ZorroGames
2020-01-20, 11:56 AM
Started this long thread to keep the other one more focused.
BLUF This is designed for a MD melee centric Ranger so ranged is secondary and spells are tertiary except for melee and ranged combat.
Below I have listed what spells I found Rangers can utilize that are effected by their Wisdom score.
Remember that while a WI 10 MD mono class Ranger in AL might scrape on some soul (not mine) it is what I am talking about.
Animal Friendship requires a WI save.
Spike growth requires a WI perception roll versus DC of Ranger to spot the terrain change unless you see the spell cast.
Is that it?
I made this list up on paper (shock, horror, old dude grognard warning!) late at night so let me know what if any dropped off please.
Spells requiring Concentration not mentioned above are
Detect magic (Rangers do not get rituals) - not picking up
Fog Cloud - not picking up
Hail of Thorns - not picking up
Hunter’s Mark - this is a consideration I agree
Barkskin - not picking up
Pass without Trace - this is a consideration outside of melee
Silence - not picking up
Conjure Animals - not picking up unless I find a way to increase spells knows
Lightning Arrow - not picking up
Protection from Energy - not picking up
Windwall - not picking up
Flame Arrows - not picking up
Conjure Woodland beings - this could be a consideration
Guardian of Nature - this is a consideration from 13th level on, never achieved that in AL play locally so who knows
Swift Quiver - since I am using a Melee Ranger predominately this is a minor consideration also only level 19/20
Since I was tired when I read the books I would appreciate being told if I missed any spell that involves any Wisdom saves or checks or other rolling Wisdom versus the Rangers spell DC
In comparison, the following spells while affected by the Ranger’s DC are interestingly more common.
First level spells
Ensnaring Strike involves a ST save
Hail of Thorns involves a Dex save
Snare involves a ST save
Second level spells
Third level spells
Conjure Barrage requires a Dex save
Lightning Arrow requires a Dex save
Windfall involves a ST save
Fourth level spells
Grasping Vine requires a Dex save
Fifth level spells
Conjure Volley requires a Dex Save - late in the game level 19/20 if ever
Wrath of Nature can involve, based on terrain, Dex saves and or ST versus Ranger DC - again as Conjure Volley very late in game if ever
So, for those who actually read this post so far and we’re wondering here are my eleven spells I plan to know
First level spells, maximum four slots
1) Absorb Elements
2) Zephyr Strike
3) Longstrider because... Dwarf
3/11
Second level spells, maximum three slots
1) Pass without Trace because other players expect it more than it is very useful though it certainly is.
2) Lesser Restoration because so many Clerics do not have it in our local games (??!)
Note: I would prefer a Healing Spirit also but only eleven spells known
5/11
Third level spells, maximum 3 slots
1) Water Breathing (had many unintentional on my part “baptisms” by local DMs whenever near water.) Also, I just like the role play potential.
2) Conjure Barrage (thrown Hand Axes because... Dwarf role playing)
Sure Conjure Animals would be nice but 11 known spells.
7/11
Fourth level spells, maximum 3 slots
1) Freedom of Movement
2) Guardian of Nature
9/11
Fifth level spells, maximum 2 slots
1) Steel Wind Strike - if I ever get that high
2) Wrath of Nature - again if I get that high
11/11
Thanks and have a great MLK holiday for those who have it.
BLUF This is designed for a MD melee centric Ranger so ranged is secondary and spells are tertiary except for melee and ranged combat.
Below I have listed what spells I found Rangers can utilize that are effected by their Wisdom score.
Remember that while a WI 10 MD mono class Ranger in AL might scrape on some soul (not mine) it is what I am talking about.
Animal Friendship requires a WI save.
Spike growth requires a WI perception roll versus DC of Ranger to spot the terrain change unless you see the spell cast.
Is that it?
I made this list up on paper (shock, horror, old dude grognard warning!) late at night so let me know what if any dropped off please.
Spells requiring Concentration not mentioned above are
Detect magic (Rangers do not get rituals) - not picking up
Fog Cloud - not picking up
Hail of Thorns - not picking up
Hunter’s Mark - this is a consideration I agree
Barkskin - not picking up
Pass without Trace - this is a consideration outside of melee
Silence - not picking up
Conjure Animals - not picking up unless I find a way to increase spells knows
Lightning Arrow - not picking up
Protection from Energy - not picking up
Windwall - not picking up
Flame Arrows - not picking up
Conjure Woodland beings - this could be a consideration
Guardian of Nature - this is a consideration from 13th level on, never achieved that in AL play locally so who knows
Swift Quiver - since I am using a Melee Ranger predominately this is a minor consideration also only level 19/20
Since I was tired when I read the books I would appreciate being told if I missed any spell that involves any Wisdom saves or checks or other rolling Wisdom versus the Rangers spell DC
In comparison, the following spells while affected by the Ranger’s DC are interestingly more common.
First level spells
Ensnaring Strike involves a ST save
Hail of Thorns involves a Dex save
Snare involves a ST save
Second level spells
Third level spells
Conjure Barrage requires a Dex save
Lightning Arrow requires a Dex save
Windfall involves a ST save
Fourth level spells
Grasping Vine requires a Dex save
Fifth level spells
Conjure Volley requires a Dex Save - late in the game level 19/20 if ever
Wrath of Nature can involve, based on terrain, Dex saves and or ST versus Ranger DC - again as Conjure Volley very late in game if ever
So, for those who actually read this post so far and we’re wondering here are my eleven spells I plan to know
First level spells, maximum four slots
1) Absorb Elements
2) Zephyr Strike
3) Longstrider because... Dwarf
3/11
Second level spells, maximum three slots
1) Pass without Trace because other players expect it more than it is very useful though it certainly is.
2) Lesser Restoration because so many Clerics do not have it in our local games (??!)
Note: I would prefer a Healing Spirit also but only eleven spells known
5/11
Third level spells, maximum 3 slots
1) Water Breathing (had many unintentional on my part “baptisms” by local DMs whenever near water.) Also, I just like the role play potential.
2) Conjure Barrage (thrown Hand Axes because... Dwarf role playing)
Sure Conjure Animals would be nice but 11 known spells.
7/11
Fourth level spells, maximum 3 slots
1) Freedom of Movement
2) Guardian of Nature
9/11
Fifth level spells, maximum 2 slots
1) Steel Wind Strike - if I ever get that high
2) Wrath of Nature - again if I get that high
11/11
Thanks and have a great MLK holiday for those who have it.