Originally Posted by TomReneth
Bounty Hunter: You add the Ensnaring Strike spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast Ensnaring Strike once per long rest without expending a spellslot, and normally with spellslots after that. Enemies have disadvantage on their saving throw when they are hit by an Ensnaring Strike cast by you.

Beast Tamer: You add the Speak With Animals spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it as a ritual (free, out of combat). You have advantage on dialogue checks when interacting with animals.

Monster Slayer (default in character creation): You add the Hunter's Mark spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it once per long rest without expending a spellslot, and normally with spellslots after than. You have advantage on saving throws to maintain concentration on Hunter's Mark.

So much better Favored Enemy/Natural Explorer than what we have currently! Wasteland Wanderer (Natural Explorer) should be given a similar treatment. The acknowledged problem with 5e Ranger is that many of the features are overly specialized and lack versatility. Larian must not have gotten that memo and make similar or worse design mistakes, so here's my take that should be more flexible, more immersive "world logic", and without a trap choice (cold):

Wasteland Wanderer: You add the Absorb Elements spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it once per long rest without expending a spellslot, and normally with spellslots after that. You gain Advantage on your first attack on the turn after using a reaction to absorb elements. Also works with ranged weapons.

Absorb Elements: Reaction to gain resistance vs acid, cold, fire, lightning, or thunder damage for 1 turn.
http://dnd5e.wikidot.com/spell:absorb-elements

Last edited by Seraphael; 31/12/22 11:30 PM.