel like rangers (like nature/survival abilities). They need an ability that involves tracking otherwise it doesn’t feel right.
I feel like the "they buffed rangers" train is forgetting that roving, natures veil, and tireless are all tashas features, that are mostly now worse than in tashas, that all come online at later later levels now.
Also yeah you CAN stack hunters mark and hex but they both take bonus actions to move so that's not exactly and easy combo to get going given how quickly enemies drop in this game.
Was just about to mention that as well. Too many people are focusing on how it's changed from the PHB version.
The thing is, some DMs might not let you use the Tasha's features. Having it all in the PHB is *very* important.
Also, Canny isn't as good as Expertise. I'd rather have expertise in a skill than two extra languages any day of the week. Roving comes 1 level later than in Tashas and is a straight numerical buff; Yeah, you can't use it with heavy armor, but you're a ranger; you don't want to be using heavy armor anyway. Also, at level 6 you're getting a subclass feature. Granted, Hunter's Level 6 feature is kind of a ribbon, but Hunter isn't going to be the only subclass.
Tireless also only comes 1 level later, and the temp HP comes up automatically after each short rest instead of having to burn an action on it. You're also not limited in how many times you can get this temporary HP, and it's also decoupled from your wisdom modifier, so chances are good the amount of HP is a buff by 11th level when you get it. Finally, once again, you're getting a subclass feature at level 10.
The only one that's significantly pushed back is Nature's Veil, but that's received a massive buff in that it ends at the *end* of your next turn now instead of the start, meaning you can be invisible for two whole turns; the number of times you can use it when you get it has also been over doubled (Although granted, that is if you don't spend any of your spell slots on anything else; but I definitely wouldn't feel bad spending up to a 2nd level slot for that effect).
@@ilovethelegend For sure some dms don't allow tashas so the optional features from there should all get rolled into the phb ranger.
Expertise is a flat out buff for sure and I like that a lot.
roving while a buff to default ranger, does heavily limit build options. Making a str based ranger is already hard, they don't need to turn off features as a punishment to players for doing it.
Relentless only happening off rest is a huge nerf to it. How many short rest does the average party have in a day? 1-2 so this feature procs 1-3 times in a day as opposed to 4-6 at your leisure between combats and the fact of the mater is that a few temp hp per day is a horrible entrance ability to t3 play. This feature also conflicts with any other features that grants temp hp off of rest such as inspiring leader in this version of the game.
Natures veil now has to compete with hunters mark for your 1st level spell slots or start eating into higher level slots for no benefit. the longer duration is nice but it doesn't change that it used to be added on top of your existing resources.
This version of the ranger has to contend with hunters mark, natures veil, exploration spells (no more free casting from primal awareness), and your general lower level combat/healing spell casting compete for what realistically ends up being a pool of 7 spell slots because you REALLY don't want to burn a 3rd-5th level slot on any of those.
That is an insane level of pressure put onto such a small pool of resources.
This would be like if they decided to make divine sense, lay on hands, channel divinity, and cleansing touch fueled by spell slots on the paladin. This is the problem monks and sorcerers already have of everything fighting for their ki/sorcery points.
It's funny how people are stuck on hm+hex. What about hm+shadow blade? Or hm+spirit shroud? Everyone can take a 1 level dip into ranger. The stipulation on the concentration should be: "you can ignore this spell's concentration while casting a different ranger(primal) spell that requires concentration."
@@DKzCoolD2 in those cases I'm not concerned about the additional 1 round setup, being behind on spell progression, and in the case of eldritch knight (who benefits the most from those spells) missing out on their last extra attack as a trade off for 3.5 more damage per hit (which has a lower expected value of like around 2 more damage per swing when you factor in accuracy).
They totally could limit it to only comboing with other ranger spells but it's honestly not enough extra damage to worry about restricting build options over it.
The biggest issue here is the almost mandatory one level dip into ranger many optimizers would take. My suggested fix here is to make a stipulation on the concentration part that states something like: "You can ignore this spell's concentration while casting a different ranger(primal) spell that requires concentration." That way we don't get hex+hunter's mark or hunter's mark+spirit shroud. But we do get hunter's mark+conjure animals, which is a great bump to a late game ranger's damage.
I like how the ranger is based on the one from Tasha's. You get the "deft explorer" and "vanish" abilities, plus a weird amalgamation of "favored foe" and the revised ranger. TCE ranger was _so much_ better than PHB.
Something no one but you seems to have realized is that Monk is sitting pretty. My main problem with Monk is that it takes a while to come online. Monk is an amazing battlefield controller mid to late game in 5e. Without even dropping Monk for play test the lvl 1 feat Tavern Brawler & the lvl 4 feat Grappler they will make the class a lot more fun/effective in the early stages.
Punch Grapple into Adv punches is great.
@@pathwaystoadventure Not to mention you're able to punch push enemies into spell effects like Arms of Hadar & Spike Growth.
Yes, exactly. Even if they don't do anything else to improve the monk (and they absolutely will), they have already done three big things to improve the monk: making grappling and shoving unarmed strikes, removing the requirement to use your bonus action for fighting with two light weapons, and giving members of the Warrior class group - including the monk - access to the Two-Weapon Fighting style as a first-level feat (even if the monk doesn't get a fighting style, and they probably will).
The first makes them more like a martial artist than ever; the second and third mean that, armed with two shortswords and spending 1 ki point for Flurry of Blows, you can make four attacks per round and do 2d6 + 2d4 + (4 x DEX bonus) even before you get your extra attack. (Because you can only use the offhand weapon once per round, you only add another 1d6 + DEX when you get Extra Attack, but even so, that's still good.)
@@MikeReevesMcMillan I don't see that the Grapple and Shove change will have much positive effect, if anything it may be a nerf. If you're going to Shove them prone or Grapple them to benefit from advantage, you want to do it at the start of your turn not with your martial arts or Flurry of Blows (though those will be an option now, if they weren't before via DM fiat).
You also can't get apply expertise to those attacks now, and you have to beat the opponent's AC not just their Athletics/Acrobatics.
@@Wlerin7 he's saying it's a buff because, in the previous rules, you had to use athletics for grappling, and monks didn't typically have high strength. The new rules allow for a dex-based monk to be able to grapple effectively
I am in LOVE with the new Ranger! My favorite ability is Hunter’s Lore. It’s so thematic for a Hunter!
The problem with the conjure barrage: that spells does pitiful damage for its level, and downcasting doesn't really help that. I think it's cool if they buff the damage by at least 2 dice.
I agree, but it won't happen. While the damage if pitiful compared to fireball, it's a 60-foot cone, and that's what WotC designers will look at in comparison to the 20-foot radius of fireball. The "potential" is greater. Call lightning isn't much different with it only being 3d10, but a lot of creatures are immune or resistant to it. It's weird.
Depends on what you use as ammo for the barrage. My group’s last session of COS we were down in the Ravenloft crypts fighting a shitload of skeletons. My dwarf Ranger Gloom Stalker used Conjure Barrage with Dwarven penetrators (battering rams) and instantly killed every skeleton. Until the next batch spawned.
Spirit Guardians does the same damage as Conjure Barrage... but every turn.
It is almost too good. Ranger has basically become another spellcaster class. I was hoping for martial abilities since rangers are basically meant to be hunters and hermits. Now they're even more like a martial druid subclass unless you specifically go the hunter route but even then it's pretty weird
They feel much more Druid than Fighter now I agree!
The thing is, the Ranger isn't one thing to anyone - for a lot of folks, the Ranger *is* just the pet class. For some folks, they *are* inherently magical. For some of us, they're inherently *martial,* and their magic is *incidental.*
The more time I spend trying to figure this out, the more I realize that the D&D internet is in a definitive minority on this. When I go to game stores or talk to people who like D&D but aren't Extremely Online as a way of life, every one of them either thinks of the Ranger as "the pet class" or like something I would describe as a "nature Paladin."
I *always* think of the Ranger as a warrior first, but in the way they're designing this, I actually really like the direction they're headed.
That said, the Hexploit is definitely not going to survive. If it were up to me, the only thing you'd have to change is make "Hex" work either mainly or exclusively on spells, probably via affecting saves. I use a homebrew version of this now, and it's just so much more fun for Warlocks who don't want to just Eldritch Blast all the time. (kinda lifted it from some 4e features).
A martial druid is exactly what I think a Ranger should be.
Personally, I always viewed Rangers as a class that **augmented** their martial capabilities with Spellcasting. And they have a lot of cool, flavorful spells to do it. Hail of Thorns, Hunter’s Mark, Ensnaring Strike, Zephyr Strike, Conjure Barrage, Lightning Arrow. All of them being cool Bonus Action Spells meant to allow the Ranger to augment normal attacks with magic, as opposed to just fighting with magic or fighting with weapons. That’s why Rangers don’t get Evocation Spells in One DnD, Evocation Spells are the straight damage dealing spells and Rangers aren’t meant to use them like Druids or Wizards. I undrstand seeing then as a more martial class (especially Hunter Rangers) but, that isn’t how I view them and I don’t think that’s how WotC sees them either. The Spell restrictions really limited them but now it feels kinda like how I always envisioned Rangers.
@@SeanBoyce-gp Ooh, I like that idea. Making it so Hunters Mark and Hex don't synergize because they affect different kinds of attacks is brilliant, and also matches with what they were doing with Spell Sniper and Sharpshooter. Very clean.
10:09 Thank you for voicing my main issue with how they've handled Ranger in this UA. It feels closers to an action hero with druid spells than the survivalist the class is supposed to encompas
But that is what a ranger has been since 3e. It’s alway been a Fightingman with rogue like agility and cribbing the spells and animal companion feature from the Druid. I find that people are too enamored with the concept of favorite terrain and Enemy dispite them always being fundamentally selfish abilities that only pays off in a focused campaign.
What made rangers felt like it was master of the wild was that it got Seattled with the tracking feat for free. Other classes could be just as specialized but that took away from feats progression. The all the all old features are replicateable with primal spells and having expertises in survival cover everything that use to be the dominan of a bloated number of skills and situational feats. In 5e and 3e a rogue could fill the outdoorsmen just as well as a ranger.
What made a ranger different from a fighter, rogue, Druid multiclass, some good with nature and had supernatural fighting abilities was it require less investment.
Well, the thing was, 5e Ranger's survivalist features were all finicky to the point of uselessness. Expertise in survival should be plenty to get that survival expert feeling.
All that's left is making compelling travel rules that people bother to read. (often the problem is not staying alive while traveling from dungeon A to B, it was going off the better path to finding interesting places).
survival is good at foraging and tracking, but I think that other people think that having a ranger somehow creates a new expropriation mechanic exclusive to them, not knowing it's more of a lost DM art of map making rather than a class feature problem.
Clubs are light weapons, so you can shillelagh as a bonus action and use it as part of dual wielding.
Lv5 ranger: turn2: 4d6+2d8+13=36damage.
Finally, the Ranger is realizing it's potential!! So many hardships for Ranger classes in the past. It's foundational idea was also unorganized, so it's nice to see it's been reworked into a more effective form.
2:14 A bonus action each, and also for the initial casting of both, so two turns and two bonus actions to setup onto one creature, which normally would die before the 2nd turn.
Can you do rogue next? It’s my favourite class, but I can’t really tell how good the One D&D version is. Love your videos. Keep doing what you do ! ❤
Spoiler alert: They murdered the Rogue.
Sneak attack only triggers when the Ranger uses the Attack Action on their turn and they damage can't crit according to the new rules for crits. So they cant do sneak attack via an opportunity of attack anymore or if they are granted an attack like from the battlemaster fighters maneuver that lets them do that. They also moved evasion to level 9 instead of 7.
It's rough to be a rogue now. Less DPR and less safety options earlier on. They also nerfed crossbow expert so that you need to have both your hands full in order to fire twice, and remember, you cant load a crossbow without a free hand, even if you ignore the loading property from crossbow expert. They also nerfed sharpshooter so that there is no -5 to hit/+10 damage anymore.
Soooooo to summarize, they made the rogue a skill monkey focus by nerfing their already low damage output potential four times over by taking away the following: Sneak attack crits, Multiple sneak attacks per round, crossbow expert firing twice mechanic, and sharpshooters potential damage boost.
Fill out the survey if you disagree with these changes.
@@KingSparda I thought rogues could only sneak attack once in 5e as they sit already. Did I miss something there?
@@xalxika you did. Currently, You can do sneak attack when you make a "weapon attack" on "a" turn.
With this, it's when you take the attack action on your turn. So you can't even ready it.
the rogue has been utterly nerfed and should never be played. they can't do anything at all that a ranger can't do or a Bard can't do. and their damage is vastly inferior, at most you would multi-class two levels to get cunning action
@@KingSparda While all of that is true,
a) it takes specific builds or setups to pull of AoO SA, and most people did not realize that you even _could_ and
b) _if_ you go dual-wielding, they got a buff. Rogues can now move in from out of reach, double-attack (now with two chances for a SA), and Cunning Action Disengage out of attack reach. For non-optimized players, this will likely result in a net _increase_ in DPR.
That latter point is irrelevant to any other build, though, and will not work with Booming Blade anymore short of additional changes. Moving back Evasion was _horrible._
This is literally everything I've always wanted the Ranger to be! I desperately hope this (or a variation of it) is what WotC goes with in the end! I also hope that it will be compatible with Tasha's optional rules (such as bonus spells).
The only problem with your dual hand crossbows is the loading property. How are you getting around that?
You forgot to mention, you need to use two bonus actions to move both spells. so you need 2 turns just to put both on a target, its possible, its just too unrealiable.
My fix for this is, Just get Divine Favor instead, make all you deals 1d4 Radiant Damage, wich is better.
I think a good balancer to the issue of stacking things like Hunters mark and Hex is to classify the spells (say like just give it the Mark classification.) then put a limiter on them that each creature can only have one instance of a Mark type spell on that at any given time concentration or not.
It’s already balanced because you have to spend two turns and two spell slots setting it up. You’ll have defeated the enemy by the time you are able to cast hex, and then you’ll have to use your bonus action on your next two turns to mark another enemy. You’re also going to be casting invisibility with your bonus action every other turn at higher levels, meaning there will never be a time to use your bonus action to fire off an extra attack and actually make good use of these buffs. If you’re 1v1 against a boss, then sure, it works, but fighting a lot of minions? Better off not using it at all.
No reason to make a whole special rule for one instance of a guy doing an extra 1d6 damage per attack in specific circumstances
RE: Hunter's Prey at 7:20 - it's actually pretty similar to what Hunter's Quarry was in 4th Edition (Designate with a minor action on the nearest enemy, +1d6 damage to them 1/round), just one die bigger and with the requirement they're already reduced in HP. 4th Edition also went hard on multi-attacking being the Ranger's thing, and given how that's been the only edition so far that they've really shined, I can imagine there was some influence there.
No it isn't. The Ranger is now FIXED. Finally. At last. I have a really soft spot for rangers & have spent since 2014 being frustrated by them, basically you HAVE to min-max to even stand a chance of keeping up. Tasha's optional rules helped. Quite a bit. But broken? Nah, this is the Ranger we've been wanting & needing for way too long (although stacking Hex hadn't occurred to me, if WotC do pick up on that, I'd rather they found a way to just not let Rangers get access to it, maybe make it a class spell purely for warlocks like we're anticipating with Eldritch Blast). I'd actually go further with Hunters Mark - I'd scale it so that around about level 10 to 1d8 & leave the 1d10 at level 18. Don't forget, as currently written, Hunter's Mark will still stack with things like the Horizon Walker's Planar Warrior too... As for two weapon fighting/dual wielding, this was always broken (in a bad way) for all classes it was available to, it's just it's the iconic melee style you'd expect for rangers so impacted them more. What if Melee Rangers got access to booming blade or green flame blade? Similar problem... This is just fixing what wasn't working anyway, & tbh, what they've done with the off-hand attack isn't far off what they did with Beast Barbarians off hand attack anyway, so there is a precedent for this, but no-one complains about that, maybe because everyone too busy being a Totem Barbarian to notice... The thing they've not really addressed is that currently if you go Archery & stick with long bow (you're a Ranger you want to be Legolas or Hawkeye afterall), then a lot of Ranger subclasses (not all - Fey Wanderer for example) need something meaningful to do with their Bonus Action, maybe access to a wider range of spells will help, or allowing some specific spells to be bonus actions rather than actions might be good.
I like most of it, but I think the Favored Enemy is too strong! I appreciate there is some catharsis in seeing a once weaker class get a big buff, but is 6d6+3 damage output by turn 2 really the answer? There's definitely a middle ground here
@@DnDShorts It may be at Level 1 but later on other casters blow it out of the water by a mile still lol
@@fine1764 Yeah I talk about that near the end!
@@DnDShorts Ah sorry
@@DnDShorts I think concentration free hunters mark is fine, they just need to add a level requirement for the concentration free part. Maybe level 5 or 6? Being able to cast entangle or other concentration spell without sacrificing too much damage is nice.
That background tune behind the wyrmwood ad tho.
So,
This take aged like milk
I honestly love the focus om mobility and targeting. It really.makes you feel like you have control of the battlefield
See, ranger had always been a balance between survival/roleplay and combat. Now I think 5e had originally dipped more into the survival/roleplay aspect with the original version of ranger, and made it a lot more combat focused with the rangers optional abilities. Here it seems they made it more combat focused again. It would be nice to seem them find that right balance of the two ideas like back in 3.5 and pathfinder.
But remember you get to prepare your spells. Your no longer locked into the same 5 spells that make the ranger good at combat. If you know you will have a session full of roleplay, you absolutely can switch those out for a range of highly flavorful options from the primal spell list.
Tbh. Survival in 5e is a non problem very early on. Its berly developed and most group ignore it. Tbh most ttrpgs ignore it. I never seen a ttrpg where exploration and survival is the mine focus
Imagine his the dual-wield + 'hunters hex' build with the gloomstalker.
Total Overkill, but i love it!
Eldritch Knight: "I will attack 5 times with Dual Wielder Feat and then Action Surge Banish the Goblin from the face of this Earth. Oh, and the Goblin has dis advantage against my Banish Spell Save DC from Eldritch Strike. Then I will Arcane Surge (free 30ft teleport) and Bonus Action Misty Step to my Tea Party."
Ou what a nice change, a Ranger that prepares for a hunt/advanture/journey can prepare his Spell list for that. BIG Flavour Change I really like!
Now I want to see Monk so badly :D
Right? I made a ranger for a campaign I'm in, and I talked with my DM to let me prepare spells(she let each player have 1 special homebrewed item and mine was a survival guide that let me prepare spells and identify certain creatures). It's been really nice, even with the limited spell list
@@CrownofMischief Creative, I like that :D
Great insights!! I like that favored terrain abilities were removed, as it stops the glossing over of survival/exploration situations.
I think they should have a category of Mark spells. Limit to one active Mark per player on a foe. Hex and Hunter's Mark, and anything they add in the future for similar effects.
No... That wouldn't be a good idea unless DnD has a fixed set of players.
That rule will only lock out synergies and options for players.
Rangers: A thousand pages of One D&D rules descends upon you! Our arrows will blot out the sun!
DM: Everyone roll to fight in the shade.
Eldritch Knight: "I cast Major Illusion: Infinite Rangers Works."
DM: "How?"
Eldritch Knight: "Ever heard of the Puppet Master, my good friend. The Fungus Amongus sees all within you... ... ... Join our family and we can devour the Players TOGETHAAAA!!!"
DM: "Why is my house on fire?"
You know man, I love the fact that you have great respect for the folks at WoTC who are putting this playtest out there. Having come to DnD recently from a background in 40K, it's really wholesome to see folks making content who don't just automatically sh*t on new stuff and hate the game designers.
except they clearly hate the rogue, which is now useless and should never be played in place of a Bard or Ranger
@@petenell5807 it's a playtest, not a final release
This will be a fun surprise. I had no idea when I chose ranger this week. Character adjustments will be made in the morning.
I'm not sure this Hex/HM combo is as strong as you think.
It would be a big investment to spend a feat just to get Hex so you can spend two turns per enemy marking and hexing them. The damage spike is big once you can spend two turns hexing and marking but by then most enemies will have died and you will have to move on to your next target. Plus you've used up both your spell slots and if you get hit and lose concentration your hex is still gone.
If you're going to be taking full advantage of the bonus damage you'll need to be two weapon fighting in melee or potentially using throwing weapons. Two weapon fighting crossbows only works for one turn and then you have to drop one to reload.
On a side note the Barbarian multiclass is potentially even more powerful than you mentioned since hunters mark can be used while raging if pre-cast.
Edit 1: I didn't realize the new Magic Initiate feat lets you cast the first level spell once for free. That's much more powerful than I initially thought since you won't be using all your spell slots in the first combat.
The damage also does not scale outside of Extra Attack.
I'm just glad that Rangers are finally getting the love they deserve. Of course, they'll tweak it before official release...but being this strong this early is nice.
So they fixed dual weilding?
For now. People on Twitter are already complaining that it's too powerful, even though it's limited to light weapons. The mechanics are similar to what Treantmonk suggested in his video.
@@KevinVideo treantmonk's change i dont think was too broken.
I think the hb change made by dugeondudes is instead more powerful than treantmonk's change. But let's see how it comes up.
I honestly think a buff is needed.
Love the Aragorn clips throughout. The correct ideal Ranger.
Hope two weapon fighting is finally useful.
Since Dual Wielder in OneDnD was nerfed by "at least one of your weapons must be Light" then RIP your DPR compared to 5e.
RIP it even more when a base 2d6 greatsword deals more damage than two 5e 1d6 Long Swords.
I did the math and once things like Resistances and Spell Weapon Buffs etc. come into play. The 2d6 Greatsword outclasses two 1d6 long swords by the time the 5e Fighter gets their first Extra Attack.
It will be even worst off since in OneDnD. You can only dual wield, when using the Dual Wielder Feat, a Long Sword and a Light Short Sword.
@@absolstoryoffiction6615 Oh dang, i didn't notice that. But hasn't it always been in dnd 5e that greatswords are better than dual wielding? I mean to even compete Dual wielders have to get both a fighting style, then a feat.
@@Kingpsycho02
That too...
5e: One Fighting Style + One Feat Vs One Greatsword
OneDnD: Two Feats Vs One Greatsword (since Fighting Styles are now Feats and Martials get a Fighting Style for free.)
@@absolstoryoffiction6615
Longswords are d8
Shortswords are d6
@@rookie2128
I see...
The bonus action economy of managing both hex and hunter’s mark on the same creature nerfs this strategy into the ground. Sure you’ll be able to deal an extra 2d6 per attack, but that damage output will take two turns to build up to, and will require *another* two turns to transfer to another creature once the first target dies. Don’t get me wrong there’s potential here, for great damage, but it’s *far* from broken.
Hunter's defense is the ultimate troll ability. *Gets hit by something big, while Ranger is standing next to the barbarian.* "well, its what you are here for right?"
Dipping one level into ranger has become an astoundingly good option for any class with multiple attack actions. For example a 1 level ranger, 3 level hex blade pact of the blade warlock, and 16 level echo knight fighter who's duel wielding with hunters mark, hex, and hexblades curse active can deal 1d8+2d6+11 damage per attack with a total of 10 attack or 12 with a potion of speed. That means you can dish out a DPR of 16.93 per hit going up to 24.11 DPR with advantage, and 27.77 DPR with triple advantage. That is 203.15 DPR, 289.32 DPR, and 333.24 DPR respectively.
You're right. The UA Ranger is too strong in all of tier 1 and becomes a new level 1 dip for op builds. Wotc will have to put concentration back into Hunter's Mark. They could, however, remove the concentration on Hunter's Mark at a higher level. Like say level 7 or level 11 since all you're getting at that level is the small defensive feature, Tireless.
Or they could just make hex only work with spells. Hunter mark is on the primal spell list. So, you can also pick it up from magic initiate now. The reason fighters and the like always chose hex before was because it was the only option. But now you can take either. So changing hex to only work on spells really doesn't hurt anything and let's the ranger still do a cool thing at level one. Because let's be real. No one was taking these spells for their other features. It was mostly just for the 1d6 to attacks.
@@markloeffler85 The only problem with this suggestion is that Hex Blade would then not benefit from Hex. Which I suppose they could do but it would not go over well with Hex Blade fanboys. I once made the suggestion that the part of Hex Warrior that provides Cha to melee attacks should be removed from Hex Blade and placed into Pact of the Blade so that all Warlock subclasses would be able to use Pact of the Blade. A few people lost their Sh*t over it because they couldn't bear the fact that they'd have to increase their Dex to 16 to make up for the loss of +1 to hit and damage for levels 1 and 2. (It's not like the Blade Singer doesn't already have to do that).
@@fortunatus1 Well Hex Blades needed a slight nerf anyway and Hex Blade fanboys are delusional if they think otherwise. That said, If they make Hex part of the base warlock class they could just have Hex affecting melee weapons as a subclass feature. Similar to how ranger subclasses are going to have features referencing Hunters' Mark. And I'll be honest. If they don't have the charisma for melee attacks as a bass part of the Pact of the Blade for the Warlock UA, I'll be both surprised and more than a little disappointed in their design teams.
@@fortunatus1 Plus Hex was already competing for their first-level Hex Blades Curse feature for bonus actions. Also they can always pick up Hunters Mark as a first-level feat if they really want a bonus action d6. And given that the most it will ever do is 2d6 a turn for melee weapons, Hex Blades really need spells like Hex and Hunters Mark like they need a hole in the head. Casting almost any other spell is a better use of your Warlock spell slots.
Real analysis, looking at how the new material would really play. So many other channels are just giving us internet Hysteria and trash 5.5 to get clicks. Thank you for this
I kinda doubt you aren't joking is it april fools? Remmeber the updated sub class I thought of a fun idea with knowing the weaknesses of your enemy that is affected by hunters mark. You could roleplay it so that you wont stop that mark until you kill your target now. Apply this to a legendary creature or the bbeg and it makes the game a lot more interesting roleplay can be used for interesting purposes.
2 years later: sadly "madical initiate Warlock" isn't an option. there is no way 4 hex... aaaand Hunters Mark uses "concentration"
I think you're forgetting that both Hex and Hunter's Mark require a bonus action to cast and a bonus action to change targets. You only get one bonus action per turn, so this isn't really as broken as you think it is.
Thank you for using lots of imagery from league and magic, makes me feel at home as a nerd and a gamer :D
Hasbro FUCKED over rogues and I am NOT going to support One D&D
That's how rogues stay fucked over. Give feedback on how they murdered the rogue or it'll stay murdered in the next edition for sure.
Aa a person who plays a lot of rogues...I've been waiting on your take on that class...but love your videos man
Thank you for actually having a single braincell, unlike the 'dur hur they're fixed now' crowd.
I don't think people are dumb for thinking it's a good change, they just didn't dig into the mechanic far enough to see it's overpowered! I like most of it, but it needs work! That's why it's important we share exploits we find!
My very first character ever was a Leonin Swarmkeeper Ranger. I’m really excited to play test these new rules and help polish the start of the next era.
Its so good
Shorts, you sir are the undisputed God of amusing sponsor ads.
Here's a fix. Hunter's Mark still requires concentration, but you can do it PB times without expending a spell slot. I also have an idea for the Beastmaster Subclass.
Level 3: Natural Aptitude: You gain proficiency with the skills Animal Handling and Nature. If you are proficient with them already, you gain expertise.
Level 3: Animal Companion: You gain a companion in the appearance of a beast of your choosing. The companion has the Ability scores of the animal you choose, plus any non-combat features including flight speed and swim speed. Its proficiencies and combat abilities are that of a Warrior Sidekick (see TCoE). They start out as level one, and maintain their level as two below you. As a bonus action, you can order them to do any action. If you do not use your bonus action for your animal companion, they will move at their speed toward the nearest enemy and take the Dodge action.
Level 6: Pack Tactics: Whenever you and your animal companion are engaged with the same target, you both gain advantage on all your attacks against that target.
Level 6: Beast Speech: You can cast speak with animals up to PB per day without expending a spell slot.
Level 10: Empathic Bond: Whenever you or your animal companion take damage, you can choose to share in that damage each taking half damage. Also, any healing done to you or your animal companion heals both of you for the full amount.
Level 14: Animal storage: You can teleport your animal companion into a pocket dimension. While they are there they gain fast healing of your pb per round, and you gain one of the following advantages.
Bear's Toughness: Gain your animal companion's level of temporary hit points that replenish every round, and +2 to AC
Cat's Speed: You gain +15 feet of movement and an extra attack.
Chameleon's Sneakiness: You gain +10 to stealth checks, and can hide as a bonus action.
Eagle's Wings: You grow wings and gain a fly speed equal to your movement speed.
Elephant's Power: All melee attacks now have 10 feet or reach and you gain proficiency with strength and constitution saving throws.
Fox's Craftiness: You gain proficiency with Charisma and Intelligence Saving Throws, and you have advantage on investigation, perception, and survival.
This lasts up to one hour and can be done once per long rest.
It didn't break the Ranger, it brought it into line with the better classes like the Fighter. Now we need a full overhaul of the Monk
Love TH-camrs who make short skits for their ads
Gotta be one of my favourite genders
Also at 9th level you get access to lvl 3 ranger spells, including my favorite Conjure Animals. This spell is ridiculously powerful if used in the right way. For me, I summon a herd of 8 Elk and stampede my enemies. Downside is that it requires concentration, and that summoning 8 creatures at once paints a pretty big target on your back
Hunter's Prey is basically the same as the 5e version. It used to allow a choice of Colossus Slayer, Giant Killer, or Horde Breaker. Colossus Slayer is that extra d8 when the creature is below it's maximum hit points.
They're not broken. They are neat and strong, but not broken.
Feels like a click bait title, but your video quality is great. Earned a sub.
I would make it so that the improved Hunter’s Mark still requires a pseudo-concentration, where you can’t cast any concentration spells at the same time, but you don’t have to worry about concentration checks from outside sources, it just lasts the full duration without issue.
Some thoughts;
First, you cannot reload the hand crossbow when you don't have a hand free (see the ammunition property). So while you can shoot an already loaded hand crossbow in your offhand, you cannot do so every round. And autoloading crosssbows aren't a thing in the core rulebook.
Second, DW doesn't kick in until Level 4, so you can only equip one weapon as part of the attack action.
So at level 1, your first round will do 2d6+3 damage. In the second round, you can pull the 2nd weapon and cast hex, so now you can do 6d6+3 damage... within melee range. And you'd have to make the concentration check when you get hit (roll 8 or higher). With a light crossbow you could only do 1d8+2d6+3.
Excuse me? "Only"? Isnt that like 23 damage at the most at level 1?
@@sheevpalpatine6139 1d8+2d6+3 is 14,5 dmg. The 6d6+3 is 24 damage per round. But then factor in the fact to-hit % and it's less. With archery, you're likely to hit on a 6 or higher, and TWF on an 8 or higher (but 2 attack rolls). So the crossbow becomes 10,15 DPR and the TWF is 14,4 DPR.
TWF will do more damage... but you're gonna be in melee for it, with additional risks.
Shorts has made it! Wyrmwood sponsorship!! Congrats!
So Ranger has been my favorite class since I started playing D&D early this year. (My Horizon Walker was amazing, and I wish I got to play my Fey Wanderer more before the campaign ended.)
This Ranger upgrade makes me even more excited to play this class in the future.
I loved the horde breaker feature in the old one. It seemed badass but taking the d8 feature is always a reasonable choice. I want rangers as badass as possible.
Great video. Even the ad had me laughing into my tea XD
Also more broken when you can use the charger feat to gain an extra d8 to each attack as it also works on range attacks. At level 5 it gets busted with extra attack.
Also I still need to verify this about the light weapon property but it seems like it just grants you an extra attack with your off hand instead of replacing you bonus action off hand attack as part of your main action. It is possible that you still get your bonus action attack with your off hand with the light weapon property and a ranger could possibly be able to attack up to three times at level 1.
As someone who likes and plays a ranger now, I like the improvements
The Ranger was the first class I ever used and has been the one I used the most so AWESOME!
Glad the ranger is getting some love.
idk how long creatures in your combats usually work but the "exploit" is incredibly bonus action taxing and slow while also consuming two out of three (*) spell slots that the ranger has and doesn't regain until a long rest. The 1st level Wizard take almost as many hp in one turn with only one spell slot and without any build investment and put them to sleep, while still having his bonus action ready.
Honestly if in DnD one Ranger is a little stronger at first fair enough, considering all the shit they went through in 5e. I’m sure they’ll tweak it a bit before release though
8:53 lol, love the Mario Kart background music...an odd thing to pick up on, I agree
even needing the bonus action you can only move hex/hunters mark once or one drops but if you hex on enemy and hunters mark another you could face larger groups of enemys doing consistent damage
...but you can't shoot 2 hand crossbows unless you have 3 arms. The Hand Crossbow has the Ammunition property which requires a free hand to fire if the weapon is 1 handed. That hand is used to draw and load the ammunition. If you are wielding 2 hand crossbows you have 2 improvised weapons to bonk people with because you can't shoot them since you don't have a free hand to draw and load the ammunition. The loading properly is separate from ammunition property of weapons.
I feel like the ranger should be a broken monster killing machine at lower levels to aid the weak growing party. Then become something completely different at higher levels. Preferably given a choice between being a guide and helper, a diplomat or controller of their chosen prey, or even more of a magic fueled party buffing monster murdering machine.
Your comments are entertaining and informative.