Hand Crossbow: The Mass Extinction Event III – Subclasses

Rangers have a pretty good number of solid subclasses. The base class is a solid chassis in itself, and the Ranger Conclave options improve on it quite well, with a few notable exceptions.

In this article, I shall go over and rate each of the currently available Ranger subclasses, including the previewed Drake Warden.

Core assumptions

Rangers are simultaneously martials and half-casters, which means they care about features that buff their weapon usage, as well as ones that let them cast better spells. Expanded spell lists will be valued highly, though not as highly as in the Warlock class guide series.

This should be common knowledge, but to reiterate this basic fact that often gets forgotten on the Internet – bad features don’t make a subclass bad, lack of good ones does. You could slap Favored Enemy and the Sun Soul monk’s features on a Chronurgy wizard and it wouldn’t get any weaker.

I will be assuming that Ranger levels are the core of your build, and you are not just dipping into the class for a few levels. This means a frontloaded class with worse features later on will likely be judged less favourably than it would if you only went for the early features.

Rating system explained

I will be using a 6-point rating system, ranking each option a number out of 6. The criteria for this ranking are as follows:

1 – options rated 1 are abysmal. They are weak to the extent of basically throwing your resources in the trash with no noticeable benefit at all, and it is a spot reserved for the likes of find traps, witch bolt, etc.

2 – options rated 2 are bad. They are a very poor use of your resources, and a character that chooses them over another option will be only a bit better than one who does not choose anything at all. Examples include the Piercer feat.

3 – options rated 3 are mediocre. You will get use out of them, but “powerful” would be an overstatement. This is a spot for things like the Tough feat and Assassin Rogue.

4 – options rated 4 are okay. They’re valuable enough to seriously consider, but not good enough to compete with the big names. Things like the slow spell fit in this category.

5 – options rated 5 are good. They will provide significant value and are absolutely worth taking. Things like mass suggestion belong here.

6 – options rated 6 are outstanding. These are the staples of their category, that you most likely cannot live without. Feats like Fey-touched, Telekinetic, Resilient, Lucky and Crossbow Expert go here.

So, with the rating system explained and the core assumptions established, let’s delve into the subclasses.

Beast Master[4/6]

This class provides an additional body on the battlefield that serves as your companion, and you can ride it if you are Small.

Ranger’s Companion[5/6]

The PHB version, you can get a CR ¼ Medium beast as a pet. Its HP increases to 4 times your Ranger level, and you add your proficiency bonus to almost everything it can do.

It’s easy to fall for the trap of “I need to use this creature to attack” and waste a lot of time trying to make it deal good damage. However, there’s a better option.

Two beasts of CR ¼ are Medium flying creatures, and as such can be ridden by a Small character. Pick vultures(or peacocks) and pteranodons, they’re really strong.

Primal Companion[4/6] – TCOE variant of Ranger’s Companion

Still an extra body on the field, and it does not require your action to command, but rather your bonus action. However, the Beast of the Sky is small and you cannot ride it. That’s a serious downside.

The benefit of this is ease of replenishing its HP, and not needing to look for a replacement when it dies.

Exceptional Training[3/6]

Your beast has magical attacks, great for the 0 times it will be attacking. More importantly, you can command it to do stuff with a bonus action now, so you can basically get a bonus action Dash.

Bestial Fury[2/6]

Your beast can make two attacks when you make it attack, which is never. It being able to take the Multiattack action is more interesting though, or at least will be in six levels when your caster friends can double true polymorph it into a dragon. Bear in mind that the PHB form would not be able to take actions other than the ones listed in Ranger’s Companion, meaning a dragon made from that would be unable to use its breath weapon.

Share Spells[3/6]

When you cast a spell on yourself, your beast gets the effects too. A nice buff when it applies, though the Ranger spell list doesn’t really offer you those. What you could do is cast pass without trace to effectively create two independent scouting parties, or cast absorb elements to shield both of you.

Fey Wanderer[3/6]

A subclass with a distinct theme revolving around acting like a fey. It’s very middle-of-the-road overall, but it’s certainly a playable option.

Expanded Spell List[4/6]

You get access to misty step, and later to dimension door as well – both good spells that let you get out of a nasty situation. Dispel magic being here too saves you a preparation slot.

Dreadful Strikes[4/6]

It’s free damage, once per turn. Don’t get baited into attacking a load of creatures at once. Focus fire is always optimal, and as a result this is a +1d4 bonus, 1d6 at level 14.

Otherworldly Glamour[3/6]

+3 to Charisma checks, most commonly. Sometimes +1 if you’re going for a dip in another caster class and need 13 Int or Cha.

Beguiling Twist[5/6]

Advantage on saves against two very painful conditions and a chance to inflict one of them on an enemy are both very valuable.

Fey Reinforcements[3/6]

By this level you have enough resources to keep conjure animals up practically all the time. However, it’s useful for a few levels, and the non-concentration option has its merits. There’s also a free cast so it doesn’t require your spell slots.

Misty Wanderer[5/6]

Your misty step becomes a minor dimension door. This is pretty solid mobility, and a useful capstone feature.

Gloom Stalker[6/6]

The strongest subclass, and at higher levels of optimization the only way to contribute effectively to the party as a primary weapon-user(to clarify, this category does not include wizards with a Weapon of Warning, primary weapon-users are martials and rangers).

Expanded Spell List[5/6]

You get disguise self, rope trick and fear. Rope trick is an excellent bunker spell to place on the battlefield and camp in it, dropping the rope, shooting and pulling it back up. You’re also never the closest target if an ally’s summon greater demon breaks loose.

Dread Ambusher[6/6]

+3 to initiative and an extra attack with a damage boost on round 1 of every combat. Absolutely glorious.

Umbral Sight[6/6]

Darkvision, and you are invisible in darkness. This means the shadows are a darkness + Devil’s Sight combo for you, active all the time without concentration. To make the most of this, buy the party bullseye lanterns and travel at night. Also extinguish torches in dungeons before moving into a room – familiars excel at this job, as do unseen servants. Work with your party for permanent advantage, disadvantage to be hit and memes involving spell targeting.

Iron Mind[5/6]

Resilient(Wisdom), but it’s a subclass feature. If you start with a level of Divine Soul Sorcerer or Fighter for Con saves, this is basically a free feat for you.

Stalker’s Flurry[6/6]

With Sharpshooter on the table, at least one of your attacks will often miss, even with advantage. This means this feature will trigger frequently, granting you an extra attack.

Shadowy Dodge[2/6]

Disadvantage on a single roll isn’t worth it most of the time, but it’s okay if you have no other use for your reaction in this fight. Otherwise skip.

Horizon Walker[1/6]

This subclass is a textbook on how not to design things. It’s basically a subclassless Ranger with misty step, and if you were going for that one specific spell then Fighter 1/Gloom Stalker frees up an ASI normally used for Resilient so you can grab Fey-touched, and Fey Wanderer gets misty step on top of an actual subclass. Skip.

I find it mildly amusing that the flavor of the worst Ranger subclass bears such resemblance to that of the best Paladin subclass, Oath of the Watchers.

Expanded Spell List[2/6]

Protection from evil and good is situational albeit useful in the situations you need it – although fog cloud protects against sight-based charm effects well enough. Misty step is a good spell, and after that you have banishment which is a single-target save-or-suck that keys off a DC you have neither a need nor the desire to raise. It’s good, just not as useful on this class. Haste is haste, just no.

Detect Portal[1/6]

This has no use in combat, and as such is basically “detect plot device”, which means your DM has certainly provided a way for the party to figure out where a portal is without requiring the use of a specific subclass feature.

It also has limited uses, but that doesn’t matter because you’ll never run out.

Planar Warrior[2/6]

Your bonus action is already used for damage with a hand crossbow, so this has exactly two uses:

  • ignoring resistance to nonmagical weapons by dealing force damage
  • If you would start at exactly level 3, then this makes Sharpshooter a better choice of your level 1 feat from variant human or Custom Lineage. You can take Sharpshooter first and Crossbow Expert at level 4.

Otherwise, skip.

Ethereal Step[2/6]

Get out of a web as a bonus action once per long rest, or something like that. It only lasts on your turn, so it lacks a defensive application.

Distant Strike[1/6]

The free teleport is seldom all that important – opportunity attacks aren’t as much of a threat now, the distance is small and you need to see where you’re going. Additionally, it lets you violate logic and rewards you for not focus firing – a tactical error.

Spectral Defense[2/6]

It’s the same feature that Rogues get at level 5, but you needed to wait until level 15 to get it. It’s actually worse than Uncanny Dodge, as this is resistance and not just halving, meaning it does not stack with any resistance you may already have.

Bear in mind that enemies get more attacks(Multiattack) at higher levels, while you still only have one reaction.

Hunter[5/6]

A really solid subclass that is basically “Ranger but with more Ranger in it”. It doesn’t add any unique traits, just makes you better at what you could already do.

Hunter’s Prey[6/6]

Extra damage. Colossus Slayer and Horde Breaker are very similar power-wise when you account for focus fire being more valuable.

Defensive Tactics[5/6]

Multiattack Defense is really solid, although the other two are by no means weak. Disadvantage to opportunity attacks isn’t impressive, but it does its job, and advantage on saves against fear comes up often enough.

Multiattack[4/6]

Volley allows you to fire your crossbow at a pretty large area, dealing quite impressive damage.

Superior Hunter’s Defense[4/6]

Evasion and Stand Against the Tide are useful. Evasion further reduces those annoying elemental effects, and Stand Against the Tide punishes foes who go into melee with you(if that happens).

Monster Slayer[1/6]

This wants to call itself “Mage slayer” instead, but that name is already taken by a feat of pretty much equal quality. It’s another subclassless Ranger.

Expanded Spell List[1/6]

Same deal as Horizon Walker, but not even misty step.

Hunter’s Sense[1/6]

It takes an action to use and requires you to be close to the target. If you’re using this in combat, don’t. Just attack it and see, magical weapons aren’t resisted anyway. If you’re using this out of combat, it’s okay.

Slayer’s Prey[1/6]

You can waste a bonus action to do less damage than you would with a crossbow. The target will die before you get your action economy’s worth. Again, at least it lets you take Sharpshooter first when starting at level 3.

Supernatural Defense[1/6]

You sacrifice too much to make this worthwhile. +1d6 to saves from a single foe is really lacking in power. Compare to Hunter getting an AC boost against all multiattackers or Gloom Stalker just straight-up ignoring most save effects due to being invisible and thus not an eligible target and having Wisdom save proficiency.

Magic-user’s Nemesis[2/6]

A much, much worse counterspell. It’s a saving throw, meaning Legendary Resistance throws it out the window. Additionally, there’s no guarantee of success against any spell level, it’s just your save DC in every case.

Slayer’s Counter[2/6]

Finally, a way to compensate for losing a bonus action attack by using Slayer’s Prey! You get to make a weapon attack to make yourself succeed a saving throw. It’s not completely useless, and would be a solid feature if Slayer’s Prey wasn’t trash.

Swarmkeeper[5/6]

This is the movement debuff Ranger subclass, and it’s really effective.

Expanded Spell List[6/6]

Faerie fire is useful and… it gets web. Web is an absolutely incredible spell that would be great if it was 3rd-level.

Gathered Swarm[6/6]

You get three effects, all of them solid.

  • +1d6 damage is just a nice flat boost.
  • The push is pretty good, lower save DC than other casters at high levels doesn’t matter that much because it’s at will with no resource cost.
  • 5ft extra movement that doesn’t provoke opportunity attacks is good too.

You can choose one of them each turn.

Writhing Tide[4/6]

10ft flying speed isn’t a lot, sadly, but it’s still flight with all its benefits.

Mighty Swarm[6/6]

Your Gathered Swarm improves further.

  • The raw damage gets a flat increase
  • The push effect knocks enemies prone, giving attacks within 5 feet advantage – this includes your own crossbow.
  • The 5ft move now gives you cover, raising your AC and Dex saves by +2.

Swarming Dispersal[4/6]

This feature grants you an escape option that triggers upon taking damage. As a bonus, you get resistance to the triggering damage. Since it activates on any damage, not just an attack, it can help against saving throw effects like dragons’ breath weapons, and the teleport may remove you from another attack’s range.

Drake Warden[4/6]

It’s a slightly worse Beast Master, but has some advantages over it.

Draconic Gift[2/6]

A free cantrip and language. It’s unimpressive, but don’t let that upset you – it’s free, the other feature is where it’s at.

Drake Companion[4/6]

Much like the new Beast Master variant, you get a pet you can control with a bonus action. However, it’s Small and thus cannot be ridden yet. It has a reaction option that deals damage and resistance to one damage type though, so that’s nice.

You can also resummon it as an action, meaning dragon revive spam in combat is possible. A single level 1 spell slot restores it to full hit points.

Bond of Fang and Scale[5/6]

Your Drake can be ridden but you cannot fly while riding it. You. Remember that. RAW, there’s nothing stopping your Kobold friend from borrowing your dragon and flying around on it.

Drake’s Breath[2/6]

It comes pretty late, but this is a cone AoE that deals fireball damage. The obvious downside is being within enemies’ melee range. Definitely don’t blow a spell slot to cast this again.

Perfected Bond[4/6]

Your dragon now lets you ride it at last, and you get to give yourself resistance to one source of damage. The resistance is a minor thing when you consider multiattack, but flight is always nice.

Concluding thoughts

Rangers are lucky enough to have a large number of good subclasses, although it’s a shame their two bad subclasses are offensively terrible. Would be nice if they got a rework.

Gloom Stalker is the obvious champion here, with almost free advantage on all attacks raising your DPR by a lot. The following chart represents a Gloom Stalker’s DPR increase relative to a subclassless Ranger. The Gloom Stalker is in darkness and the fight lasts 4 rounds for the purposes of calculating average damage gained from Dread Ambusher. Both characters are level 5.

Have I rated anything too high or too low? Have I forgotten something entirely? If so, please let me know in the comments!

That’s all I had to say on Ranger subclasses. Thanks for reading, and until next time!

3 thoughts on “Hand Crossbow: The Mass Extinction Event III – Subclasses

  1. Do you think paladin are a primary weapon user? If yes, do you think they doesn’t contribute effectively to the party on a high optimization game?

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    1. I believe Paladin to be a caster first(and an excellent aura dispenser) and a weapon user second. While they are able to contribute damage when needed, it is Aura of Protection and their subclass aura, along with their spell list, that does most of the work.

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