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October 16, 2016

[Unearthing the Arcana] Encounter Building

This column is to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.




Encounter building, while one of the most fundamental skills to master as a Dungeon Master, is highly reliant on the tools provided to the DM at every edition. For 5th edition, I have seen DMs who either cannot comprehend, let alone utilize, the encounter building guidelines as provided in the Dungeon Master's Guide. Not only it may take some time to understand them, but even after learning how to use them, it can come up with some questionable results with large degrees of variance than what the DM can be expecting. So it was a pleasant surprise that the designers at Wizards had come up with an alternative set of guidelines to perform one of these essential tasks.

Although this new encounter building guidelines have some significant differences in its approach to creating encounters, the good thing is that it still relies on the underlying math of 5th Edition that uses the party size and level and the Challenge Rating and number of monsters, without adding another subset of math to make it any more complicated than it already is.

So to start off this examination of the new Encounter Building guidelines, let's see what this new guideline is aiming to achieve:
This encounter-building system assumes that, as a Dungeon Master, you want to have a clear understanding of the threat posed by a group of monsters. It’ll be of interest to any DMs who want to emphasize combat in their games, who want to ensure that a foe isn’t too deadly for a specific group of characters, and who want to understand the relationship between a character’s level and a monster’s challenge rating.
After creating a few sample encounters with the same party size and levels, using both the guidelines from the Dungeon Master's Guide and the Unearthed Arcana, it would seem that this new guidelines do achieve what it is made to do, but not without losing a few things in exchange.

So here's a few things I've noted.

It's easier to scale for smaller or larger party size

The encounter building guidelines from the Dungeon Master's Guide is built on the assumption that the party size is between 3-5 characters. Although it has adjustments for smaller or larger party size than 3 or 5, it can make the calculation of the appropriate encounter level more confusing. This new guideline, however, has already have different party sizes taken into account in the tables, whether its picking the right monsters for a party of 6 or even a party of 1. This is mainly done with the benefit of its second advantage...

It's easier to find a combination of monsters with different Challenge Ratings

A major drawback when I was using the guidelines from the Dungeon Master's Guide is that it tends to have a lot of grey areas that doesn't fit perfectly with the party size and level. Once you have calculated the XP threshold for the party for the various difficulties, it becomes a time consuming process to try and find the right combination of Challenge Rating in the right number of monsters, which can modify the XP threshold. This often leads to frustration for me when I have to test each combination to match within the threshold of the difficulty that I want it to be, and either come up short to match the XP threshold perfectly.

In this new system, you can easily create encounters with different challenge ratings because the number of monsters of a certain challenge rating has a ratio to the number of characters. This allows you to mix and match any combination of challenge rating and number of monsters until it matches with the party size,  so it becomes far less time consuming to find the various right combinations. The other benefit is that it has a separate table for Legendary monsters since they are almost effectively one-and-a-half monster with two initiative counts. Although this would be unlikely to appear at the lower levels, but it's more accurate to gauge the right challenge rating for legendary monsters against the party. 

There is more fine-tuning and DM assessment needed

Off the bat when reading the new guidelines is that it is not built on a baseline of characters' power level at any given level. Before and after selecting the monsters that will be in the encounter, it cautions DMs to make their own assessment of what the monster is capable of against the characters in the party. Although the places to look are pretty standard (hit points, saves, attacks and damage), but from here you can tell that this system is not designed to be generic and able to cater for many situations without much of the DM's input. This may be an additional hassle for newer DMs who don't know how to assess a monster's capabilities beside its Challenge Rating. 

It is more difficult to decrease or increase the difficulty of the encounter

This is where the tradeoff between the new and old guidelines come in. You get more precision in exchange for flexibility. In the guidelines from the Dungeon Master's Guide, the DM can decide the difficulty level they want for the encounter and calculate the XP threshold from there. In this Unearthed Arcana, the difficulty is presumed to only be 'challenging', which by and large equals to a slightly more difficult composition than a Medium challenge in the Dungeon Master's Guide

There are ways to increase or decrease the difficulty of an encounter by assuming a larger or smaller party, but again it falls into the vague territories as in the original guidelines where it could result in the encounter being overpowering or underwhelming than expected. I may suggest DMs using the new table to just use the next higher or lower Challenge Rating instead of the 'right' Challenge Rating to make it easier or more difficult, but I don't know how accurate that would be compared to increasing or decreasing party size.

It runs on different extra-circumstances

It's hard to have a really fair comparison between both encounter guidelines beyond the number crunching because they run on different assumptions. The guidelines from the Dungeon Master's Guide also assumes you can use it to built encounters with multiple parts or waves, and also certain modifiers that could make the encounter more difficult (e.g., monsters having Surprise, environmental effects, terrain, sight, etc.), rather than just the number or Challenge Rating of the monsters. 

On the other hand, this Unearthed Arcana has an additional step for the DM to consider the personality and relationship of the monsters which could end combat earlier, and assumes there are terrain factors and traps in the encounter. It even has an added consideration for random events that could happen before or during the encounter. So the encounters using this guidelines is not made to end solely through combat but gives a little more depth to it.  

Final Thoughts

It's fairly hard to conclusively say if this Unearthed Arcana guideline improves what is in the Dungeon Master's Guide. How I see it is that it is an additional tool in the Encounter Building toolbox, and it is a much needed tool for a more precise encounter building. I would definitely use the Unearthed Arcana guidelines for a more tailored encounter for the party, but would probably stick to the Dungeon Master's Guide when building a more open encounters or encounters in a campaign where players are not expecting everything to be tailored. It would be interesting to see if it is possible to mesh both guidelines together, and I think they might benefit from referencing each other in order to find the right level of challenge.

The more important part out of this Unearthed Arcana I will say is, know what you want your encounters to achieve and use the appropriate tool to make them. This is definitely a welcome set of Unearthed Arcana rules and I also like that it provides more insight into party size and levels and Challenge Ratings, which if better understood can help a DM to do away encounter building guidelines altogether.

See you in the next Unearthing the Arcana!





Last Updated: 16/10/2016

October 10, 2016

[Unearthing the Arcana] The Ranger, Revised, Supplement: The Beast Conclave's Animal Companion

This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.




In my post on the Beast Conclave, I mentioned that the revised Animal Companion and Companion's Bond has vastly changed the animal companion and the companion's statistics that accompanies the Ranger. So to make a more meaningful comparison, I needed a post focused on just comparing what was changed for the animal companion.

For this comparison, I choose to take a Black Bear as the animal companion because it has the Multiattack action to demonstrate what happens when it is removed. I will be comparing the animal companion across different levels at 3rd (when the Ranger first acquires it), 7th (when it gets its second Conclave/Archetype feature) and lastly at 11th (for the 3rd Conclave/Archetype feature). This I think will give a wider picture of how the companion differs as it progresses as you will see.

As a disclaimer, I cannot guarantee that the math I've done is perfect so I'm open to anyone who can point out anything unusual or incorrect in the statistics I've derived, and if proven wrong, I would make the amendments accordingly. Of course, conversely, if there's any of the calculations that doesn't make sense to you, I can try to show you my workings.


So first off, here are the companion's stats when the Ranger is at 3rd level and first acquires the animal companion:

Black Bear, Medium Beast Ranger's Companion (Player's Handbook) Animal Companion & Companion's Bond (Revised)
Armor Class 13 (11+2) 13 (11+2)
Hit Points 19 (3d8+6) 19 (3d8+6)
Speed 40 ft., Climb 30 ft. 40 ft., Climb 30 ft.
STR 15 (+2) 15 (+2)
DEX 10 (+0) 10 (+0)
CON 14 (+2) 14 (+2)
INT 2 (-4) 2 (-4)
WIS 12 (+1) 12 (+1)
CHA 7 (-2) 7 (-2)
Ranger's Proficiency Bouns +2 +2
Saving Throws
STR +2 +4
DEX +0 +2
CON +2 +4
INT -4 -2
WIS +1 +3
CHA -2 +0
Skill Proficiencies
Athletics +4
Perception +3 +3
Stealth +2
Number of Attacks 1 1
Bite +5 to Hit: 1d6+4 Piercing +5 to Hit: 1d6+4 Piercing / 1d6+6 Piercing (Favored Enemy)
Claw +5 to Hit: 2d4+4 Slashing +5 to Hit: 2d4+4 Slashing / 2d4+6 Slashing (Favored Enemy)


Here's the animal companion when the Ranger is at 6th level. For the Ability Score Improvement, the player of the revised Ranger would increase the companion's CON score by 2. Also should be noted that the revised Ranger would have also gained the Greater Favored Enemy feature.

Black Bear, Medium Beast Ranger's Companion (Player's Handbook) Animal Companion & Companion's Bond (Revised)
Armor Class 14 (11+3) 14 (11+3)
Hit Points 19 (3d8+6) 43 (6d8+18)
Speed 40 ft., Climb 30 ft. 40 ft., Climb 30 ft.
STR 15 (+2) 15 (+2)
DEX 10 (+0) 10 (+0)
CON 14 (+2) 16 (+3)
INT 2 (-4) 2 (-4)
WIS 12 (+1) 12 (+1)
CHA 7 (-2) 7 (-2)
Ranger's Proficiency Bouns +3 +3
Saving Throws
STR +2 +5
DEX +0 +3
CON +2 +5
INT -4 -1
WIS +1 +4
CHA -2 +1
Skill Proficiencies
Athletics +5
Perception +4 +4
Stealth +3
Number of Attacks 1 1 ,1 Reaction (Coordinated Attack)
Bite +6 to Hit: 1d6+5 Piercing +6 to Hit: 1d6+5 Piercing / 1d6+9 Piercing (Favored Enemy)
Claw +6 to Hit: 2d4+5 Slashing +6 to Hit: 2d4+5 Slashing / 2d4+9 Slashing (Favored Enemy)

For our last comparison, this is the companion with the Ranger at 11th level. For the Ability Score Improvement, the Ranger increases the companion's STR by 2.

Black Bear, Medium Beast Ranger's Companion (Player's Handbook) Animal Companion & Companion's Bond (Revised)
Armor Class 15 (11+4) 15 (11+4)
Hit Points 19 (3d8+6) 78 (11d8+33)
Speed 40 ft., Climb 30 ft. 40 ft., Climb 30 ft.
STR 15 (+2) 17 (+3)
DEX 10 (+0) 10 (+0)
CON 14 (+2) 16 (+3)
INT 2 (-4) 2 (-4)
WIS 12 (+1) 12 (+1)
CHA 7 (-2) 7 (-2)
Ranger's Proficiency Bouns +4 +4
Saving Throws Has Advantage (Beast's Defense)
STR +2 +6
DEX +0 +4
CON +2 +6
INT -4 +0
WIS +1 +5
CHA -2 +2
Skill Proficiencies
Athletics +7
Perception +5 +5
Stealth +4
Number of Attacks 2 / Multiattack (Bestial Fury) Up to 8 (Storm of Claws and Fangs), 1 Reaction (Coordinated Attack)
Bite +7 to Hit: 1d6+6 Piercing +7 to Hit: 1d6+7 Piercing / 1d6+11 Piercing (Favored Enemy)
Claw +7 to Hit: 2d4+6 Slashing +7 to Hit: 2d4+7 Slashing / 2d4+11 Slashing (Favored Enemy)


Overall, I think there's plenty to like for the new Beast Conclave. I hope these comparisons has helped you to see how the companion is now an effective party member rather than a meat shield. Given that it now costs time and money to bring back a dead animal companion, it probably justifies that these companions don't die as easily. Although its combat effectiveness isn't worrying, but it certainly makes the Beast Conclave seem more fun to play.

This would pretty much conclude my study of the new revised Ranger, and I'm quite certain that this won't be the last time that the designers would be making another revision, so I'm already looking forward to see the next revision. I would definitely like to hear what you all have to say about this revised Ranger, so feel free to share your thoughts on them.

See you until the next Unearthing the Arcana!





Last Updated: 10/10/2016  

October 9, 2016

[Unearthing the Arcana] The Ranger, Revised, Part 4: The Deep Stalker Conclave

This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.



In my previous post, I got disappointed that nothing much has changed from the Hunter Archetype of the Player's Handbook in the new Hunter Conclave, and pointed out some areas where they could have improved on it. Perhaps it was not a priority for the designers in this revision to make any revision for the Hunter Conclave Ranger, so all hope is not lost for another revision.

Moving onto the last Ranger Conclave for this revision, this isn't the first time that the Deep Stalker Conclave was introduced; it being ported over from a previous Unearthed Arcana to put in some Underdark flavor to some of the classes for Out of the Abyss. Though most of Deep Stalker Conclave features read pretty much the same as its previous iteration with some tweaks, but since this is the first time I will be mentioning it for this column, I will inspect it as though this was the first time I'm seeing it.

So let's get right into it.

Underdark Scout

As it says in the description, the Deep Stalker Conclave Rangers are masters in the art of the ambush and this feature fully demonstrates that. Not only does it give additional speed for the Ranger to reach their target creature at its first turn, the Ranger gets to make 2 attacks against it (or another creature). Combine that with the revised Natural Explorer, the attacks can be made with Advantage on creatures that have not acted and that is potentially more deadly than a Hunter Conclave Ranger's Hunter's Prey. This is why I think the revised Natural Explorer is more overpowered than it looks and it only gets more powerful with features like Underdark Scout (again, I'm not even bringing up what happens when multiclassed with Rogue).

Even if the Ranger does not gain advantage from Natural Explorer for having the drop on unacted creatures, the addtional benefits of negating creatures with Darkvision to spot them in low light conditions or in hiding, can grant that advantage for being unseen.

Deep Stalker Magic

It should be no surprise that all the spells given here are non-Ranger spells and none are above 5th level which they can't cast. The selection is seemingly random. With Disguise Self and Seeming being useful illusion spells, the Deep Stalker Conclave could be made for disguising himself or the party, rather than hiding outright (except for Greater Invisibility).

Extra Attack

With this, the Ranger could make 3 attacks with Underdark Scout on its first turn, with or without Advantage.

Iron Mind

A seemingly random benefit to gain, but it's a good fit since the Ranger already relies on its Wisdom as its spellcasting ability. It is also understandable from a flavor perspective. Don't want to get charmed by a Mind Flayer while you're down in the Underdark.

Stalker's Flury

An unusual combat feature that I could see being abused with some multiclassing, but only getting it at 11th level might stave off many of the potential builds. I'm not entirely sure how to explain this flavor-wise, but I generally don't really have a problem with this feature mechanically speaking because of the level deterrent..

Stalker's Dodge

When reading the wording carefully, you would notice that this feature can be applied to all attacks without any limitations on the number of attacks, or how many times it can be used in the Ranger's turn. While that may sound a little overpowered, it is also more likely that a creature would be given Disadvantage to their attack rolls in a different spell or feature, other than this feature, by 15th level. So I guess that balances it out on its own. Again, I'm not quite sure how the flavor of the Deep Stalker Conclave is suppose to grant this, but I find it acceptable, if not anything remarkable about it yet.


While it's always good to see more options for any class, especially for the Ranger, my reactions to the Deep Stalker Conclave is that it has some features to be excited about, but I feel that it needs a little more work in the flavor department. While its combat capabilities may be something to be cautious about, but I believe a little tweak to either the base class features or the Deep Stalker Conclave features would fix this without anyone knowing.

So that's all my thoughts on all the new Ranger Conclaves for this new revision and I hope you find what I had to say to be useful or insightful. Wizards of the Coast has already started gathering feedback on the revision with their October 2016 survey, so don't forget to share your thoughts and experiences with the revised Ranger with them to make it better.

So that's just about it for my first series on the Unearthed Arcana, but just before I end this, I did promise to do a supplemental post on the Beast Conclave to examine the new animal companion. So look forward to that one. 

[Unearthing the Arcana: The Ranger, Revised, Supplement: The Beast Conclave's Animal Companion]



Last updated: 9/10/2016

October 7, 2016

[Unearthing the Arcana] The Ranger, Revised, Part 3: The Hunter Conclave

This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.



In my previous post, I noted on the major changes made for the animal companion between the Beast Master in the Player's Handbook, and the Beast Conclave of the revised Ranger. Though the differences would need to be looked into more closely with a supplemental post, but I wanted to move on to the rest of the conclaves before that.

For this post, I was going to look into the Hunter Conclave. But after reading through it, there is little to nothing to say about it. The conclave features for the Hunter Conclave are mechanically the same as the Hunter archetype from the Player's Handbook, and it was the most disappointing part of the revision for me.

It could almost confirm my suspicion that the main problem most were having with the Ranger class from the Player's Handbook were with the Beast Master, rather than the class as a whole. I would imagine if everyone only plays the Hunter archetype over the Beast Master archetype that appears to be weaker, there is a good case to be made that the class overall felt short of options.

But I think this is a terribly missed opportunity in not making any changes for the Hunter Conclave. If the Beast Conclave was to make the Beast Master more combat capable, I think it would have been more interesting to see the Hunter Conclave have more non-combat related features than the Hunter Archetype.

Even with the new base class features, especially for Favored Enemy and Natural Explorer, I was hoping to see if the designers would have gone to capitalized on making it more related to the features of the Hunter Conclave. Maybe even enhancing what Primeval Awareness can do as a Hunter Conclave Ranger compared to other Ranger conclaves, This would have added a lot more flavor than just being a more combat type Ranger.

Now with the new Favored Enemy granting additional bonus to damage rolls, it only makes the Hunter Ranger more effective in combat (and even so, not all of its features synergize well with the rest of the revised base class features). That, to me, makes it competing directly with the Beast Conclave to be a better combatant, instead of a different flavored Ranger. This would have been a good conclave to allow for a third Favored Enemy to be taken, to add into the hunter theme.

So that's sadly my feedback for the Hunter Conclave (and I have mentioned this in the Wizards survey for the revised Ranger) and hopefully the designers will take the opportunity to expand on the Hunter Conclave in the next revision for the Ranger.

Thankfully, this isn't the end of the series of looking into the revised Ranger. The revised Ranger also has an all new conclave added that may be the most interesting for this entire series.

So look forward to my next post when I look into the Deep Stalker Conclave

[Unearthing the Arcana: The Ranger, Revised, Part 4: The Deep Stalker Conclave]



Last updated: 9/10/2016

October 6, 2016

[Unearthing the Arcana] The Ranger, Revised, Part 2: The Beast Conclave

This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.



In my previous post of this series, I explored the necessity of having a revised Ranger, what the designers were aiming to achieve with the redesign and took a jab at the base Ranger class features.

In this second post, I begin looking into new archetype features, now called Ranger Conclaves for the revised Ranger. Starting off with the Beast Conclave which would be compared and contrasted with the Beast Master ranger archetype from the Player's Handbook.

While comparing between the Beast Master and the Beast Conclave, it seemed almost quite apparent that this was the main focus for the redesign, and probably was the root of the dissatisfaction for many players playing as Rangers from the Player's Handbook. So let's get into the works.

Ranger's Companion

What was once a single class feature for the Beast Master has been expanded and split into two class features for the Beast Concalve. Reading between the two has a marked difference, and to be honest the differences are so vast that I don't think I can cover it all without making a supplemental post to show the difference between the two.

For now, I will summarize the key differences between the two below, and will examine them more closely in a supplementary post with a few examples.
  1. An animal companion now costs 50 gp to gain and 25 gp to resurrect if it gets slain, in addition to the 8 hours needed. 
  2. The animal companion can only be an Ape, Black Bear, Boar, Giant Badger, Giant Weasel, Mule, Panther, or a Wolf  (but there is a sidebar which gives guidelines on what criteria a Beast should have to be an animal companion)
  3. While not specifically worded in the Player's Handbook version, the revised Ranger can only have 1 animal companion at any one time.
  4. The animal companion acts on its own initiative and can choose to take any action decided by the player.
  5. The animal companion does not have its Multiattack action. 
  6. The animal companion uses the Proficiency Bonus of the Ranger and also to its AC and damage rolls.
  7. The animal companion gains proficiency in 2 skills.
  8. The animal companion is proficient in all saving throws.
  9. The animal companion gains the benefits of the Ranger's Favored Enemy and Greater Favored Enemy, instead of allowing the Ranger and the companion to move stealthily at a normal pace at the Ranger's favored terrain (from Natural Explorer).
  10. The animal companion's hit points maximum increase as the Ranger levels up, instead of using 4 times the Ranger's level or the companion's own hit points, whichever is higher. 
  11. The animal companion's ability scores increase when the Ranger gains the Ability Score Improvement feature.
  12. The animal now has an alignment, personality traits, flaws, ideals and a special bond. 

Extra Attack

Instead of gaining the general feature of Extra Attack, the Beast Conclave Ranger gains Coordinated Attack, which lets the animal companion make a melee attack with a reaction if it can see the Ranger make an Attack action on its turn. A fairly good feature which allows the animal companion to attack more than once in a round, even if the Ranger and companion are not attacking the same target.

Exceptional Training

Another feature that has been replaced to Beast's Defense, which now simply grants advantage to all saving throw as long as the companion can see the Ranger.

Bestial Fury

Rather than allowing the animal companion to make 2 attacks or use its Multiattack (which is now lost for the Beast Conclave), the animal companion now has Storm of Claws and Fangs that lets it make a melee attack against all creature within 5 feet of it, with separate attack rolls for each. This one is also something that needs to be tested out to know for sure how effective it truly is, but it certainly puts an emphasis on the companion more than the Ranger commanding it.

Share Spells

Rather than letting your companion gains the benefit of a Self-targeted spell through Share Spells, the animal companion's Superior Beast's Defense can use its reaction to half the damage it takes from an attacker, if the companion can see it.


As you can see, the designers have gone to place more attention to the animal companion for the Beast Conclave rather than what was afforded for the Beast Master in the Player's Handbook. While it looks like the animal companion has been made tougher overall with better Hit Points, Saving Throws and Armor Class, it balances it out with potentially less attacks with the lose of Multiattack.

To look at it another way, the animal companion of the Beast Conclave is effectively another character in the party that is controlled by the Ranger player. How this really plays out on the table would be what I will be exploring in the supplemental post. 

Before I get to that though, I want to look at the rest of the Ranger Conclaves first. So the next conclave to examine through would be the Hunter Conclave.

[Unearthing the Arcana: The Ranger, Revised, Part 3: The Hunter Conclave]



Last updated: 7/10/2016

[Unearthing the Arcana] The Ranger, Revised, Part 1: The Base Ranger

This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast. This column aims for me to point out some observations I've made on the rules, imagine its impact at the table and raise discussions of how it would be used or played if it becomes official.



So Wizards of the Coast have recently put out a revision of the Ranger class which has made some major mechanical changes to the class. While it is still an Unearthed Arcana; meaning that it may or may not become official in the foreseeable future, but it is probably one of the most major revisions since the start of 5th Edition.

Do take note that this revised Ranger is currently not planned to be a replacement of the Ranger in the Player's Handbook, but could appear as an option in a future sourcebook, as mentioned in the article:
If this iteration of the ranger, or a future revision of it, grades high enough, our plan is to present it as a revised ranger in a future D&D sourcebook. Player can select the original ranger or the revised version, though DMs will always be free to use only one or the other. Both will be legal for D&D Adventurers League play, and players of existing ranger characters will have the options to swap to the revised version.
So for this inaugural series to this new column, I think it would be worth spending some time to study the new changes in the revised Ranger class, and compare it to the Ranger class in the Player's Handbook. However, before we get into the mechanical specifics...

Why revise the Ranger?

I think it's important to first understand when reading the Unearthed Arcana article for the revised Ranger as to why the designers have decided to go ahead to do this. Bear in mind, this isn't the first time that a revised Ranger has been presented in Unearthed Arcana, so there must be an important reason why the designers are bringing this up (again).

From what I could gleam from the Unearthed Arcana article, the designers explain their reasons for revising the Ranger here:
Over the past year, you've seen us try a number of new approaches to the ranger, all aimed at addressing the class's high levels of player dissatisfaction and its ranking as D&D's weakest class by a significant margin.
What this is generally saying to me is that the designers want to address two things. It's under-powered compared with the other classes, and it is not fun to play at higher levels. These I would assume would be the guiding principles for the design of the revised Ranger;

  • to increase player satisfaction at higher level 
  • increasing its power ranking among the classes.

When reading the rest of the article, the basic class features such as Hit Points and Proficiencies (Armor, Weapons, Saving Throws, and Skills) have not changed. So the bulk of the revision is mainly in not only the base Ranger features, but also to the Ranger Archetype features (now called Ranger Conclaves).

While I would get to each Ranger Archetype/Conclave feature eventually, for this first post I thought it would be best to start off with the base Ranger class features, because there are also changes in there as well.

In case you're not sure which of the base Ranger class features I'm talking about, here are the ones that all Rangers (from the Player's Handbook) get, regardless of their Ranger Archetype/Conclave.
  1. Favored Enemy (at 1st, 6th, and 14th level)
  2. Natural Explorer (at 1st, 6th and 10th level)
  3. Fighting Style (at 2nd level)
  4. Spellcasting (at 2nd level)
  5. Primeval Awareness (at 3rd level)
  6. Land's Stride (at 8th level)
  7. Hide in Plain Sight (at 10th level)
  8. Vanish (at 14th level)
  9. Feral Senses (at 18th level)
  10. Foe Slayer (at 20th level)
There's lots of ground to cover to last a whole series. So now let's take a look at what has been changed for each of these features in the revised Ranger

Favored Enemy

One of the main highlights of the Ranger that differentiates it from the other classes, so it wouldn't be surprising to see the designers make changes to this to make it more 'powerful'. In the Player's Handbook, choosing a Favored Enemy grants the following benefits against the favored enemy:
  1. Advantage to certain Wisdom (Survival) and Intelligence checks
  2. Learn a language spoken by the favored enemy
  3. Can select a favored enemy at 1st, 6th and 14th level out of 13 creature types at each level.
In the revised Ranger, the Ranger retains the first benefit, with some slight changes to the second, and quite a major one to the last.

Instead of learning a free language spoken by the favored enemy. The ranger can now learn any new language. Period. Although the wording encourages the Ranger to learn a language spoken by the Favored Enemy, but they are not stopped to pick any other language.

For the third benefit, the Ranger can only pick 2 favored enemies (instead of 3) on the 1st and 6th level, and only certain types at each level. The new list of Favored Enemy for the revised Ranger are:

At 1st Level
  1. Beasts
  2. Fey
  3. Humanoids
  4. Monstrosities
At 6th Level
  1. Aberrations
  2. Celestials
  3. Constructs
  4. Dragons
  5. Elementals
  6. Fiends
  7. Giants
Out of this list, there are 2 missing types (Plant, Ooze), which I'm not sure if its intentional, but for now let's say it is (because they both don't speak a language?).

There is also a major improvement when picking a favored enemy that is applicable in combat. At 1st level, they gain a +2 bonus to damage rolls with weapon attacks against the favored enemy, which increases to +4 at 6th level (but doesn't designate if it's for weapon attacks).

Also at 6th level, the Ranger gains advantage to saving throws against spells and abilities of the favored enemy.

Overall, I would say the changes have made Favored Enemy a plus, even though they have one less favored enemy. The benefits they get against a favored enemy is quite substantial both during and outside of combat. Also notice that if a Ranger picks Humanoid as a favored enemy, the wording doesn't add that they have to pick two subtypes. This can be read that its Favored Enemy benefits applies to all Humanoid subtypes, which can be quite a significant boost to the feature.

My only observation to the number of Favored Enemy is if the intention of the design is to increase its value in high level play, I think players would prefer to have more favored enemies at higher levels, with less bonuses against them, instead of vice versa.

The damage increase may have been a throwback to the Favored Enemy feature from earlier editions, but I'm more concerned on where the bonus applies (for weapon attacks only or spell attacks too?). However, let's not forget that Rangers can dish out some rather high damage rolls, depending on the Ranger archetype/conclave it takes, so this bonus might need to be watched over more carefully.

Natural Explorer 

Another significant class feature unique to the Ranger, and thus also given a major overhaul.

In the Player's Handbook version, the Natural Explorer works similarly with Favored Enemy, allowing the Ranger to gain certain benefits by selecting a favored terrain at 1st, 6th and 10th level. These benefits are mostly for out-of-combat usage, but it greatly increases the mobility and survivability of a party when traveling overland in the Ranger's favored terrain.

For the revised Ranger, these benefits are kept but now it applies to all terrain as the Ranger no longer has to choose a favored terrain at any of the levels. The benefits can be applied to all terrain at 1st level.

In addition to that, the Ranger also gains some combat benefits at 1st level with the Natural Explorer.
  1. Ignore difficult terrain.
  2. Advantage on Initiative rolls.
  3. Advantage on attack rolls against creatures that have not yet acted on the Ranger's first turn in combat. 
While it's pretty obvious that the Natural Explorer has been improved, I have my concerns about the combat benefits it grants. Granting advantage on Initiative rolls at 1st level can be quite devastating and it's not something that other classes can emulate at such low levels. For comparison, Barbarians gain Advantage on Initiative at 7th level (Feral Instinct), and it cost an Ability Score Improvement to take an Alert feat only gives a +5 bonus.

This is further compounded by the advantage it gains on creatures that haven't acted before. This re-opens another layer for those who remember the combat rules of 3.x (flat-footed), which can be overpowered in 5th edition and can significantly change the dynamics of combat. Imagine a multiclass Ranger and Rogue at 2nd level and you'll probably see what I mean.

My suggestion would be to keep the tiered structure of the Natural Explorer from the Player's Handbook, that grants each of the 3 combat benefits separately, instead of all at once to be more balanced.

I think its fair to have the traveling benefits applying to all terrains because it reduces book keeping, and it enhances the utility of the Ranger in a party to make it an attractive choice in an wilderness-based campaign.

Fighting Style

No differences between the Player's Handbook Ranger and the revised Ranger.

Spellcasting

No differences between the Player's Handbook Ranger and the revised Ranger.

Primeval Awareness

An often underused feature in my experience and maybe for good reason. So it was encouraging to see it going through some changes for the revised Ranger. This one is a little harder to spell out the differences without comparing the original and the revised word for word, so I would try to summarize the differences here:
  • Doesn't require to expend a spell slot, just Concentrate for 1 uninterrupted minute.
  • A fixed 5 miles radius rather than 1 mile or 6 miles (depending on the favored terrain).
  • Detects only favored enemies instead of the 7 types in the Player's Handbook.
  • Reveals number, location, general direction, and distance of groups of the favored enemy.
  • Additional benefit: Can communicate simple ideas with Beasts and understand its mood, current state of magical compulsion, needs and how to avoid being attacked. 
Overall, a positive change to the feature with the removal of requiring a spell slot, and the design is clearly affected by the design of Natural Explorer for the duration. The reduction of its scope to be tied with the Favored Enemy choices of the character is an interesting one, but I would say it's an acceptable exchange.

The last additional benefit of communicating with animals may verge on the territories of the Speak with Animal spell, but I personally like it for adding flavor and bypasses the Animal Handling check that would normally be needed to tell for such things.  

Land's Stride

This feature has been replaced with a new feature called Fleet of Foot, which is not to be confused by the Wood Elf racial trait that gives a base speed of 35 ft. The revised Ranger's Fleet of Foot allows it to use the Dash action as a Bonus Action , like a minor version of the Rogue's Cunning Action.

This may look like a powered down feature, compared with the Player's Handbook Land's Stride, but its ability to negate Difficult Terrain has already been rolled into the revised Natural Explorer.

The only thing lost here is that the revised Ranger can now be slowed by nonmagical plants without taking damage and do not have Advantage on saving throws against Entangle or other magically manipulated plants.

I'm seeing some would complain about the loss of overcoming botanic obstacles, but the only real loss for me is the flavor, because that could be the domain of Druids.

Hide in Plain Sight

While the names of the feature for the Player's Handbook and the revised version both look the same, but the designers have actually changed some of the mechanics. Again, this one is another where the difference is in the details, they have changed from granting a bonus to the Ranger's Dexterity (Stealth) for hiding, to a penalty for creatures making their Wisdom (Perception) to detect a hiding Ranger.

This revision is the most interesting for me in terms of the base Ranger class, and it can have some significant changes to how well a Ranger can hide (or not) from a creature. To really access how beneficial it is to have a bonus for Dexterity (Stealth) or a penalty to a creature's Wisdom (Perception), you might want to read up on my [D&D Raw Series] on Hiding. My gut feeling tells me a penalty to Wisdom (Perception) is more beneficial because it practically reduces a Passive Perception to 0 without any modifiers, making even a barely average Dexterity (Stealth) check harder to spot. 

Vanish 

No differences between the Player's Handbook Ranger and the revised Ranger.

Feral Senses

No differences between the Player's Handbook Ranger and the revised Ranger.

Foe Slayer

No differences between the Player's Handbook Ranger and the revised Ranger.



Overall, it is quite evident there is generally a positive push to the upside for the revised Ranger when only comparing the base class features, which pretty much increases the power level of the class significantly as the design was intended. How that compares to the other classes would require a deeper study, which I don't think I would be able to cover in this post or the rest of the series. So I would let the feedback survey decide on that.

Although I have to say that for the design intent to improve high level play for the Ranger, there doesn't seem to be much improvement on the base class features at later levels. Furthermore, the designers have opted to put a cap on the more prominent base features like Favored Enemy and Natural Explorer, by not giving out any extra abilities beyond 10th level, which the Player's Handbook version did, albeit with less powerful benefits than the revised Ranger.

That may be different until I read into the new Ranger Conclave features, which extends into the higher levels and so I would be looking into the new Ranger Conclave features for my next few posts in the series.

To start off, I would go for the Beast Conclave.

[Unearthing the Arcana: The Ranger, Revised, Part 2: The Beast Conclave]



Last updated: 7/10/2016

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