Ranger: Marked for Death!

by hamsteremperor

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Ranger: Marked for Death

Look. I'll start this with an acknowledgment. Ranger in 2024 has seen a lot of backlash, and many people have taken to their various homebrew documents to address this. I can't pretend that this won't be one among many. Perhaps there are better versions out there; I've certainly seen many revisions that I would be content with running at my table.

The biggest problem I have with the 5.5 Ranger - without focusing on the math, as some people believe it falls behind in Tier 3 and beyond - is that Hunter's Mark is boring, and needlessly limited. I, for one, don't understand how the designers let this be the case, considering the other half caster in the '14 PHB was so overtuned it warranted a major rebalancing. The tools needed for addressing the Ranger's woes are right there. Why not bring it up to speed?


So this was my goal: To get the Ranger up to the point where I could feasibly compare it to the Paladin and be content with it. To do so, I wanted Hunter's Mark to feel like a sibling to the slew of Smite spells - a limited list but one that was powerful and interesting and provided the Ranger with their own primal flavor. If the Paladin channels Divine power into their martial prowess, then should the Ranger not also do the same with their core feature?


So, here you are. I hope you like it. I can't say with certainty that this is mathematically balanced. I am sure there are a couple options below that need tuning. But I hope that at least this makes the Ranger more interesting.

Favored Enemy and Beyond

The features below are optional replacements for features given to the core Ranger. They are presented in the order they are gained throughout the progression of the class. Check with your DM to see if they permit the usage of optional content.

Level 1: Marked for Death (Optional)

This 1st-level feature replaces the Favored Enemy feature and expands upon it. You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger Levels, as shown in the Favored Enemy column of the Ranger Features table.


Whenever you cast the spell, you can modify it to reflect your connection to the Primal magic you harness. You can only modify the spell in one way at a time. Choose a number of modifications, known as Marks from the Marks and Signs list featured at the end of this packet. You know a number of these Marks equal to the number shown in the Favored Enemy column of your Ranger Features. Whenever you gain a Ranger level, you can swap out one Mark you know for another for which you meet the prerequisite.

Level 5: Superior Hunter's Mark (Optional)

When you hit a creature with an Attack as part of the Attack Action, you can expend one use of your Marked for Death feature (as listed in the Favored Enemy column) or a level 1+ spell slot to cast the Hunter's Mark spell as part of the same action. If you do so, the duration is reduced to 1 minute and you don't need to concentrate on it, although the spell ends if you cast it again. In addition, whenever you cast the Hunter's Mark spell, the damage die is a d8, instead of a d6.


You now also can learn Primal Signs, which are forms of primal magic that harness and enhance your hunting instinct. Whenever you would learn a Mark from the Marks and Signs list, you can learn a Sign instead or in addition to those that you already know.

Level 13: Adaptable Hunter (Optional)

You learn to adapt to your environment with magical swiftness. You can now swap out Marks and Signs you know on a Long Rest, instead of whenever you gain a Ranger level. The damage die for your Hunter's Mark spell is now a d10, instead of a d6.

Level 20: Insatiable Hunter (Optional)

Your mastery of the Hunter's Mark spell is ludicrous. (Author's note: lol) Whenever you modify the spell, you can use two of the options you know from the Marks and Signs list, instead of one.

Optional Class Features?!

I do think the core class progression track of the Ranger in 5.5 is largely acceptable, disregarding their terrible capstone. These optional features are designed to replace the most noxious of the progression track. They are also designed to be independent, floating features that build upon their predecessor. Primal Signs are meant to encourage staying in the Ranger class, and offer some fun thematic and flavorful options, and I acknowledge they are a little more out there. If you don't find them fun, hey! They're optional. I just hope the direction I headed with this intrigues and inspires you. Please let me know what you think - and, trust me, I know it will be done again, and that I probably should find another thing to devote my time to. But here we are.

Marks and Signs

The following features are modifications to the Hunter's Mark spell, which the Ranger can modify as part of the casting of the spell, or as part of some other action, such as when they hit a creature with an attack as part of the Attack Action. Some Marks have certain prerequisites, which you must meet in order to learn and use them. If a prerequisite references a level stipulation, it refers to your levels in the Ranger class.

Mark of the Predator

When you cast the Hunter's Mark spell, you can modify it to add to your own speed. Whenever a creature targeted by this spell provokes an opportunity attack from you, you make the attack at advantage.

Mark of Precision

When you cast the Hunter's Mark spell, you can reduce the size of the damage die by 1 (i.e., a d6 becomes a d4, a d8 becomes a d6, and so on) and once per turn if you make an attack roll against a creature and miss, you can roll the damage die and add it to the attack roll. If this turns the attack into a hit, you don't add the damage die to the damage roll.

Mark of Cruelty

When you cast the Hunter's Mark spell, you can modify it so that it deals Necrotic damage instead of Force, lacerating your enemies. If you do so, the spell lasts only a minute and the target takes 1d6 Necrotic damage at the start of each of their turns they are affected by the spell.

Mark of the Silenced

When you cast the Hunter's Mark spell, you can modify it so that it aids your attempts to sneak up on your foes. If you do so, the spell has a Somatic component instead of a Verbal one and whenever you make an attack roll against the marked creature and you are hidden from them, you can immediately take the Hide action as part of the same attack in order to hide from them again.

Mark of Marksmanship

When you cast the Hunter's Mark spell, you can reduce the size of the damage die by 1 (i.e., a d6 becomes a d4, a d8 becomes a d6, and so on) and in exchange you roll a critical hit on a 19-20 against the target.

Primal Sign of Savagery

Prerequisite: Ranger level 5+

When you cast the Hunter's Mark spell, you can modify it so that it permits your primal savagery to arise. You deal no additional damage to a target marked by the spell; instead, once per turn when you take the Attack action you may make one additional attack. This additional attack deals Force damage or the regular damage type.


Primal Sign of the Elements

Prerequisite: Ranger level 5+

When you cast the Hunter's Mark spell, you can modify it so that it deals elemental damage instead of Force, from the following options: Acid, Cold, Fire, Lightning or Thunder. If you do, once per turn you deal one additional die of damage (of the damage type you chose) to the marked target.

Primal Sign of the Companion

Prerequisite: Ranger level 5+

You can expend one use of your Marked for Death feature to cast the Find Familiar spell without material components. If you do so, the familiar is either a Celestial or Fey and the familiar appears with a number of temporary hit points equal to 2d6 + your Ranger level.

Primal Sign of the Land

Prerequisite: Ranger level 5+

When you cast the Hunter's Mark spell, you can modify it so that its magic is intertwined with the land's own. Once per turn when you hit a target affected by the spell, you can cause it and each creature within 10 feet of it of your choice to succeed on a Strength saving throw or be hindered by magical plant growth, dropping their speed to 0.

Primal Sign of the Monstrosity

Prerequisite: Ranger level 5+

Whenever you cast the Hunter's Mark spell, you can modify it so that it is empowered by the arcane twisting of nature. As a Magic Action, you can select a target affected by the spell and roll the damage die of the spell twice. They take that damage, and select one of the dice. The target must succeed on a Constitution saving throw or immediately suffer the effect from the following table that corresponds to the result of the die you selected, and the spell immediately ends. If you roll the same number on each die, you can choose any result from the following table.

Die Result Effect
1-2: The Owlbear The target immediately falls Prone and you can move up to half your speed towards them as part of the same action.
3-4: The Displacer Beast You immediately take on the guise of the target and they have the Invisible condition to their allies.
5-6: The Rust Monster The target deals only half damage with their attacks until the end of your next turn.
7-8: The Purple Worm The target has the Restrained condition as primal magic ensnares them until the end of your next turn.
9-10:The Tarrasque The target has the Frightened condition until the end of your next turn, and their speed is reduced to 0.
 

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