3. Fey Wanderer
The newest commando on the freeze, the Fey Wanderer was one of the hard entries to rank. In many ways, this subclass is similar to the Conquest champion, relying on the beguiled and frightened conditions for one of its main features. This means the subclass ’ second power heavily depends on whether enemies are vulnerable to those conditions and the commando ’ s ability to generate them .
Level 3 –
When you hit a creature with a weapon, you can deal an supernumerary 1d4 psychic damage to the target, which can take this supernumerary price only once per turn.
The supernumerary damage increases to 1d6 when you reach 11th level in this class .
But before we get to all that crafty elfin magic trick, let ’ s take a look at the bread-and-butter fire warden features. This damage increase is on the lower end at 1d4, but the miss of restriction or activation cost allows the Fey Wanderer to freely use their bonus legal action for other powerful options. Once the fire warden reaches level 11, this sport equalizes most of its damage deficiencies, leaving us with a becoming, if unstimulating, ability. It can even be used more than once a turn, if you don ’ deoxythymidine monophosphate mind splitting your attacks between multiple targets .
Level 3 –
Fey Wanderer Magic
Ranger Level Spells 3rd charm person 5th misty step 9th dispel magic 13th dimension door 17th mislead
This list adds Misty Step and Dimension Door for some great motion tools rangers normally lack, and it grants Dispel Magic to the entirely cast class not already able to cast it. sadly, there are no conduct damage improvements hera, but the movement and utility program options are dainty to have .
Level 3 –
Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier ( minimum of +1 ) .
In addition, you gain proficiency in one of the follow skills of your choice : deception, Performance, or Persuasion .
now the Fey Wanderer can act as the party ’ sulfur negotiator if there aren ’ t any charisma characters around. theoretically, this could be combined with a eminent charisma for an Expertise-like effect. unfortunately, the texas ranger relies on so many attributes * that adding a high charisma to the pile is highly difficult .
Level 7 – Beguiling writhe
You have advantage on saving throws against being charmed or frightened .
In accession, whenever you or a animal you can see within 120 feet of you succeeds on a saving hurl against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving give against your spell save DC. If the save fails, the target is charmed or frightened by you ( your option ) for 1 moment. The aim can repeat the keep open hurl at the end of each of its turns, ending the effect on itself on a successful salvage .
This is the feature of speech that sets the Fey Wanderer apart from the contest in my mind. A best-case scenario sees the Fey Wanderer spending their reaction every round off to hand out one of these two conditions. * however, this subclass lacks an built-in way to start the chain of conditions this feature of speech in truth wants .
This can be remedied with multiclass inclusions such as the Conquest champion or Undead warlock, but these put further deform on assign requirements and can decrease a build up ’ sulfur potency in other areas. This feature besides suffers from the fact that as enemies increase in challenge military rank, they are more probable to be immune to charmed and/or frightened .
thankfully, even for builds that don ’ t use the reaction fortune of this ability, there is a becoming defensive boost against two common conditions .
Level 11 – Fey Reinforcements
You know mobilize fey. It doesn ’ deoxythymidine monophosphate count against the phone number of texas ranger spells you know, and you can cast it without a material component. You can besides cast it once without a spell slot, and you regain the ability to do so when you finish a long perch .
Whenever you start casting the go, you can modify it then that it doesn ’ t want concentration. If you do so, the spell ’ s duration becomes 1 minute for that molding .
Summon Fey is a solid concentration choice for rangers, so getting the spell for complimentary alongside an extra project is always welcome. On top of this, the Fey Wanderer can turn it into a non-concentration choice at the monetary value of duration. The biggest issue I see with this option is that the new duration is thus inadequate that you ’ ll rarely be able to set it up prior to combat. martial classes, even a subpar one like the fire warden, do enough damage that giving up an stallion turning to summon a ally is very expensive .
Level 15 – Misty Wanderer
You can cast brumous footprint without expending a spell slot. You can do so a phone number of times equal to your Wisdom modifier ( minimum of once ), and you regain all use uses when you finish a long pillow .
In addition, whenever you cast misty step, you can bring along one willing animal you can see within 5 feet of you. That creature teleports to an unoccupied space of your option within 5 feet of your finish space .
nowadays the Fey Wanderer can Misty Step without even spending a while slot, and they can bring a acquaintance along. This international relations and security network ’ triiodothyronine quite arsenic good as Dimension Door, due to a short stove and requiring vision, but a weaker Dimension Door up to five times per day is nothing to sneeze at .
I ’ megabyte reasonably sure there is a very effective physique that makes practice of Beguiling Twist to distribute the frighten condition to multiple enemies every plow, but nothing I ’ ve come up with or seen from other subject creators has impressed me. I ’ ll be keeping an eye on this subclass as modern content comes out, as it ’ s the most likely to gain significant prime, but for immediately it wanders into one-third place .
2. gloom prowler
prison term for my hot take of the week : denying the Gloom Stalker its community-ordained first base stead. With people warming up to the Echo and Rune Knights, this subclass supplants the Battlemaster as the most overestimate subclass in 5E .
Level 3 – Gloom Stalker Magic
Ranger Level Spells 3rd disguise self 5th rope trick 9th fear 13th greater invisibility 17th seeming
While this list doesn ’ metric ton offer much at lower levels, Fear and Greater Invisibility are firm battlefield dominance and fight buff spells respectively. concern does suffer from the fire warden ’ second broadly lower spell save DC, and Greater Invisibility overlaps with Guardian of Nature and the Nature ’ s Veil ability, but I won ’ t say no to more dear spells on the otherwise lackluster fire warden number .
Level 3 –
You can give yourself a bonus to your first step rolls equal to your Wisdom modifier .
At the start of your first turn of each battle, your walking rush increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that change by reversal, you can make one extra weapon attack as part of that natural process. If that approach hits, the target takes an extra 1d8 wrong of the weapon ’ mho damage type .
This is one of the main reasons this subclass is then highly rated, and I can see why. A bonus to initiative and an extra attack is surely impregnable, particularly when combined with carry through scend for an extra Dread Ambusher attacker. The trouble is that unless fights are incredibly unretentive, * consistent wrong boosts out scale the flashier burst price of this feature. That is not to say this damage hike is bad, merely that it ’ s not the best available to rangers .
Level 3 –
You gain darkvision out to a crop of 60 feet. If you already have darkvision from your slipstream, its range increases by 30 feet .
You are besides adept at evading creatures that rely on darkvision. While in iniquity, you are invisible to any animal that relies on darkvision to see you in that dark .
This is the other feature I see heavily advertised when extolling the Gloom Stalker ’ south virtues. I ’ ve seen descriptions range from a decent if situational combat boost to almost-always-on invisibility. I find this ability thus situational that it ’ s about useless in many fights. The problem is that any beginning of light turns off the invisibility helping of this sport. This could be light produced by enemies, the environment, or your own party .
Have a form homo that uses the sparkle cantrip, or a fighter wielding a flame tongue ? This ability is now slightly improved darkvision. I think many people forget fair how much unhorse is present in most gamble settings because it ’ s normally not deserving tracking. If you do manage to find a campaign where darkvision is the merely direction to see through darkness, then this ability is amaze, but outside of that it is bad .
Level 7 – Iron Mind
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you alternatively gain proficiency in Intelligence or Charisma saving throws ( your choice ) .
I ’ megabyte beaming to see at least one fire warden subclass fill in the miss of wisdom proficiency rangers suffer from. It ’ s not terribly exciting, but as characters increase in levels, a fail wisdom save is more and more likely to wholly remove you from a crusade. I personally think rangers should have wisdom save proficiency from the start, but no one asked me .
Level 11 – Stalker ’ sulfur Flurry
once on each of your turns when you miss with a weapon fire, you can make another weapon attack as region of the same action .
A deplorable version of the champion ’ s level 11 feature. rather of getting to make a third gear attack every orotund, the Gloom Stalker needs to miss with one of their initial two attacks. thankfully, even a conditional excess approach is thoroughly, and this should be a obtrusive price demote .
Level 15 – Shadowy Dodge
Whenever a creature makes an attack bankroll against you and doesn ’ t have advantage on the peal, you can use your chemical reaction to impose disadvantage on it. You must use this feature before you know the result of the attack roll.
A worse version of the rogue ’ s 5th-level Uncanny Dodge feature is not the highest note for a subclass to go out on. This feature imposes disadvantage preferably than halving wrong taken, but the extenuation is alike. What makes this bad is that it doesn ’ thyroxine work on attacks made with advantage, and you have to use it before knowing the solution of a roll out, so some of those attacks would have missed anyhow .
The Gloom Stalker is surely the flashiest of the texas ranger subclasses, and it makes for an alluring dip choice for builds looking to front load as much of their damage as possible into the first round of battle. It besides has some properly mid-level features that shore up the fire warden ’ s dysphemistic and defensive options. however, for me its lack of sustainability and situational advantages entirely take it a far as second space .
last, we reach the pinnacle of the texas ranger subclasses, and at its vertex we find the Champion of rangers, the Hunter. This subclass was overlooked in every fire warden subclass ranking I ’ ve seen, and I think the trouble is that people are conflating boring with weak. nothing in this subclass is flashy ; there are no extra spells or limited-use abilities. alternatively we have a collection of becoming passive voice features that amount to a coherent subclass that outdoes the others through absolute endurance .
Level 3 –
You gain one of the following features of your choice .
Colossus Slayer. Your doggedness can wear down the most potent foes. When you hit a animal with a weapon attack, the animal takes an supernumerary 1d8 damage if it ’ s below its hit decimal point maximum. You can deal this extra damage only once per turn .
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that animal immediately after its attack, provided that you can see the creature .
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 animal that is within 5 feet of the original target and within range of your weapon .
There might be three options here, but the lone one that matters for most builds is Colossus Slayer. This is the best 3rd-level damage boost available to rangers, requiring no actions and coming ampere close to no prerequisites as you can get while still having one. There will about always be a damaged foe in a fight, and if there isn ’ thymine, you can hurt them with your first base attack and get this wrong boost on the future strike .
Horde Breaker is a adequate alternative if you don ’ thyroxine foot Colossus Slayer, but its bantam range and the opportunity cost of losing a reproducible wrong boost is excessively gamey. Giant Killer is by far the weakest of these three options, as it requires creatures to be a certain size and they must be making attacks against you .
Level 7 – defensive Tactics
You gain one of the comply features of your choice .
Escape the Horde. Opportunity attacks against you are made with disadvantage .
Multiattack Defense. When a animal hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that animal for the rest of the turn .
Steel Will. You have advantage on saving throws against being frightened .
much like the Hunter ’ s Prey there is one choice here that stands out : Multiattack Defense. Most monsters in 5E increase their damage through the issue of attacks they make, rather than how much price each of those attacks does. massively reducing the accuracy of follow-up attacks is a decent defensive hike that the texas ranger is happy to have. It ’ randomness no Shield spell, but it can be stacked with Shield as it doesn ’ thyroxine require a reaction .
The other options here are much worse. Escape the Horde requires you to seek out opportunity attacks, which is by and large a regretful theme. meanwhile, Steel Will spends its entire feature making the commando better at one type of keep open, which is very inefficient .
Level 11 – Multiattack
You gain one of the adopt features of your choice .
Volley. You can use your action to make a range attack against any count of creatures within 10 feet of a steer you can see within your weapon ’ randomness scope. You must have ammunition for each target, as normal, and you make a separate attack roll for each aim .
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a discriminate attack roll for each prey .
The choice at this degree depends entirely on what type of fire warden you build. As archery is the best martial choice, I will be focusing primarily on that. Volley offers a conditional-area crop attack that can fill the weakness many martials have : dealing with large numbers of enemies .
When placed properly, Volley can target up to 16 squares in a 20-foot block. obviously no real battle will involve that many enemies that tightly packed, but if you can find at least four targets, then Volley will deal more damage than a even approach action. Whirlwind Attack works in a very similar way except its range is much worse and it uses melee weapons, which are worse than ranged weapons .
Level 15 – superior Hunter ’ south defense
You gain one of the follow features of your choice .
Evasion. You can agilely dodge out of the way of certain area effects, such as a crimson dragon ’ south ardent breath or a lightning dash spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half price, you alternatively take no damage if you succeed on the economy throw, and only half wrong if you fail .
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the like attack against another creature ( other than itself ) of your choice .
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack ’ s damage against you .
It was sad when Gloom Stalker finished with a bad version of a low-level rogue ability, and it ’ s deplorable when the Hunter does the same. * Though it ’ s a bummer to get it so late, Evasion is a strong defensive feature that is good at any level. Stand Against the Tide is besides situational in its requirements, and Uncanny Dodge will generally be worse than Evasion ’ south damage decrease, specially if you took Multiattack Defense at level 7 .
The fact that Hunter topped my list shows that there are distillery some issues with the texas ranger class even after the fresh Tasha ’ mho capacity. The class lacks fundamental power, specially at high levels. This lack is thus bad that a bunch of passive voice bonuses are the best option available, as they shore up the basis commando ’ s many weaknesses. first position to the Hunter .
That wraps up the texas ranger. The class has surely improved some over 5E ’ second life, but not adequate to be a competitive choice outside of very low levels. I actually took it upon myself to rework the commando and all its subclasses to bring it more in-line with the champion, and if you ’ rhenium interested you can check it out .
following time, we ’ ll tackle the rogue…if I can find them .
I have besides created a tier list for those of you who are interested .
Constitution, dexterity and/or strength, wisdom.Probably frightened.Three rounds or less.Evasion is at least a 7th-level rogue feature, so that’s something.
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