Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. Since you get to pick two types of humanoids, I recommend Humans and another race which is prominent in the campaign's setting. Stealth is one of your main defenses, not to mention that your job very well could be the scout for the party making stealth a must. Once per turn you do an extra 1d8 damage to a foe that is below its maximum hit points. If you attack, you get Advantage on the attack, some bonus damage, and the benefits of Dash. These game mechanics are in draft form, usable in your campaign but not fully tempered by playtests and design iterations.
Not a bad feat to take, for admittedly an unoptimal mode of attack to begin with. Kobold : Pack Tactics is absolutely unfair when you combine it with beast master ranger. Probably not worth it when there are better options. The ranger gains a +2 bonus on , , , , and checks when using these skills against creatures of this type. The concentration requirement, unfortunately, means you can't have it running at the same time as Hunter's Mark or Conjure Animals, so it competes directly with those spells. It was by far the strongest Striker class in that edition, with the real possibility of killing Elites with a single nova if optimized properly.
Hermit : One decent skill in Medicine, but that's not enough to make up for the fact the rest of this is useless for a Ranger. Very versatile and very nice. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Some are the results of magical experimentation gone awry such as owlbears , and others are the product of terrible curses including minotaurs. While all classes have their other major and significant levels, Lv. We'll say maybe one maneuver per turn, so that's 3d8+8 damage. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty.
Goblin : Great ability increases, and Nimble Escape gives you the important parts of Cunnin Action. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at. The bonus feat means you get a potentially build-making ability at Lv. With the feat the ranger just has to draw a dagger attack with it once and then run away from the ogre, drop the dagger and stick the ogre with arrows with any remaining attacks. It's a decent option on its own, but Wolf gets all of the same things with better numbers.
Its damage won't match that of the Blood Hawk of Pteranodon, but it's not completely awful. The bonuses are fairly small, but fit the flavor the class. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Allow the ranger to use two weapon fighting to make an off-hand attack as a bonus action when the ranger uses his action to have the beast companion attack. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they spea k one at all. A great tool to have on your belt though.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Panther also gets a multiattack of sorts, pounce, while knocking a oppentent prone. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Constructs Constructs are made, not born. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. And it's a Concentration spell besides, so it competes with Hunter's Mark, and just doesn't measure up.
Overall, this is typically the more effective of the Ranger archetypes. Not helpful at all other times. Most of them are ambulatory, and some are carnivorous. Leave this to warlocks and such. It allows you to both reduce incoming damage and also augment your next attack, and you can do it as a reaction.
Horde Breaker Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Note that you can use this at range, so archery builds can ensnare a target, then either wear them down or shift their attention to other foes. They learn only a very limited amount of spells; similar in manner to the Bard, Sorcerer and Warlock but not even as many as they do. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. A choice that either adds nothing of value to your character or might even actively hurt it. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. Folk Hero : Very solid, and pretty appropriate as well for the Ranger flavor-wise.
Intimidation proficiency is sort of a waste, but the rest of this package is awesome. Some of them have magical powers, but most are unintelligent and lack any society or language. Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. Actually is good for melee Rangers as well, but most will prefer Escape the Horde. Black puddings and gelatinous cubes are among the most recognizable oozes.