D&D 5e New (and improved?) Monk for 2024
by Prince Phantom
The Ranger was one of the least loved classes at the debut of 5e, gaining a significant boost with the release of the Gloomstalker in Xanathar’s, then an even more substantial buff to the base class with Tasha’s. By the end of 5e, I was actually very happy with where the Ranger ended up. It was likely the strongest of the half-casters, with a stellar spell list, some great subclass options (even besides Gloomstalker), and strong base class features. Let’s see if that momentum can carry into this new PHB.
Level 1:
Proficiencies: No significant changes.
Favored Enemy: You automatically have Hunter’s Mark prepared, and it doesn’t count against your number of prepared Ranger spells. Additionally, you may cast it without expending a spell slot twice per day for now, and more times as you increase in level.
Weapon Mastery: Rangers get the mastery properties of two weapons, and can swap those choices out each long rest.
Spellcasting: Rangers now get spells right at level 1, and their spell list has been expanded. They also may now swap out one prepared spell with another from their list each long rest, rather than each level up.
Spells: I won’t go over every new spell and changed spell, but here are some high (a mind a couple low) lights.
Ensnaring Strike & Hail of Thorns: Works like all the new Paladin smite spells, making them much easier to land. Hail of Thorns no longer takes concentration.
Magic Weapon: Added, and no longer requires concentration.
Conjure Animals: A completely new spell, but definitely weaker than the old version. Now works similarly to Spirit Guardians, but deals no damage on a successful Dexterity save. You probably want to avoid casting this.
Conjure Barrage: Now deals 5d8 rather than 3d8, making this a decent instantaneous blast.
Dispel Magic: Added
Conjure Woodland Beings: A completely new spell, definitely weaker than the old version. Now creates a damaging AoE and lets you disengage as a bonus action while it persists. This one’s weird, not sure if it’s good yet.
Grasping Vine: Increased range and now deals 4d8 damage along with the pull and grapple. This previously trash spell sounds pretty good now.
Swift Quiver: Now lets you make the two bonus action attacks on the turn you cast it, fixing one of my biggest problems with the spell.
The Ranger’s spell list mostly just ported over the additional spells added to it in Tasha’s, but the nerfing of the conjure spells definitely didn’t do it many favors, and even if the replacements are good, they’ll never compete with 8 wolves.
Level 2:
Deft Explorer: Identical to the Tasha’s “Canny” ability.
Fighting Style: Choose either a Fighting Style feat, or two Druid cantrips. Note that this new system of Fighting Style feats gives the Ranger access to many more Fighting Styles than previously.
Level 3:
Subclasses: More on these later.
Level 4:
Feat: Unchanged
Level 5:
Extra Attack: Unchanged
Level 6:
Roving: Now grants a 10ft speed boost along with a climbing and swimming speed, but you may not wear heavy armor.
Level 7: Unchanged
Level 8: Unchanged
Level 9:
Expertise: You gain Expertise in two skills that you are proficient in.
Level 10:
Tireless: Identical to the Tasha’s feature, but your number of uses is now based on Wisdom modifier, rather than proficiency bonus.
Level 11: Unchanged
Level 12: Unchanged
Level 13:
Relentless Hunter: Damage cannot break your concentration on Hunter’s Mark.
Level 14:
Nature’s Veil: Allows you to become invisible as a bonus action until the end of your next turn a number of times per day equal to your Wisdom Modifier.
Level 15: Unchanged
Level 16: Unchanged
Level 17:
Precise Hunter: You have advantage on attacks against creatures targeted by your Hunter’s Mark spell.
Level 18:
Feral Senses: You gain 30ft Blindsight.
Level 19:
Epic Boon
Level 20:
Foe Slayer: The damage die of your Hunter’s Mark spell increases from a d6 to a d10.
My Thoughts: The addition of a few new spells is nice, but the gutting of the conjure spells and the decreased importance of Pass Without Trace thanks to the new surprise rules, the Ranger spell list is overall weaker than previously. If we ignore every feature that mentions Hunter’s Mark, I’m pretty happy with what we have to work with, even if this is mostly just the Tasha’s Ranger with a few tweaks. That being said, let’s talk about those Hunter’s Mark features. They are genuinely laughable. Hunter’s Mark is already an underwhelming spell, and you’ve got much better options to concentrate on. Yes, maybe on a very tough adventuring day I’ll appreciate a free cast, but I’d probably still rather use that bonus action for an attack or something else. The high level features that enhance the spell make it very clear to me that the designers still do not understand the appeal or identity of the Ranger, and make me want to multiclass out early. The class is still very strong, easily stronger than any spell-less martial, but of every class, this has to be the most disappointing rework.
Subclasses:
Beast Master:
Primal Companion: This is nearly a direct port of the Tasha’s revised Beast Master 3rd level feature, though the stat blocks now have areas that are based off of your Wisdom Modifier, rather than your proficiency bonus.
Exceptional Training: When you use a bonus action to command your beast, you can also command it to take the Dodge, Dash, or Disengage actions as a bonus action on its turn.
Bestial Fury: Now allows your beast to attack twice on its turn, and allows it to benefit from your Hunter’s Mark.
Share Spells: Unchanged
My Thoughts: Once again, ignore that part about Hunter’s Mark, and you’ll find a lot to love here. This is mostly just the Tasha’s revision of the subclass plus a few goodies, making an already great subclass even better. I shouldn’t have to tell you why casting Hunter’s Mark as your bonus action rather than commanding your beast is a terrible idea, please disregard that line of the 11th level feature.
Fey Wanderer:
Only change: Dispel Magic has been swapped for Summon Fey as a free prepared spell.
My Thoughts: Fey Wanderer was already likely the 2nd strongest Ranger, and its design was already amazing. I’m fine with no changes here.
Gloom Stalker:
Extra Spells: Unchanged
Dread Ambusher: Now allows you to deal an extra 2d6 of psychic damage when you hit, once per turn, and a number of times per day equal to your Wisdom Modifier.
Umbral Sight: Now grants an additional 60ft of darkvision if you already have darkvision.
Iron Mind: Unchanged
Stalker’s Fury: The damage of your Dread Ambusher increases from 2d6 to 2d8. Additionally, when you use Dread Ambusher you may make an additional attack against a target within 5ft of your original target, or make every creature within 10ft of your target make a Wisdom save or be frightened of you for the next round. Note that this doesn’t effect your original target, doesn’t effect you, but can effect allies.
Shadowy Dodge: You may now use this if the enemy has advantage to hit you. Additionally, you may also teleport up to 30ft after using this. Note this feature has no limit on uses.
My Thoughts: This is still a strong subclass, but it no longer has the explosive level 3 it used to. The new Dread Ambusher is a shadow of its former self, and Stalker’s Fury only helps if your target has enemies near it, which may not be the same time that you want to use Dread Ambusher, as you’re best off saving those uses for crits. I’m personally very disappointed with these revisions, as I never felt that the old Gloomstalker was truly overpowered to begin with, it just specialized in single target burst damage, which can often seem overpowered to the untrained eye. As I said though, it’s still very strong.
Hunter:
Hunter’s Lore: You automatically know the Vulnerabilities, Resistances, and Immunities of the target of your Hunter’s Mark spell.
Hunter’s Prey: Giant Killer has been removed (good riddance), and you may now swap between the other two options each short rest.
Defensive Tactics: Steel Will has been removed (again, good riddance), and you may swap between Escape the Hoard and Multiattack defense each short rest. Multiattack defense now imposes disadvantage, rather than a +4 to your AC.
Superior Hunter’s Prey: When you deal damage to a creature marked by your Hunter’s Mark spell, you may also deal the 1d6 damage of Hunter’s Mark to another creature within 30ft of your original target.
Superior Hunter’s Defense: When you take damage, you may use your reaction to gain resistance to that damage type for the rest of the turn.
My Thoughts: The ability to swap features is nice, but I never really felt the desire to swap those in the first place. The removal of the weakest options is a positive in that it removes a trap for new players, but the lack of any real buffs to any old features and the 11th level feature granting a paltry 3.5 splash damage once per turn if you concentrate on a level 1 spell in tier 3 play makes this easily the weakest subclass in this PHB.
Overall Thoughts:
The claim that this was a “brand new class” by Crawford has turned out to be a complete lie. This is 90% a copy of the Tasha’s Ranger, and 10% some weird, fetish-like obsession with Hunter’s Mark. The subclasses are hit and miss, even within their own features, with things like the Beastmaster being mostly great save for the 11th level feature asking you to use your bonus action for two different things every turn. This is definitely stronger than the 2014 Ranger, even a little stronger than the Tasha’s Ranger, mostly thanks to the new Weapon Mastery system, but I’m still incredibly disappointed by the design itself. Ranger continues to be “Fighter with Druid spells”, and it really deserves a more distinct identity than that.
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