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Ranger Revised
About This Mod
This mod redefines the Ranger class, correcting many of its problems and restoring its identity as a mobile, nature-oriented warrior who treats both the sword and the sword well
and with onions. The basic idea of "creating your own Ranger" by choosing between various additional features was kept intact, which corresponded to the theme of adaptability and versatility. However, these functions are designed to work together properly, providing a sense of coherence and progress, motivating people to remain true to Ranger class choices, and improving some sensible synergies across multiple classes.
The "Hunter's Mark" has evolved into a major class feature, akin to a rogue attack or a paladin's "Divine Sentence". You always get a Hunter's Mark in Ranger's second level. It takes no place among known spells or slots to cast, but still requires concentration. This means that you still need to dodge a hit to save damage gain from the Hunter's Mark, but losing focus on it is less punishable - just requires you to spend the bonus action on the next turn. And if you need to cast another concentration spell when you've already used NM, you can do so, and then cast NM later without destroying a limited number of spell cells. The damage from Hunter's Mark increases with the Ranger Spell ability upgrade and becomes 1d8 at 5th level and 1d10 at 9th. Selecting your favorite enemies can give the Hunter's Mark additional bonuses. In addition, it now works with 5e rules unarmed attacks, improving Ranger/Druid and Ranger/Monk multiclasses.
Favorite Enemy mode has been significantly redesigned. No more useless cantrips. No more heavy armor skills. Passive effects make more sense, combine well with class fantasy and synergy with other abilities. At 6th and 10th levels, you get additional, more powerful options that give the features some progression, highlight the way your character has gone through, and allow you to improve skills based on wisdom rather than intelligence.
Available from Level 1:
Bounty Hunter: Achieve proficiency in investigation. Creatures affected by the Catcher's Strike have a Disadvantage in saving.
Monster Fighter: You gain the Mastery of Nature skill and use True Strike when you apply the Hunter's Mark.
Wizard Destroyer: You upgrade Arkana and Saving Wisdom.
Grave Guardian: Master history and the constitution to learn how to throw saving throws.
Blessed Stalker: Raises the level of religious proficiency and can cast the spell "Protection from evil and good".
Available from Level 6:
Illitide Bain: Experience survival and save with intelligence
Ambush Breaker: Gain experience in Perception and you won't be surprised.
Schoolhunter: Get experience handling animals, Familiar gets the benefits of being labeled a hunter
Available from Level 10:
Master Ranger: Gain experience in the website. Your hunter's mark no longer requires concentration.
Natural explorer is similarly redesigned, though less drastically. Resistance is unlocked only from 6th level to prevent the Level 1 Ranger from diving to gain them. Instead, two new thematically appropriate options are available from 1st level. And for the 10th level added a special powerful option based on the extreme biome that your character explored during the course of the plot.
Available from Level 1:
Beast tamer: Use the "Summon of a Familiar" as a ritual once for a short rest.
Gatherer: Use Goodberry as a ritual once for a short rest
Pathfinder: Increases your travel speed by 3m and jump by 1m if you don't have heavy armor.
Urban ranger: Master Dexterity of Hands
Available from Level 6:
The Wasteland Scythian - Cold: Resistance to Cold
Wasteland Wanderer - Fire: Resistance to fire
Wanderer of the Wasteland - Poison: Resistance to Poison
Available from Level 10:
Veteran of the Dark Cursed Lands: Resistance to Necrotism and Blindness 9 M
The list of spells is supplemented by several spells that match the class theme. Lubrication, Create or Destroy Water, and Rapid Retreat are added to available 1st-level spells. Ability enhancements and assistance are added to the available 2nd-level spells. Acceleration is added to available 3rd-level spells.
Changes in subclasses:
"Evasion" and "Supernatural Evasion" are added to the available defensive hunting options. Based on 5e, as these features must be available to the Hunter at level 15.
The Iron Mind feature in Gloom Stalker has been replaced with a modified 15-level feature from 5e: Shadowy Dodge, due to the Wisdom and Intelligence saves now being selected as part of the Favorite Enemy feature. Shadowy Dodge imposes a disadvantage on the enemy's attack as a reaction, and if the attack misses, the enemy becomes stunned.
Requirements and Compatibility
Blindness is necessary for the Shadow Cursed Lands veteran to give Blindness. Without it, it will simply give modifications to the resistance to necroism
, which change the subclasses of Rangers that should be generally compatible, the only possible problem is a level 7 change for Gloom Stalker.
Modes that add new sub-classes of Rangers must be compatible
The Ranger Settings feature "Favorite Enemy" from Tasha is incompatible, as it does the same as the "Hunter's Mark" from Ranger is revised, but worse
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