Baldur's Gate 3

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VitruvianGuar

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VitruvianGuar

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About this mod

Revises Ranger class, restoring its identity as a mobile, nature-attuned warrior, who is good with both sword and a bow, making its features work together, and generally improving the viability of the class.

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Introduction

Ranger is the weakest class in both 5e DnD and BG 3. It's extremely multiple ability dependent, requiring good Strength, Dexterity, Wisdom and Constitution scores. Most of its unique features are based around enemy tracking - which is quite situational in the tabletop and completely unrepresented in the videogame. Everything else it's good at, other classes do better. Its spell list is poor. Its combat potential is lacking. Its scaling is bad.

Credits where it's due Larian fixed Beastmaster subclass and included Gloom Stalker. But most core problems were left as they were. Their implementation of Favored Enemy gives a bunch of Intelligence proficiencies, that Ranger doesn't need, and some, frankly, insulting bonuses: two cantrips, one of which is just bad and the other is literally the worst spell in the game. The only useful Favoured Enemy feature is getting Heavy Armor proficiency which is utterly thematically unfitting. Add here the fact, that nearly all Natural Explorer options are elemental resistance and Ranger becomes a class you want to dip 1 level in to make a character more tanky!

Description

This mod revises Ranger class, fixing multiple of its issues and restoring it's identity as a mobile, nature attuned warrior, who is good with both
sword and a bow. The base idea of "building your own Ranger" through selecting between different optional features was kept intact, fitting the theme of adaptability and versatility. However, these features are made to work together properly, providing the sense of coherency and progression, motivating to stay faithful to Ranger class choice and also improving some reasonable multi-class synergies.

Hunter's Mark is turned into core Class feature, akin to sneak attack of a Rogue or Paladin's Divine Smite. You always get Hunter's Mark on second Ranger's level. It takes neither place among known spells, nor a spell slot to apply, but still requires concentration. This means that you still need to evade getting hit, to keep the damage boost from Hunter's Mark, but loosing concentration on it is less penalizing - just requires you to spend a bonus action next turn. And if you need to apply other concentration spell, when you've already used HM, you can do so and then re-apply HM later, without devastating your limited spell slots count. Hunter's Mark damage scales with the improvement of your Ranger Spellcasting Feature, becoming 1d8 at level 5 and 1d10 at level 9. Your choice of Favored Enemies may give Hunter's Mark extra bonuses. Also it now works with unarmed attacks as per 5e rules, improving Ranger/Druid and Ranger/Monk multi-classes.

Favored Enemy is significantly reworked. No more useless cantrips. No more Heavy Armor Proficiency. Passive effects make more sense, fit the Class fantasy and synergies well with your other abilities. On 6th and 10th level you get extra, more powerful options, giving the feature some progression, highlighting the journey your character went through and allowing you to improve Wisdom based skills instead of Intelligence based ones.

Available from 1st level:

  • Bounty Hunter: Gain Investigation Proficiency. Creatures hit with Ensnaring Strike have Disadvantage on Saves.
  • Monster Slayer: Gain Nature Proficiency, and apply True Strike when casting Hunters Mark.
  • Mage Breaker: Gain Arcana Proficiency, and Wisdom Saving Throw Proficiency.
  • Grave Warden: Gain History and Constitution Saving Throw Proficiency.
  • Sanctified Stalker: Gain Religion Proficiency, and can cast Protection from Evil and Good.

Available from 6th level:

  • Illithid Bane: Gain expertise in Survival and proficiency in Intelligence Saving Throws
  • Ambush Breaker: Gain expertise in Perception and you can't be surprised.
  • Pack Hunter: Gain expertise in Animal Handling, Familiar benefits from Hunter's mark

Available from 10th level:

  • Master Ranger: Gain Expertise in Insight. Your Hunter's Mark doesn't require concentration anymore.



Natural explorer
is reworked in the similar manner, though less drastically. Resistances are unlocked only from 6th level in order to prevent 1 level Ranger dipping to get them. Instead, two new thematically fitting options are available from level 1. And a special powerful option is added for 10th level, based on the extreme biome you character has explored during the story.

Available from 1st level:

  • Beast Tamer: Cast Summon Familiar as a ritual once per short rest
  • Forager: Cast Goodberry as a ritual once per short rest
  • Pathfinder: Gain 3m extra movement and 1m jump distance as long as you do not wear Heavy Armor
  • Urban Tracker: Gain Sleight of Hands proficiency

Available from 6th level:

  • Wasteland Wanderer - Cold: Cold Resistance
  • Wasteland Wanderer - Fire: Fire Resistance
  • Wasteland Wanderer - Poison: Poison Resistance

Available from 10th level:

  • Shadow Cursed Lands Veteran: Necrotic Resistance and 9m Blindsight



Spell list is expanded by several spells fitting the class theme. Grease, Create or Destroy Water and Expeditious Retreat are added to 1st level available spells. Enhance Ability and Aid are added to 2nd level available spells.Haste is added to 3rd level available spells.

Subclass changes:

  • Evasion and Uncanny Dodge are added to available options for Hunter's Defensive Tactics. Based on 5e, as these features are supposed to be available for Hunter at level 15.
  • Iron Mind feature of Gloom Stalker is replaced with modified 15 level feature from 5e: Shadowy Dodge, - due to the fact that Wisdom and Intelligence Saving Throws can now be picked as part of Favored Enemy feature. Shadowy Dodge imposes Disadvantage on enemy attack as a reaction and if the attack missed, the enemy becomes Dazed.


Requirements and Compatibility

Blindsight is required for Shadow Cursed Lands Veteran feature to grant Blindsight. Without it it will just grant Necrotic Resistance

Mods changing ranger subclasses should be generally compatible, the only possible issue are level 7 changes to Gloom Stalker.
Mods adding new Ranger subclasses should be compatible
Favored Foe feature from Tasha's Ranger Options is not compatible as it does the same thing as Hunter's Mark from Ranger Revised but worse

My other relevant mods

Champion Revised provides similar revision to Champion Subclass of Fighter
Feats Revised - Great Weapon Master and Sharpshooter re-balances the feats one of which Rangers are likely to use
Weapon Overhaul among other things makes longswords benefit from both Dexterity and Strength, indirectly improving Ranger playstyle
Mobility Overhaul so that your Lightly Armored Ranger was more mobile than Heavy Armored Paladin
Get Ready allows you to get extra reaction for defensive features of Hunter and Gloom Stalker