Primeval Awareness is a feature in Solasta: Crown of the Magister that allows Rangers to focus their awareness on the region around them. It is not a divination spell, but rather a conscious effort to locate or track down otherworldly creatures. The feature can be used for one minute per turn, detecting aberrations, celestials, dragons, elementals, fey, fiends, and undead. However, it is not considered divination magic and should not be used by a Ranger.
Primal Awareness, the 3rd-level optional feature for the ranger class, is a trap feature that can be replaced with Favored Foe, Deft Explorer, and Primal Awareness. This feature allows Rangers to use their action and expend one ranger spell slot to focus their awareness on the region around them. While Primeval Awareness is not unbalanced, it may be used to ascertain the exact location of an otherworldly creature.
The Amulet of Proof against Detection protects against divination magic, but the Ranger’s Primeval Awareness is not divination magic. Starting at 3rd level, you may replace Primeval Awareness with Primal Awareness (subject to DM approval) to improve your focus on the region around you.
While Primeval Awareness can be worse when in favored terrain, it is still a useful skill for Rangers to use during their rest periods. However, it is important to note that Primeval Awareness is not a divination spell and should not be used without proper DM approval.
📹 Ranger Guide: D&D 5e Levels 1-10
The Ranger has come a long way since 5th edition first released. We’re going to try and break down the most important parts of …
Who is the strongest enemy in Power Rangers?
Emperor Mavro, the erstwhile leader of the Armada, is arguably the most formidable antagonist in the entire pantheon of villains. His most potent attacks are akin to mosquito bites. He is more powerful than Master Xandred, Venjix Virus, Sledge, Octomus the master, Master Org, Dai Shi, Vrak, Admiral Malkor, and Damaras when they are considered as a collective.
What race is good with Ranger?
The Half-Elf race offers the best ability score bonuses in the game, making it an excellent choice for a Multi-Ability Dependent Ranger in D and D 5e. With bonuses of +2 to Dexterity, +1 to Constitution, and +1 to Wisdom, the Half-Elf race provides two free skill proficiencies, making them excel both in combat and outside of it. For power, choose Skill Versatility over other Half-Elf options, as they typically provide less reward than two free skills. For additional bonuses, consider the D and D 5e Elf race.
Is Gen 1 11 referred to as the primeval history?
The primeval history is the first eleven chapters of the Book of Genesis in the Hebrew Bible, detailing the creation of the world and its beings, the expulsion of Adam and Eve from God’s presence, the first murder, and God’s decision to destroy the world for only Noah and his sons. A new humanity descended from these sons and spread throughout the world, but God never destroyed the world again by flood. The history ends with Terah, the father of Abraham, from whom God’s chosen people descended.
The primeval history is generally considered to have been completed in the 5th century BCE, but a significant minority of scholars date it to the 3rd century BCE due to discontinuities between the work and other parts of the Hebrew Bible.
What is the difference between primordial and primeval?
The term “primordial” is used to describe the earliest elements that existed during the formation of the Earth. These elements were fundamental and existed in a state of nature. In contrast, the term “primal” is used to describe essential or basic elements that were present in the early stages after the formation of the Earth. These include the primal urge to protect oneself and one’s family from harm.
Does primeval awareness tell you the type?
The spell slot allows a ranger to sense the presence of various creatures within 1 mile of them, including aberrations, celestials, dragons, elementals, fey, fiends, and undead. However, the location and number of these creatures are not revealed. The feature is poorly worded, as the meaning of “within up to 6 miles” is uncertain. If the reading is taken literally, the ranger might only get a sense of presence when every type is nearby. This could lead to confusion for the ranger when dealing with a variety of creatures, such as beholders, dragons, efreeti, hags, death knights, and Tiamat hiding behind a rock.
What is primeval awareness?
Primeval Awareness is capable of detecting a multitude of anomalous entities, including aberrations, celestials, dragons, elementals, fey, fiends, and undead. Furthermore, it possesses the ability to neutralize divination magic through the use of Nondetection and Mind Blank. As this is not classified as divination, it should remain effective even when confronted with a lich employing Mind Blank or Nondetection.
What is a primeval emotion?
Primordial emotions are the subjective component of instincts, which are genetically programmed behavior patterns that maintain homeostasis. They include thirst, hunger for air, food, pain, and specific minerals. ScienceDirect uses cookies and cookies are used by the site. Copyright © 2024 Elsevier B. V., its licensors, and contributors. All rights reserved, including text and data mining, AI training, and similar technologies.
Is primordial and primeval the same?
The term “primordial” originated from the Latin words “primus” (first) and “ordiri” (to begin), which translates to “origin”. In the 14th century, it was used in the general sense of “primeval”. Early hints suggested that “primordial” would be useful in discussing the earth’s origins. A 1398 translation of an encyclopedia called On the Properties of Things mentioned that the virtu of God created primordial matter, in which the four elements were not distinguishable.
Today, primordial matter is often referred to as “primordial soup”, a mixture of organic molecules from which life on Earth originated. The term “primordial” has evolved over time, with early references to the concept of primordial matter in evolutionary theory.
What are the three primal emotions?
The three-primary-color model of core affects is a framework for studying emotions based on behavioral observations of Drosophila. The model is a powerful tool for understanding the evolutionary origin and neurobiological underpinnings of emotions. Drosophila’s brain structure differs from humans, but they have similar neuromodulators and innate states. Neuromodulators, such as dopamine, 5-HT, and NE, play a crucial role in the emotional process, controlling internal states related to emotions, mood, and affects, and exerting critical influences on emotion-related behaviors.
Emotion is an innate state, with its neural substrate being the neuromodulator release. The four basic emotions (happiness, sadness, fear, anger) are primitive internal states that have gained new meanings and external behavioral expression through evolution to meet organisms’ biological, social, and functional needs. Reward, punishment, and stress are the most primitive features of these emotions, driven by the three monoamine neuromodulators (DA-reward, 5-HT-punishment, NE-stress). These monoamines combine in varying degrees to create various higher-order emotions, similar to how different colors can be created from the three primary colors.
What is the primeval theory?
Lemaître proposed that the universe originated at a finite point in time, based on the new quantum theory of matter. He argued that the physical universe was initially a single particle, the “primeval atom”, which disintegrated in an explosion, giving rise to space and time and the expansion of the universe that continues to this day. This idea marked the birth of what we now know as Big Bang cosmology.
Despite the idea of a beginning of time, Lemaître maintained that there was neither a connection nor conflict between his religion and science. He treated them as different, parallel interpretations of the world, both of which he believed with personal conviction. When Pope Pius XII referred to the new theory of the origin of the universe as a scientific validation of the Catholic faith, Lemaître was alarmed. He tried to separate the two, stating that such a theory remains entirely outside any metaphysical or religious question and removes any attempt at familiarity with God.
What do rangers get at level 5?
Level 1: Favored Enemy – You have extensive knowledge and experience in dealing with a particular type of creature, known as your favored enemy. You choose a type of creature, such as beasts, undead, or humanoids, and gain various advantages when interacting with them. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You learn one language of your choice that is spoken by your favored enemies, allowing you to communicate and gather information effectively.
Level 1: Natural Explorer – You have a deep connection with the natural world, and your time spent exploring and surviving in different terrains has granted you exceptional skills. You choose a type of terrain, such as forests, mountains, or swamps, and gain several benefits when traveling through that terrain. You are difficult to track, can move stealthily at a normal pace, and can find twice as much food and resources while foraging. You gain advantages on certain saving throws and cannot become lost except by magical means.
Level 2: Fighting Style – At 2nd level, you adopt a particular fighting style as your specialty. You can choose from several styles, such as Archery, Defense, Dueling, Two-Weapon Fighting, and more. Each style grants unique benefits and enhancements to your combat abilities. As you level up, you gain access to higher-level spells and increase your spellcasting proficiency.
Level 3: Ranger Archetype – At 3rd level, you choose a Ranger Archetype, which represents the path you follow as a Ranger. The archetype you choose greatly influences your combat style and additional benefits as you progress.
Level 4: Ability Score Improvement – At 4th level, you have the opportunity to increase your ability scores, allowing you to further specialize and enhance your Ranger abilities. Level 5: Extra Attack – When you reach 5th level, you can attack twice whenever you take the Attack action on your turn. Level 5: Ranger Spellcasting (2nd level) – Your spellcasting abilities expand, and you gain access to more powerful spells.
Level 6: Additional Favored Enemy, Natural Explorer Improvement – Your knowledge of your favored enemies expands, and you gain an additional favored enemy type. Your natural exploration skills improve, and your chosen Ranger Archetype feature grants you a unique feature reflecting your chosen path.
The ranger class in D and D 5e relies on specific ability scores to enhance their capabilities. Choosing the right ability score distribution is essential for maximizing your ranger’s effectiveness. Here are different builds and their corresponding stat priorities to help you create a powerful and well-rounded ranger character.
Dexterity-Focused Build: This build prioritizes dexterity, which is a critical skill for rangers. It improves ranged attacks, AC, and various class abilities. This build prioritizes dexterity by increasing the number of attacks, AC, and other class abilities.
Ranger Spellcasting: This build increases the ranger’s spellcasting prowess, allowing them to cast higher-level spells and access to higher-level spells. This allows them to cast more potent magical abilities and expands their spell repertoire.
Hide in Plain Sight: This build enables rangers to blend into their surroundings, using the Hide action even when lightly obscured by natural phenomena. This ability allows them to remain undetected even under observation.
Ranger Archetype Feature: This feature further develops unique abilities, complementing their chosen path and providing additional tools and strategies. The specific feature depends on the archetype selected at 3rd level.
Ranger Spellcasting (4th level): This build expands the ranger’s spellcasting abilities, granting them more versatility and power in their magical abilities.
Vanish: This feature showcases the ranger’s mastery of their chosen path, granting unique abilities and capabilities that further distinguish them from other characters.
Level 16: Ability Score Improvement: This build improves ability scores by increasing two different ability scores by +1 each or increasing one ability score by +2, further enhancing Ranger abilities and skills.
Feral Senses: This build enhances rangers’ senses, allowing them to perceive the environment even when blinded or in darkness.
Ability Score Improvement: This build maximizes Ranger abilities and capabilities by increasing two different ability scores by +1 each or increasing one ability score by +2.
In summary, the ranger class in D and D 5e relies on specific ability scores to enhance their capabilities. Choosing the right build and stat priorities can help create a powerful and well-rounded ranger character.
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Aragorn does several things that I think count as spells: When he calms the horse in Edoras, when he whispers words while healing Frodo after Weathertop, and when he heals Éowyn in the houses of healing after the battle of Pelennor Fields. While these things may or may not be spells lore-wise, in terms of PnP RPG mechanics they function as if they are spells.
Another type of Ranger is the Army Rangers. My musket-wielding Ranger-Fighter was basically a spec ops sniper, using Menacing Attack and Knight of the Sword constantly to control the enemy. If you apply Frightened at a distance you are severely locking down an enemy, effectively turning a massive radius around you into a space they can’t enter:
Worth noting that using Druidic Warrior, you can get Magic Stone which counts as a Weapon Attack if hurled with a sling. This means you can get a Wisdom-based Ranger that fights at range. The only finicky part however is that you need to have your stones on your person before entering combat. The Ammunition property on the Sling will mean you will equip the stones as part of the attack, but if you pick them up from the ground, then you can only pick up one per round due to how object interaction works. Not sure if the 2024 ruleset fixes that since I’m unsure if the Magic Stones themselves count as weapons that can be drawn or stowed which can now be done as part of every attack in the attack action. But feats like Sharpshooter now actually works better for it then it did in 2014 when only the power attack worked.
I always appriciate good ranger rep. This was such a fun informative guide. I have played 3 rangers across 3 camapigns and they all played very differently and filled in different roles. One was a swarmkeeper sharpshooter ranged menace who was the partys main damage dealer with the extra damage dice form her swarm and hunters mark/favored foe. Another is a melee focused fey wanderer ranger who is very hit and run and assists in social situations. And my favorite to play is a monster slayer ranger in our arena campaign where the ranger aspect is that he studies the other teams, he goes to their matches, watches, learns and writes down tactics and utilises it in the teams own matches and this ranger is HARD to stop, he is built around mobility, can both hit ranged well but also run in to put pressure on enemy casters with melee attacks, we gave him a healers kit to as he cant be stopped by most terrain to get through the arena to stabilise downed party members or get them up with cure wounds. I get to do a little of everything and do it well and it is very fun and satisfying.
I am extremely excited to see your “Why you should play” the ranger subclass articles. Excellent article. I am a veteran DM and player and I agree with most of what you’ve said here. I am a long time Ranger player, and it was the first thing I chose to play when I started playing 5e. Its only gotten better since and I sincerely hope more players give it a shot and have DMs who want to empower them to get the most out of the class.
I think you’re one of the few people who recommended the Firbolg as a race for rangers. I agree and been saying it for years. In fact after reading Bigsby: Glory of the Giants, I was reimagining the Fey Wanderer (arguably my favorite ranger subclass) as a Primeval Warden or or a learned scholar of the saga of Diancastra. The theme I believe fits so well with each other. One day I hope to play it. Lastly the feats that you cooked up with were really good. You definitely know what you’re talking about in keeping it good without getting to broken territory. Thanks for those.
The ranger only had issues early on and required bandages because players AND DMs both ignore the exploration pillar. Its not just the DMs fault. Players hate encumberance. Players hate tracking rations and water, or arrows and spell components. They see it as too hardcore And worse yet, WotC themselves hates exploration! They create class features and even backgrounds that turn off the exploration pillar. You can choose a background and basically never become lost. You can take Goodberry and never have to worry about food. The Rangers survival traits don’t make it fun for them, they just turn off that aspect of the game. Modern D&D really hates travel and survival, it does everything it can to avoid making rules for it.
I like Ranger, but I almost never take Favored Foe. It is pretty good on Low Levels, but thr fact that is is only on thr first attack falls of really quickly, not even tslking about concentration. Hunter’s Mark works on every damage instance, as well as giving you advantage on tracking at finding the marked target.
I personally love the Swarmkeeper subclass. I agree it does kind of fall off a bit in the higher levels, but the roleplaying potential is so good. They did a good job with the swarmkeeper spells as well, really making it easy to lean into the flavor. Simply explaining what all your spells or abilities look like is probably one of the best parts of playing a swarmkeeper.
So nice to see the Ranger get the love they deserve. Are they the damage powerhouse of a party? Probably not, but the fact that they are so versatile is a strength, not a weakness. I started playing in my first campaign a few months ago, in a party of mostly newbies – and I chose a Ranger because they could fill any gaps the party needed. But all I could find online in terms of advice for how to play one effectively was basically like “be a Gloom Stalker with sharpshooter”. As though all that matters in the game is damage output. (For the record, I went Fey Wanderer instead and am playing as a spoiled city noble instead of a loner).
I played my first ranger back in 2017, and I instantly fell in love with the class for its versatility. Even before TCoE ranger was pretty good at DPR and Support, despite its terrible class features. Thanks for talking about my favorite class and debunking it as “the worst class in 5e.” Also, I agree that Conjure Animals is a cool spell, but God do I hate it. It bogs down combat, which can take a while, and it depends on whether your GM lets you pick the CR and statblocks or just the CR.
Didn’t consider the Ranger class until my Kensei Monk seemed fated to multiclass into one. I look forward to seeing if I pull this off. For context: I already have 5 levels in Monk and the character’s childhood friend was kidnapped by a Night Hag that’s been constantly toying with and deceiving the party. Suffice to say, everyone’s tired of it and my character is determined to put an efficient end to it.
I play rangers as a strong preference so I play them pretty often. Depending on the party composition, my first two spells are usually Zephyr Strike and Entangle (from the expanded spell list for this one). Zephyr strike being to hit better and harder, and Entangle to use tactically. Even if someone manages to escape the saving throw, they are still wading through difficult terrain over a decent sized area. In choke points, this can be amazing at battlefield control. What’s more, it’s a strength based saving throw, so it’s good against a few troublesome early dex enemies which are the best to narrow down and keep the numbers down for. That’s why I prefer to choose these two spells for my first ones, though the rest chosen for first level will depend a huge deal on which subclass I’m playing and what the party battle and rp style are. This will be the moment I may or may not choose cure wounds and/or goodberry. Absorb elements may also see some moments at this point, again, campaign dependent. However, the first second level spell I choose is consistently pass without a trace. Don’t leave home without it if you play a ranger and have access to it. It is exceptionally valuable, especially for the less stealthy in your party, and will shine with dex builds. So take it. Now if one takes Druidic warriors, sure, take guidance, it’s very valuable, but me personally? I like also taking either primal savagery or shillelagh to cover close quarter combat. But let me get into fighting style, since I have switched to that.
Honestly this is my go to class for alot of the reasons tou mentioned. The jack of all trades + the more roleplay and exploration elements is something i vibe with in fantasy. And i had to chuckle when you said run from a DM who is scared to make the ranger to strong. If thats someone’s fear id hate to see their thoughts on full casters. One race i would also add to the ranger list is lizardfolk. Both thematically but also through mechanics it’s built for that survivor rule. Edit: two multiclass builds I’ve found as a ranger that worked well were: Life cleric fey wanderer. You add some face skills, some damage, some charm, and you boost your healing support. Ive found it works very well if you want to not be a front liner. In the opposite direction rune knight horizon Walker backs a massive hit behind it, especially if you’re buzzing around the field.
You need to have another look at Favoured Foe. It only applies to one attack per round and can not be transferred, unlike Hunter’s Mark which applies to all attacks (which can be up to three, four with OA) and it can be reapplied to a other target without using another spell slot. Also, FF it doesnt use a bonus action as you seem to think in your MBA section.
Thanks a lot for this guide, you made a great job! I play the Ranger since forever in every edition, and I think It needs some love and respect… A small note: Shillelagh and Thorn Whip are interesting options for Druidic Warrior (Even Control Flames to shut down little fires if you are a Gloom Stalker). You forgot Ashardalon’s Stride for 3rd lv spells: when It comes to Ranger, mobility Is king!
Druidic warrior ranger using sharpshooter, with a 2 lv druid (stars) dip and a 2 lv fighter dip is so good. 5 cantrips (you get guidance for free and the get 2 from DW and 2 from being a Druid), from fighter you can take archery, get action surge and 2nd wind. Esp if you’re a gloom stalker ranger, you’re going to give your DM nightmares with an average of 130 damage per opening turn, and 42 on average for every other turn. Plus you can be an extremely competant medic through those druid spells, and even make ome ranged magic attacks through Starry form: Archer and Guiding Bolt if the target has resistances to nonmagical attacks
ב”ה In my party there is a hunter ranger that after 5 ranger level started going swashbuckler rogue (he use two weapon fighting). In addition to the high damage they deal, their spell slots go mostly on cure wounds and aid as a secondary healer in the party when party members go down. He also know the spell enhance ability, that really help in important skill checks.
Guidance blows mega chunks since it uses your action for a tiny boost to a single action on your next turn. If it were a BA, it’d have value. Better to just take Archery for the constant +2 to your chance to hit with ranged weapons if you’re going to play ranged. Better constant DPR overall. Wisdom is also a critical Ability score for Gloom Stalker Rangers. It’s important to point out the aspects of Nature’s Veil with Rules as Written as well. It functions like Greater Invisibility in that attacks made while temporarily invisible via Nature’s Veil will NOT cancel the invisibility. It’s a great way to use a bonus action to guarantee some attacks with advantage for those must-hit moments against a BBEG or in order to escape a crappy situation where you’re surrounded and need to get away from multiple enemies without losing your attacks for the round. In that regard, Nature’s Veil nearly always out-performs HIPS. Hunter’s Mark is great until better concentration spells come into play. Favored Foe cannot be moved between targets and has limited uses. Hunter’s Mark (if you’re not rocking crossbow expert as a variant human/custom lineage goofball) has validity as a spell in situations where you’re crawling a dungeon with a LOT of enemies between rests. Once you unlock CBE Bonus attacks, Hunter’s mark loses a little bit of its edge. Once you’ve got other concentration spells at your disposal, HM loses almost all value as it can’t be stacked with those great spells like Conjure Animals and Spike Growth.
House rule in my games since 5e launched: Rangers are spells memorized, not spells known/selected. I immediately tossed out spells known – it makes zero sense for someone who basically uses druidic/divine/natural magic to help handle whatever challenges they face that day to be unable to swap spells on a long rest as needed, especially when many spells that are more utility would never be taken otherwise. It really fits the theme of a ranger better. I have no idea why WotC or anyone else would think ranger spells should be limited to only KNOWN spells, with possible changes only happening once per level.
I’m surprised there was no mention of the Shillelagh cantrip as a good choice for Druidic Warrior. It’s great if you wanna focus primarily on your Wisdom for better spellcasting ability. It’s great for making you more Single-Ability-Dependent. If you wanna be a spellcasting focused Ranger, pick up Guidance and Shillelagh with Druidic Warrior. Focus on Wisdom as your primary ability, Constitution as your secondary ability, and Dexterity as your tertiary with at least a 14 to maximize your medium armor AC.
Ranger is my favorite of the Half-casters. And pretty far up there. I just really like their spell list and some of their features. Ranger has always been pretty good with some rather bad features. I’ll probably play one again at some point. I didn’t know that about landstrider. So I’ll absolutely be abusing that!
I have been playing Rangers forever. A two level dip in fighter is always good, but if you don’t use CHA as a dump stat…. 3 levels in warlock pact of the chain…. If your DM is cool, reskin the imp or pseudo dragon into something else interesting. When I run ranger I take skilled feat as a freebie if offered so I can skill monkey because I almost exclusively use deft explorer and the character is kind of like Indiana Jones. Another good spell is sleep. It’s one I take with Fey Touched.
Favored Foe is probably my only real issue with the Ranger at this point. Everything else from the new features I’m okay with, but Favored Foe is still incredibly underwhelming because of its reliance on concentration, and the fact it only deals extra damage on one attack per turn. My solution is to either remove the need for concentration, or allow Favored Foe to work on each attack. Personally, I’ve played in a game where the DM allowed it to no longer require concentration, and while it did make for a decently high DPR when stacked together with Hunter’s Mark, it overall wasn’t anything too ridiculous or broken.
Man Favored Enemey and Natural Explorer sucked on realease. I wish they had reworked them a bit such as Favored enemy Lvl 1: +1 to attack and damage rolls with profiecent weapons Lvl 6: now double your profieciency vs your fav enemy (instead of +1) attack rolls and now deal bonus 1d6 damage which counts as magical Lvl 14: your fav enemys attack you at Disadvantage and you now crit with roles of 19 vs your fav enemy And natural explorer should get all the bonuses but not at 1st level but spread out at levels 1, 4, 6, 8, 10 ie when in Nat terrain theyre a force to be reckoned with Also their level 20 capstone seems extrememly weak.
I don’t buy the nonmagical ranger idea based on the poor mechanical design of the rangers overly limited spells known mechanic. To clarify, I do enjoy the idea of a “spell-less” ranger though. Base class Paladin has 35 spells available between level 1 and level 3 spells, with 6 oath spells. Able to have 4 to 10 prepared with 2-6 oath spells available. Base class ranger has 47 spells available between level 1 and 3 spells. 2-6 spells known. Even the arcane trickster and eldritch knight, 1/3 casters, have cantrips AND more spells known. A blatant design flaw shouldn’t be considered an acceptable feature.
I think a majority of fantasy rpg players I’ve met assume “Ranger” to be named as such because they use ranged weapons. So we get the archer trope. Its archaic English. They range far and wide. Aragorn is a Ranger afterall, Tolkein got it. Legolas is not, he just happens to use a bow. He tracks, and does a lot of stuff we now associate with Rangers, but he never wandered much prior to the stories and those abilities are more to do with his race. To my mind hes a bow Warrior Think Park Ranger
I have a question to the more experienced players and/or DMs – what do you think about giving the rangers both original and Tasha’s traits? Since all of the original traits are niche, they won’t be used all that often and make them a beast whilst in the favored terrain (AS THEY SHOULD BE) or while fighting their favored foe (AS THEY SHOULD). All the while they have their Tasha’s trait to fall back on, so that they are not handicapped if the story is not tilted towards Ranger’s favored foes/terrains at the moment.
I think you missed what I (and highlight I) think Is the best multiclass with a ranger. The sorcerer pairs insanely well with the ranger toolkit with 5 or more ranger levels any sorcerer level boosts you to another whole level, the funny thing any subclass of both works Just fine. With 5 ranger level you get 2nd level spells that are really good and coupled with metamagic you are really hard to stop. Subtle and quick spell are insane, you can cast any spell from sorcerer and ranger as a bonus action and than Attack twice or cast spells while bound, hidden or during a social encounter. Really After 5 levels of ranger, Gloomstalker Fey Speaker and Swarmkeeper are the best options and 4 sorcerer levels (any subclass but clock work and divine soul seems best)you are a force to be reckoned with. Yeah you are much more MAD but with a 13 wis and 14 char and a wise spell selection you don’t really lose too much from your spells since shield, mirror image, Shadow Blade, Spike growth do not depend on High spellcasting. Quicken and subtle spells paired with the ranger class are a match made in heaven
Even this narrator doesn’t really truly understand the ranger, what hurt the ranger is they try to nitpick on its abilities, and very much underrate the skills that arranger has surviving in a wilderness or frontier type setting requires a great number of talents and skills and d&d and even pathfinder very very much underrate that. Let me put it a simple way imagine taking someone dropping them in the wilderness especially a fantasy wilderness and imagine the skills they would need to survive d&d doesn’t give them near enough skills they truly underestimate the potential that a ranger has and the amount of skills and abilities they would have. Arranger is a master of their environment they know how to survive the environment the weather foraging for food and a yes the creatures that exist there in a fantasy setting there is a great deal more deadly creatures to deal with in the real world it’s bears wolf snakes insects as well as the temperature weather conditions. In a fantasy setting that becomes even worse because now you have goblins hobgoblins trolls dire wolves just to mention a few as well as dangerous plants arrangers should be skilled at traps in the forest they should be skilled at the poisons and antidote cells poisons of the many dangerous insects and reptiles as well as fighting goblins orcs hobgoblins dire wolves ogres just a few off the top of my head. But d&d doesn’t give that a thought they want to nitpick and split all these skills up making it nearly impossible for a ranger to have the skills that they would actually need to survive in the wilderness in a fantasy setting.
Damn they sure weaken the ranger from first edition, when you took favored enemy originally in first and second addition it was entire class of creatures not one particular species, it was like giant class humanoid class dragon class that way it wasn’t just for one particular type it was for all those who are related to it so if you knew how to fight a goblin then you knew how to fight a kobold or an orc or a ogre, then if you fought giant class you could do Stone Giant Frost Giant and storm giant advantages and all kinds of Giants, and so forth then they weakened it down to one particular goblin only or skeleton only they really really made it a much weaker class.