Hi everyone,
A little background on me before I get into the meat of the subject. I've been playing RPGs of various types and D&D in particular for over 20 years. Recently, I've dipped my toes into game design, including writing some rules for a new game that's being published soon (but not going to get into that, since plugging that project is not my point!)
I've been following 5E progress since its release and before, when I was privileged to test during the closed beta, but I haven't had an opportunity to start running a campaign of my own until recently. My campaign world has a handful of significant changes compared to the default setting, so I've decided to share a variant of the Ranger class I designed to fill a specific niche in my campaign. It has not been balanced or extensively play-tested, but anyone who would like to borrow or build on the concept here is more than welcome to do so.
Here's my Mage-Hunter variant-Ranger:
Concept: the Mage-Hunter is a Ranger that trains specifically to hunt spellcasters of all types rather than various beasts and monsters. Like the standard Ranger, the Mage-Hunter is primarily a martial combatant that is comfortable in the wilderness - although a Mage-Hunter's quarry is usually found in urban areas, his typical background is Outlander (often Bounty Hunter), and he typically spends the majority of his time traveling from one location to another. His tracking expertise and wilderness lore are essential for quickly traveling the same distances which spellcasters can often cover with ease using their magic.
Class Features
The following features of the Mage-Hunter are either new to or altered from the default Ranger class.
Proficiencies
Saving Throws: Dexterity, Wisdom (These are powerful save choices but were chosen specifically as a foil against the saves most often targeted by spellcasters.)
Skills: Add Arcana to the list of class skills.
Arcane-Stalker
The Mage-Hunter is protected from divination magic as though by a nondetection spell, though he or she must succeed on a Wisdom save to avoid detection.
This ability replaces Favored Enemy at 1st level.
(The term "spellcaster" includes a pretty diverse group, so the favored enemy bonuses don't really apply. That ability was discarded for a minor defensive perk that allows the Mage-Hunter to more effectively approach his or her target without being detected/tracked every step of the way. The perk is negligible at first level, but its importance is felt later. Since it doesn't *do* anything, I'm hesitant to move it further down the list which is when you'd want it, so I'm leaving it here for now.)
Fighting Style
Add Disrupting to the list of available fighting styles at 2nd level: If an attack you make would force the target to make a saving throw to maintain its concentration, you gain a +2 bonus on that attack roll.
(The fighting styles a Ranger can choose from are fine. This choice was sculpted for this variant as a flavorful option that's powerful in its niche.)
Arcane Awareness
At 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether any spellcasters are present within 1 mile of you (or within 6 miles if you are in your favored terrain). This feature doesn’t reveal the number of spell casters or their location.
This ability replaces Primeval Awareness.
(The alteration here should be self-explanatory.)
Action Surge
At 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
This ability replace the Ranger Archetype feature earned at 3rd level.
(I feel a little guilty borrowing this ability from the Fighter, but I was looking for an option that would simultaneously allow a the Mage-Hunter to close distance with a spellcaster more quickly, front-load some damage, and/or prepare a readied action to interrupt casting without feeling like you're wasting a turn if the mage decides to run instead or something. Action Surge is just such an eloquent answer that it doesn't make sense not to include it.)
Harrier
At 7th level, you can use your reaction to cast counterspell as the 3rd-level spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
This ability replaces the Ranger Archetype feature earned at 7th level.
(What self respecting hunter of mages wouldn't be able to counter a spell or two? Tacking counterspell onto a class ability is one of the main reasons the Mage-Hunter is a variant class in my setting... and potentially one of the more dangerous features, balance-wise. It should be fine, but I'm going to watch it closely.)
Arcane Resilience
At 15th level, the Mage-Hunter receives advantage on saving throws made to avoid the effects of any spell that target him or include him in the area of effect. Mage-Hunters still benefit from this advantage even if they willingly enter an area of effect after it’s been cast.
This ability replaces the Ranger Archetype feature earned at 15th level.
(This is better and worse than evasion, which can be gained at the same level, so it should be fine.)
Foe Slayer
The bonus applies to any creature which is able to cast spells.
Questions are welcome - provide feedback if you must, but since this is for home use, I'm not planning to make many, or any, changes. If you like it, let me know and I'll submit a few other class variants I've been working on for my game.
A little background on me before I get into the meat of the subject. I've been playing RPGs of various types and D&D in particular for over 20 years. Recently, I've dipped my toes into game design, including writing some rules for a new game that's being published soon (but not going to get into that, since plugging that project is not my point!)
I've been following 5E progress since its release and before, when I was privileged to test during the closed beta, but I haven't had an opportunity to start running a campaign of my own until recently. My campaign world has a handful of significant changes compared to the default setting, so I've decided to share a variant of the Ranger class I designed to fill a specific niche in my campaign. It has not been balanced or extensively play-tested, but anyone who would like to borrow or build on the concept here is more than welcome to do so.
Here's my Mage-Hunter variant-Ranger:
Concept: the Mage-Hunter is a Ranger that trains specifically to hunt spellcasters of all types rather than various beasts and monsters. Like the standard Ranger, the Mage-Hunter is primarily a martial combatant that is comfortable in the wilderness - although a Mage-Hunter's quarry is usually found in urban areas, his typical background is Outlander (often Bounty Hunter), and he typically spends the majority of his time traveling from one location to another. His tracking expertise and wilderness lore are essential for quickly traveling the same distances which spellcasters can often cover with ease using their magic.
Class Features
The following features of the Mage-Hunter are either new to or altered from the default Ranger class.
Proficiencies
Saving Throws: Dexterity, Wisdom (These are powerful save choices but were chosen specifically as a foil against the saves most often targeted by spellcasters.)
Skills: Add Arcana to the list of class skills.
Arcane-Stalker
The Mage-Hunter is protected from divination magic as though by a nondetection spell, though he or she must succeed on a Wisdom save to avoid detection.
This ability replaces Favored Enemy at 1st level.
(The term "spellcaster" includes a pretty diverse group, so the favored enemy bonuses don't really apply. That ability was discarded for a minor defensive perk that allows the Mage-Hunter to more effectively approach his or her target without being detected/tracked every step of the way. The perk is negligible at first level, but its importance is felt later. Since it doesn't *do* anything, I'm hesitant to move it further down the list which is when you'd want it, so I'm leaving it here for now.)
Fighting Style
Add Disrupting to the list of available fighting styles at 2nd level: If an attack you make would force the target to make a saving throw to maintain its concentration, you gain a +2 bonus on that attack roll.
(The fighting styles a Ranger can choose from are fine. This choice was sculpted for this variant as a flavorful option that's powerful in its niche.)
Arcane Awareness
At 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether any spellcasters are present within 1 mile of you (or within 6 miles if you are in your favored terrain). This feature doesn’t reveal the number of spell casters or their location.
This ability replaces Primeval Awareness.
(The alteration here should be self-explanatory.)
Action Surge
At 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
This ability replace the Ranger Archetype feature earned at 3rd level.
(I feel a little guilty borrowing this ability from the Fighter, but I was looking for an option that would simultaneously allow a the Mage-Hunter to close distance with a spellcaster more quickly, front-load some damage, and/or prepare a readied action to interrupt casting without feeling like you're wasting a turn if the mage decides to run instead or something. Action Surge is just such an eloquent answer that it doesn't make sense not to include it.)
Harrier
At 7th level, you can use your reaction to cast counterspell as the 3rd-level spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
This ability replaces the Ranger Archetype feature earned at 7th level.
(What self respecting hunter of mages wouldn't be able to counter a spell or two? Tacking counterspell onto a class ability is one of the main reasons the Mage-Hunter is a variant class in my setting... and potentially one of the more dangerous features, balance-wise. It should be fine, but I'm going to watch it closely.)
Arcane Resilience
At 15th level, the Mage-Hunter receives advantage on saving throws made to avoid the effects of any spell that target him or include him in the area of effect. Mage-Hunters still benefit from this advantage even if they willingly enter an area of effect after it’s been cast.
This ability replaces the Ranger Archetype feature earned at 15th level.
(This is better and worse than evasion, which can be gained at the same level, so it should be fine.)
Foe Slayer
The bonus applies to any creature which is able to cast spells.
Questions are welcome - provide feedback if you must, but since this is for home use, I'm not planning to make many, or any, changes. If you like it, let me know and I'll submit a few other class variants I've been working on for my game.