## Are Gloom Stalker Rangers better than the normal ranger subtypes that appear in the players handbook?

I am joining a campaign with some friends and they suggested that I should play a Gloom Stalker Ranger. I rarely get a chance to use things from anything other than the players handbook so I want to try something new. I want to know if it’s even worth playing a gloom stalker and still contribute to the party with both damage and role-playing capabilities because currently my friends are playing rogues and I want to fit the setting (which is a thieves guild type setting) and still do a good amount of damage to help balance out the party.

## dnd 5e – Is this magic ranger amulet balanced?

Item description

The following item was made with a 5th level ranger in mind. The goal was to create an item that is mechanically fitting, and combat-relevant but not a weapon or armor.

Amulet of the Predator

Wondrous item, uncommon (requires attunement)

While wearing this amulet, you gain a +5 bonus to initiative rolls. Whenever you take the attack action on a first round of combat, you can make an additional attack with the same weapon.

Related discussions on magic items
Weapon that allows an extra attack (as bonus action) every turn:
Which rarity level is appropriate for this nerfed Scimitar of Speed with no bonus to attack and damage rolls?

Discussion of Sentinel Shield which gives improved initiative rolls:
How powerful is a Sentinel Shield really?

As an alternative, I thought about adding proficiency instead of flat +5. There are features in the game that do similar things, although it seems, no official feature does exactly this. See the following question.
Is There A Non-Homebrew Way To Add Proficiency to Initiative?

Question
Is this item completely unbalanced or abusable? Is it wildly inappropriate for level 5 / as uncommon item? If either variant (+5/+proficiency) is a lot more powerful than the other one, I’d be interested in the reasoning as well.

## dnd 5e – Is there a way (other than using a wish spell) for a Wizard to cast Ranger spells?

Using a wish spell you can duplicate any other spell of 8th level or lower.

However..

That’s a pretty high lv spell for gaining the use of a 1-5 level Ranger spell.
I couldn’t find a version of limited wish. And the feat Magic Initiate doesn’t seem to apply to Ranger’s spells.

Is there another way to cast 1 or 2 Ranger spells without dipping into the Ranger class? Specifically I am looking at Conjure Barrage and Swift Quiver. Mostly because I think it would be cool to launch a ton of darts like a Naruto style Ninja…and it would be unexpected from my wizard.

Worth noting we only use the hardcover books. No UA or 3rd party stuff please.

## dnd 5e – Ranger question

See this question for ideas on how to increase your attack modfier:
How high can the bonus to an attack roll get?

This is dependent on level however and magic items.

Like a rolled natural 20 will always hit, a natural 1 will always miss. Therefore, even with a very high modifier, there is a 5% miss chance. Of course there are features which allow rerolls. For example the Halfling’s Lucky allows rerolling a 1 once. This with a very high modifier would mean that only one in four hundred attacks would miss. It is not a human however and it does not let you avoid rolling entirely. [Incidentally, a halfling also cannot efficiently use a longbow.]

Also, in 5e, there are no basic rules which would make a bow break.

## dnd 5e – Would these adjustments to the ranger archetype Beast Master help the animal companion be more useful?

I recently playtested a Beast Master ranger from level 1 to level 20 (I was playtesting a new homebrew archetype, which was my primary reason for doing so; the Beast Master ranger was just one of the other party members), but there were a few things I noticed regarding the relative power of the beast companion itself. For reference, the beast I went with was a wolf, which is probably a fairly standard choice.

## Issues

Now, I know that Beast Master rangers are infamously weak, but I still wanted to see if I could try to improve what I felt were some of its weakest points during my playtesting. I was already using the popular houserule of letting the ranger tell the beast to attack using a bonus action instead of an action, but the other things that bothered me were:

• Relatively low HP (as the first linked Q&A points out), although this was more of a problem during Tier 1/2, less so during Tier 3/4, at least during my playtesting;
• Hardly any hit die, which is related to the above problem, since I remember having to spend a lot of healing resources to keep bringing the wolf’s health back up to full/close to full;
• The DC for resisting the knocked prone secondary effect from the wolf’s Bite attack remains pathetically low at DC 11 for the whole game.
• The lack of any saving throw proficiencies really screwed the wolf over during the big finale where it died to a meteor swarm, but with a decent DEX saving throw bonus, it would probably have made it.
• I was sometimes hesitant to use the wolf, because it was dropped to 0 HP a few times at lower levels, unless I knew it would probably land the killing blow or could avoid an opportunity attack or otherwise being hit.

I will point out that at higher levels, the AC was fairly decent (for a wolf), and the HP wasn’t as bad as it was at earlier levels, and I was impressed with the damage output thanks to attack rolls and damage scaling with the ranger’s proficiency bonus. Its Stealth and Perception skill bonuses were also impressive. These things I don’t feel the need to change.

## Changes

Here are the changes I propose, somewhat inspired by the UA Sidekick rules:

• You get a new hit die whenever you take another level in ranger, so at level 3 your wolf starts off with two hit die, but at level 4 they would have three hit die … by level 20 they have 19 hit die. I doubt this would make their max HP better than four times the ranger level, so it would only really be for the purposes of short resting.

• To improve the max HP a little, maybe something as simple as adding the beast’s CON modifier to that, so it’s now:

begin{align} text{ (ranger level + beasts’s CON modifier)} times 4 end{align}

This way, the animal’s toughness is also taken into an account; I feel like the wolf having 5 instead of 4 more HP each level would have been just enough to help, combined with more hie die to heal, but also from a flavour perspective, I feel like choosing a boar should end up tougher than a hawk, whereas RAW, they would both have the same HP. I would however, keep the minimum HP gained per level to 4, in case the beast somehow has a negative CON modifier, since I think taking HP away from the beast would be cruel, given how underpowered this whole archetype is.

• Any DCs it has, such as the wolf’s ability to knock people prone, should scale with your proficiency bonus, like this AC and attack/damage rolls do, so rather than a measly 11, at level 3-4 it would be 13, and at level 5, it would be 14 … ending up at 18 at level 17+.

• Unless it already has a “physical” saving throw proficiency (meaning STR, DEX or CON), it gains one of your choice at level 3, which of course would just mean a +2 (because that’s every valid animal companions’s proficiency bonus) but that also has your proficiency bonus added to it, like AC, etc. This would have certainly helped when it was hit by meteor swarm during our final level 20 showdown, it might have actually survived (even with its RAW hit points) had it made that DEX saving throw.

• Finally, since I’m letting the beast be commanded as a bonus action, the first half of the 7th level ranger feature Exceptional Training is kinda wasted, so I was considering changing that to not only make the beast’s attacks magical, but also to effectively give the beast a rogue’s Cunning Action, which it can use if you command it to using the same bonus action you used to command it to attack (or do something else with its action). In short, you use one bonus action to tell it what to do with its turn, and it can now effectively use its action and bonus action to do something useful.

## Question

Do the above changes seem reasonable, and do you foresee any balance issues coming from my proposed changes? My intention is for the Beast Master’s beast in particular to become more useful and survivable, without increasing its damage output (since I was happy with that), but not making it more powerful than I intended by overlooking something. I suppose also double checking whether there’s a problem with making some animals tougher than others based on their CON; does this unfairly favour tougher animals to the point where that’s a balance issue in and of itself?

## If I have 2 actions per turn can I cast 2 spells? (ranger 5th level)

If I have 2 actions per turn can I cast 2 spells? (ranger halfling 5th level)

There’s a question in my party if someone can cast 2 spells during a turn if they have 2 actions (ranger 5th level class feature). There’s info online that says you can’t cast 2 spells in one turn, but it seems to mostly be discussing bonus actions and reactions (and not taking the ranger feature into account). But can I cast one spell for each action if the casting time of each spell is 1 action?

If yes, another question… if I cast a spell that requires concentration (like fog cloud) with my first action, can I then cast another spell with my second action (like cure wounds or pass without a trace)?

Thanks!!

## dnd 5e – Is this homebrew snapping turtle an animal companion for the UA Revised Ranger (Beast Conclave) balanced?

The Ranger player in my group recently asked me if I could make her a snapping turtle for an animal companion (she uses the UA Revised Ranger, Beast Conclave). After looking into the Monster manual and online I didn't find anything that would really work for me.

I have created the following status block for a possible companion of a snapping turtle animal:

## Snapping turtle

Medium tier, any orientation

Armor class 14 (natural armor)
Hit points 30 (4W8 + 12)
speed 15 feet, swim 30 feet.

$$begin {array} {cccccc} text {STR} & text {DEX} & text {CON} & text {INT} & text {WIS} & text {CHA} \ 16 "(+ 3) & 8" (- 1) & 16 "(+ 3) & 2" (- 4) & 12 "(+ 1) & 6" (- 2) end {array}$$

Save throws Str +5
Senses passive perception 11
languages – –
Challenge 1/2 (100 XP)

Hold your breath. The snapping turtle can hold your breath for 1 hour.

### Actions

Snap. Melee weapon attack: Hitting +5 will reach 5 feet, a goal. Beat: 6 (1d6 + 3) piercing damage.

Headbutt. Melee weapon attack: Hitting +5 will reach 5 feet, a goal. Beat: 8 (1d10 + 3) stick damage. Deals 2 (1d4) recoil damage to the turtle. A critical bug results in 5 (2d4) damage to the turtle.

Shell Defense. The snapping turtle can withdraw into its shell as an action. Until it appears, it gets a +4 bonus on AC and has advantages in throws that save strength and constitution. While the turtle in its shell is vulnerable, its speed is 0, and cannot increase, it has a disadvantage with litters that save skill and cannot react. The only action it can take is a bonus action that comes out of its shell.

Is this homebrew snapping turtle an animal companion for the UA Revised Ranger (Beast Conclave) balanced?

## dnd 5e – Creating an animal companion for my UA ranger. To surgery?

So my ranger asked me the other day if I could make her a snapping turtle for an animal companion (she uses the UA Revised Ranger Beast Conclave). After looking in the Monster Manual and online, I found nothing that really worked for me. I have created the following statistics block for a possible turtle.

## Snapping turtle

Medium tier, any orientation

Armor class 14 (natural armor)
Hit points 30 (4W8 + 12)
speed 15 feet, swim 30 feet.

$$begin {array} {cccccc} text {STR} & text {DEX} & text {CON} & text {INT} & text {WIS} & text {CHA} \ 16 "(+ 3) & 8" (- 1) & 16 "(+ 3) & 2" (- 4) & 12 "(+ 1) & 6" (- 2) end {array}$$

Save throws Str +5
Senses passive perception 11
languages – –
Challenge 1/2 (100 XP)

Hold your breath. The snapping turtle can hold your breath for 1 hour.

### Actions

Snap. Melee weapon attack: Hitting +5 will reach 5 feet, a goal. Beat: 6 (1d6 + 3) piercing damage.

Headbutt. Melee weapon attack: Hitting +5 will reach 5 feet, a goal. Beat: 8 (1d10 + 3) stick damage. Deals 2 (1d4) recoil damage to the turtle. A critical bug results in 5 (2d4) damage to the turtle.

Shell Defense. Snapping turtle can retreat to its shell as an action. Until it appears, it gets a +4 bonus on AC and has advantages in throws that save strength and constitution. While the turtle in its shell is vulnerable, its speed is 0, and cannot increase, it has a disadvantage with litters that save skill and cannot react. The only action it can take is a bonus action that comes out of its shell.

Is it overwhelmed?

## Do you need a compatible flash trigger for Elinchrom Ranger AS with Nikon D7200 – fast?

I hope someone can help me pretty quickly because I just got a job on Monday and my old Skyport system is dead. I have an Elinchrom Ranger AS with a location battery (kit) and a Nikon D7200. I just need one way to fire my position light within 40 feet or so.