How does the ranger’s DPR stack up against other martial classes?

While there have been many attempts to revise the ranger, the base class offers a lot of ways for the ranger to boost their damage. Paladins can spend a 1st level spell for a 2d8 smite, but ranger’s can spend a 1st level spell for +1d6 extra damage on all weapon attacks for an hour.

I’d like to ask for a comparison of the ranger’s DPR with other martial classes, but particularly the fighter. Some parameters:

  • Characters should be assumed to have max out their attack stat (STR or DEX) as early as possible.
  • Rangers, fighters, and paladins should be assumed to have the Dueling fighting style and using a longsword or a rapier. Other martial classes should use their most effective weapon.
  • No feats.

These restrictions preclude extensive character optimization. Nonetheless, characters should be assumed to be optimizing tactically. A barbarian should be raging, a rogue should be sneak attacking, a paladin should be smiting (although that’s a very limited resource), and a fighter should be action surging when possible. So this might require some comparison of first fight of the day, last fight before a short rest, and last fight before a long rest. Importantly, the ranger should be assumed to be making use of 3rd level subclass damage boosting powers when possible (Colossus Slayer, Slayer’s Prey, etc.) and using Hunter’s Mark whenever they have a 1st level spell slot available.

Comparing DPR at key levels/tiers of play would be helpful.

What are the patterns to spell distribution across classes?


It is obvious that there are patterns to spell distribution across classes.

For instance, typically only druids and rangers have access to nature-themed spells. As another example, healing spells tend toward cleric and away from wizard, if that makes sense.

There are some surprises. For instance, Cure Wounds is available to bard, cleric, druid, paladin, and ranger; whereas Healing Word is available to only bard, cleric, and druid.

Another somewhat surprising example: Find Familiar is only available to wizard. Why is that? Certainly the general tropes of fantasy don’t suggest clerics would have familiars, but what about sorcerers and warlocks?

Clearly there are patterns. In the case of Cure Wounds and Healing Word, the pattern could be that only full casters get to heal at a distance; or, perhaps healing by touch is more thematically appropriate for paladins and rangers.

The Question

Is there any published official material stating, as the title says, What the patterns are to spell distribution across classes?

Failing published official material, is there any published unofficial material on the question, or any third party analysis?

I’m not looking for answers about my specific examples, but about the overall picture.

I’ve looked through the published materials, the internet generally, and particularly here on rpg, and haven’t found anything, but maybe I’m just not looking in the right place.

Trouble with spellcasting classes and their save DCs in Pathfinder

So I’ve played a caster in several Pathfinder games with my friends over the years, but I’ve continued to have the same problem with a lot of them. Namely, because of how save DCs work and how a lot of creatures are stated, it often feels pointless to use most spells on my list because FORT and WILL mods are always so high that I’d have to hope for 1 on the die half of the time. Even DEX saves can be remarkably high on an enemy’s side so my only recourse is touch attacks or spells without DCs and even then I’ve dumped everything into my casting stat to even hope to make my save DC high enough to force a spell through.

The system is very content-dense, but so far I’ve only managed to find some small buffs like Spell Focus feats to bump up DCs. I think Arcanists have some exploits that can help too but I am currently playing a witch and my options feel rather limited. But it seems like there must be other options out there since so many people swear by casters’ abilities and I know that to be true of this system and others, especially as I’ve seen other friends power game other builds. In particular, my friend’s (current GM) previous oracle build was untouchably powerful. Is there just something that I am missing to make my caster viable? Able to land a spell on a creature with decent saves?

What classes would fit a singing assassin? [closed]

My friend is going to create a character of a virtuso assassin. If I understand him correctly, he’d like to be someone with split personality. A successful, well-known musician and dancer, who becomes a ruthless cutthroat when there is need for it.

Is there a class or two that would perfectly fit into something like this? Please note, that I am interested in specific classes that grant mentioned features, not character builds. The player is quite stubborn. He has already chosen drow as race(monster class levels from Savage Species to take one gestalt’s class slot), items and feats. He is not willing to change them, as he is pumping everything in Death Attack’s DC while team’s archivist focuses on debuffs.

Simple bard/rogue/assassin turned out to be a poor choice, because the character would be dependant on Dexterity, Intelligence and Charisma, which is too much. I couldn’t find a good combination that would reduce the crucial abilities to 2. Using poisons, sneak and death attacks are a must. It would be nice if the class had charisma based death attacks or be able to use Intelligence for perform and other social tests. A few bardic features similar to fascinate would be nice, however they are not a must. It is not a problem if the mentioned features will be gained later, however if it would be 20th class level it would be a poor choice, because the character will be deprived of what they want.

Gestalt rules, character at 8th ECL.

3.0, 3.5, Dungeon Adventures and Dragon Magazines allowed.

Prestige classes that grant domains – Effective cleric level

For a prestige class that grants domains and increases caster level for a previous class, if it grants an extra domain, what is the effective cleric level for that domain? For example, if you are a sorcerer, and you take four levels of Rainbow Servant, you gain access to the Air domain. What is your effective cleric level when you turn/rebuke Air/Earth creatures? Is it your level in Rainbow Servant only? Or is it your effective Sorcerer caster level? Or is it your total character level?

Edit: this came up when the Rainbow Servant came across a wyrmling Green dragon, and she remembered she had access to the Air domain, so she turned Air creatures. She is Sorcerer 6/Rainbow Servant 4. If the effective cleric level is 4, she can roll to turn the 5 HD Air creature. If the effective cleric level is Sorcerer Caster Level, then it is 8. If it is Sorcerer + Rainbow Servant levels, then it is 10, and in the last one, it is possible that the little dragon goes pop (I said it was 4 = Rainbow Servant level).

What class(es) should I take on a Dragonfire Inspiration-based archer?

Archery is a combat style with a lot of advantages over melee, but suffers in terms of damage. I’m planning a character based around using Dragonfire Inspiration for damage – none of the silly restrictions of Sneak Attack, and it helps out allies, too. I’d prefer to be making full attacks with Rapid Shot.

It’s fairly easy to pick good feats and magic items for archery, and I have a good idea of what I want to take there. Similarly for race, the need for dragonblood makes it pretty easy to pick. However, there’s very little support for archery by way of classes.

So my question is, what class(es) should a Dragonfire Inspiration-based archer take? For this character, I don’t care too much about Bard spellcasting, so the main things I’m looking for are:

  • Full BAB
  • Progressing Inspire Courage
  • More uses of Bardic Music
  • Abilities that will make full-attack archery easier or better (for example, not provoking opportunity attacks)
  • Abilities that make Inspire Courage easier or better (for example, activating Inspire Courage as a swift action, or maintaining 2 Bardic Music abilities simultaneously)

Classes I’m already looking at (the “show your research” section):

  • Bard: Gives more music uses, progresses Inspire Courage. I’ll probably take at least 4 levels, since there’s no loss of BAB after the first levels. But 3/4 BAB means iterative attacks come slowly and the fourth one never.
  • Exoticist Fighter + Exotic Weapon Master: I like Exoticist Fighter 1/Exotic Weapon Master 1 better than Order of the Bow Initiate 2 for not provoking opportunity attacks, since there’s less pre-reqs and I get to use a greatbow this way. More levels of Fighter are a definite possibility, since there’s lots of feats that I need or want.
  • Order of the Bow Initiate: As previously mentioned, I can get its best trick in a much easier way. Its normal best trick is expanding Sneak Attack range, but that doesn’t matter for me.
  • Warblade or Crusader: Full BAB, and with Song of the White Raven, progresses Inspire Courage and allows swift action activation. I’m not too interested in maneuvers, though, since they’re mostly focused on melee.
  • Arcane Archer: Full BAB, and Enhance Arrow is nice, I guess.
  • Warior Skald: Full BAB, extra music uses, progresses Inspire Courage. But the pre-reqs are awful (for this character, I mean).
  • Dawncaller: Full BAB, extra music uses, progresses Inspire Courage. But being a goliath is awful (for this character, I mean).
  • War Chanter: Full BAB, extra music uses, maintain 2 Bardic Music abilities.
  • Harmonious Knight Variant Paladin: Full BAB, Divine Grace, 1 use of Inspire Courage that can’t be progressed.

How much does this Favored Foe tweak for the Ranger’s class feature from TCoE buffs the Rangers when compared to other martial classes?

I want to tweak the Favored Foe optional class feature for the Ranger from Tasha’s Cauldron of Everything

I’m fairly disappointed with the Favored Foe optional class feature for the Rangers released in TCoE, it’s essentially just a worse Hunter’s Mark. This feature allows more versatility with your Foe Slayer feature at level 20, but it also locks your concentration. Since it’s a worse Hunter’s Mark, Favored Foe will probably see less use until you get Foe Slayer (and how many games reach level 20?). The only saving grace to this feature is the improved action economy. Two weapon fighting or crossbow expert Rangers might see some use out of this.

While the UA version is definitely better in terms of damage, I’d have to agree with this Reddit post that says that the UA version incentivizes 1 level dip to the Ranger class, but doesn’t incentivize more levels in Ranger. User u/ZatherDaFox added "One of the ranger’s biggest issues has always been a lack of really cool mid and late game abilities to justify taking the class that high."

Now, I’m trying to come up with a solution after Favored Foe was officially published in Tasha’s Caudron of Everything. tl;dr, here’s the changelog:

  • Renamed it to Hunter’s Mark
  • If you take this optional class feature, it replaces your Favored Enemy class feature and removes the Hunter’s Mark spell from this Ranger’s spell list
  • The damage still scales exactly the same as TCoE’s Favored Foe, but now it applies to every attack that hits (even spell attacks)
  • Added the advantage to track and find it bit from the Hunter’s Mark spell
  • Duration is 1 hour, following the Hunter’s Mark spell
  • Number of uses equal to proficiency bonus per short or long rest
  • At level 11, it no longer requires concentration

Hunter’s Mark

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature. Furthermore, Hunter’s Mark is removed from your spell list.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 hour or until you lose your concentration (as if you were concentrating on a spell). Until your concentration ends, you deal an extra 1d4 damage to the target whenever you hit it with an attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
    You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Furthermore, once you have reached 11th level in this class, this feature no longer requires concentration.

What this aims to fix:

As stated before, I want people to want to play the Ranger class and experience them at higher levels, not just as one level dips. I play a Ranger in my homebrew campaign, but I use the Revised Ranger UA version because the PHB just seems very DM-/campaign-dependent and, to me at least, is poorly designed compared to the other classes. Tasha’s has introduced a lot of new optional class features for the Ranger that I’m eternally grateful for (I’ll literally never take the PHB Natural Explorer ever again). So it sucks to see that one of them just barely misses the mark (get it? Hahah).

The changes don’t really alter the playstyle of the Ranger prior to level 11, I think. I set the uses at PB per short or long rest since this Hunter’s Mark can’t jump between targets when you reduce one to 0 hit points. And every Rangers still need to contemplate the usual "do I drop my Hunter’s Mark now and try something different, or should I stick with it?" This has always been a problem with me in my campaign, and in its current state I do plan on multiclassing into Rogue very soon, since I don’t think I can utilize many spells because my Wisdom is not that high. I know that sounds more like a me thing but Wisdom is not generally the Ranger’s main ability score either, so it’s usually lower than their Dexterity, de-incentivizing creative uses of spells with a saving throw or a to-hit.

This changes in level 11, though. This Ranger’s Hunter’s Mark now no longer requires concentration. I read somewhere (can’t find it anymore) that advised people who wants to homebrew stuff to stay away from altering the concentration mechanic in D&D 5e, among other things (action economy was also mentioned). I removed the concentration at level 11 because it’s entering a new tier of play, so I think it’s a fitting jump in terms of prowess for this class. Also, since it no longer requires concentration at this level, Rangers can now try more experiments with their spells! It removes one decision point in combat for the Ranger, which I think is a good thing.

The Ranger’s current level 11 class feature is tied to their subclass, so this adds another oomph to those as well. But, I am also deathly afraid that messing with concentration like this is going to overpower the Ranger when compared to the other martial classes. My biggest argument is that the Paladin gets Improved Divine Smite also at 11th level, which is very similar to this Hunter’s Mark since it a straight damage buff.

tl;dr, the question: do these changes for Favored Foe, now renamed Hunter’s Mark, significantly buffs the Rangers, to the point of overpowered when compared to the other martial classes?

Is there a resource anywhere that lists every spell and the classes that can use them?

There are now a number of resources that provide lists of spells, the PHB, Tashas Cauldron, XGTE etc. As well as spells that are included in specific adventure or campaign books.

There are also new classes that come with new spell rules, artificer is one.

Is there a single resource anywhere that lists all the spells currently published for 5th edition, the classes they can be used by and the level? I am not looking for the spell rules just an updated list as per the PHB that includes every published spell by class.

Or a list that lists out every spell and the classes that can use them.

Power levels of RIFTS classes

Someone posted this link to a set of “tiers” for D&D 3.5 classes, and it got me thinking.

I haven’t played RIFTS in forever, and one of the reasons is the wide disparity in class power and flexibility. Does anyone know of a reference for this? Perhaps something that gives a rough ranking of classes in terms of firepower or variety of abilities?