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The jelly is made from the seeds of the Ai Yu Jelly Fig (Ficus pumila var. awkeotsang), a plant native to Taiwan with deep significance to the indigenous communities in the Alishan Mountain Range. The seeds are collected in a cloth bag and rinsed in spring water.
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- Start with a couple of sentences describing what the book is about
- Discuss what you particularly liked about the book
- Mention anything you disliked about the book
- Round up your review
- You can give the book a rating, for example a mark out of five or ten, if you like!
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Who’s is a contraction linking the words who is or who has, and whose is the possessive form of who. They may sound the same, but spelling them correctly can be tricky. To get into the difference between who’s and whose, read on.
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But, when you need whom to explain what whose means, more information is needed. Plus, even though who’s is a contraction and whose is possessive, put them together and you sound like an owl starting to fall asleep. That’s because these two words are homophones, meaning they sound the same, but mean different things. Keep your apostrophes where they belong by continuing through this explanation of who’s vs. whose.
First up, let’s introduce this exceptionally tricky pronoun. It has many forms, and many a brave soul has cowered in the attempt to use it correctly.
Who is a subject pronoun, like he, she, I, or they, but it’s the interrogative used for animate subjects. In other words, use it to ask a question about which person did something or is someone.
“Who is in charge here?”
“Who asked you to go to the dance?”
“Who is that?”
This is the bane of many an English-speaker’s existence. But it’s not as hard as you think: whom is an object pronoun, meaning if you could replace it with “him,” “her,” “me,” or “them,” you’re good to go.
“Whom are you referencing?”
“Whom did you ask to go to the dance?”
“To whom are you speaking?”
Yeah, we know—it sounds stuffy. But if you want to be correct correct, that’s how it works.
And now, on to the spelling culprits.
They sound the same: hoos. It rhymes with shoes.
So: is it who’s shoes? Or whose shoes?
To recap, who is the pronoun used to mean “what or which person or people.” Add the apostrophe and the s for these reasons:
Who’s = who + is
or
Who’s = who + has
Who’s is a contraction. That means the apostrophe stands in for a letter that goes missing to make pronunciation easier and quicker. Imagine saying “I do not know who is going to go.” Out loud, it’ll probably sound more like “I don’t know who’s gonna go.” The jury’s still out on gonna, but we’d guess you’ve already heard of using an apostrophe to mark an omitted word or sound. Wouldn’t y’all agree?
Whose shoes? Translation: to whom do the shoes belong?
Whose is a pronoun used in questions to ask who owns something or has something. In other words, whose is about possession.
Don’t be tricked: on the one hand, because grammazons mark possessive nouns with apostrophe + s, it’s tempting to think that who’s (not whose) is the possessive form of who. But apostrophes are also used in contractions. That’s what the apostrophe indicates in who’s, and that’s why whose is the possessive form of the pronoun .
Think of it this way:
Its = belonging to it
It’s = contraction of it is or it has
Whose = belonging to whom
Who’s = contraction of who is or who has
Incidentally, Who’s shoes? would mean “Who is Shoes?” Some folks have strange nicknames. Like Blue. Whose clues? Blue’s clues.
Weirdly, the above sentence wouldn’t mean “Who has shoes?”—you’d probably say “Who’s got shoes?” if that’s the meaning you’re after.
Well, we hope you do. But whose time is it? Your time. We hope you’ll spend it looking at these examples of how to use who’s and whose.
Who’s afraid of the big bad wolf?
If you have that tune stuck in your head the rest of the day, you can blame us.
Whose Line Is It Anyway?
Who’s against spicing up a grammar lesson with some ’90s comedy?
The People Behind the Tusks: A Who’s Who of the Cast of Warcraft
(moviepilot.com)
Consequently, their roles had to be filled by CIA officers whose identities had not been revealed to the Russians.
(Tom Clancy, Commander in Chief, 124)
Bessie carried a lantern, whose light glanced on wet steps and gravel road sodden by a recent thaw.
(Charlotte Brontë, Jane Eyre, 50)
This one’s worth an extra glance: who in all its forms generally refers to animate beings, but in the possessive there’s no equivalent for inanimate objects like Bessie’s lantern. The very awkward alternative is “Bessie carried a lantern, the light of which glanced on wet steps.” Not good.
And finally, a who’ve for good measure:
[They’re] Kids from wealthier districts, where winning is a huge honor, who’ve been trained their whole lives for this.
(Suzanne Collins, The Hunger Games, 36)
Yes, that means who have.
By now, anyone who has read this far, we hope. Just in case, let’s review:
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Whose aim to?
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Last Updated: June 22, 2022
The Ranger is an interesting mix of Druid-style spellcasting, Fighter-style combat capabilities, and Rogue-style skills. Themed around nature and exploration, the Ranger is a welcome asset in parties exploring untamed lands above or below ground.
The Ranger can fill the role of either a Fighter-equivalent or a Rogue-equivalent (sometimes both), and works well as a Scout and Striker, but trades the Fighter’s durability for better skills and improved damage output. While they do have the ability to cast spells, and can therefore provide healing and utility options, the Ranger doesn’t have nearly enough magic to serve as a Healer or a Utility caster.
Rangers are a cool concept that has long captured players’ imaginations, but they’ve been plagued by mechanical issues since they were first introduced, literally decades before the original release of 5th edition Dungeons and Dragons. The features which make them unique and interesting often go unused because they force rangers to specialize in solving problems and fighting enemies which players can’t guarantee that they’ll face. The Ranger’s Favored Enemy and Natural Explorer features ask players to choose creatures and places which the Ranger specializes in fighting, and if those things don’t appear in the game the features are essentially wasted.
To further torment ranger players, the Beast Master subclass as it was published in the Player’s Handbook was so frustratingly bad that it poisoned the communities opinion of rangers to the point that years later the Ranger is still the character optimization community’s favorite punching bag.
But 5+ years into 5e’s life span, the Ranger has come into its own. The introduction of numerous exciting subclasses like the Gloom Stalker and the Swarm Keeper, rules fixes like new ways to handle the Beast Master’s companion, and Optional Class Features which replace the Ranger’s least-useful features have all made great strides to make the Ranger both fun and effective.
After reading this handbook, I encourage you to read our Ranger Races Breakdown, Ranger Subclasses Breakdown, and Ranger Spells Breakdown.
RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance.
We will not include 3rd-party content, including content from DMs Guild, in handbooks for official content because we can’t assume that your game will allow 3rd-party content or homebrew. We also won’t cover Unearthed Arcana content because it’s not finalized, and we can’t guarantee that it will be available to you in your games.
The advice offered below is based on the current State of the Character Optimization Meta as of when the article was last updated. Keep in mind that the state of the meta periodically changes as new source materials are released, and the article will be updated accordingly as time allows.
RPGBOT is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Optional Class Features are detailed below under Optional Class Features.
Hit Points: Standard for martial characters, d10 hit points gives you plenty of hp to get through the day.
Saves: Dexterity saves almost exclusively prevent partial damage from AOE effects, and Strength saves are relatively rare.
Proficiencies: Medium armor, shields, and martial weapons are great, but without heavy armor almost every Ranger will go for a Dexterity-based build. Rangers also get three skills, which is unusually high, but since Rangers fall somewhere between a Fighter-equivalent and Rogue-equivalent, it makes sense that they get an extra skill.
Favored Enemy: Situational by nature, and the bonuses you gain against the subject are somewhat small.
Favored Enemy is perhaps more indicative of the problems with the Ranger than any other part of the class: it requires the player to make a decision which is unchangeable and which is often made with little or no information guiding that decision, and if the player makes the wrong decision they may never benefit from the feature even if they’re fortunate enough to play that character all the way to level 20. And even in those cases where the player has the right Favored Enemy, the effects are so minor and fleeting that it feels like there’s no benefit.
If your group is using Optional Class Features, consider trading Favored Enemy for Favored Foe (yes, I know those are synonyms). See below, under “Optional Class Features”, for more information.
Natural Explorer: You get three choices over the course of your career, so hopefully your campaign doesn’t involve a huge amount of traveling. The bonuses are fairly small, but fit the flavor the class.
If your group is using Optional Class Features, consider trading Natural Explorer for Deft Explorer. See below, under “Optional Class Features”, for more information.
Fighting Style: Rangers get a subset of the Fighting Styles available to Fighters, but the ones they get offer plenty of options. Unlike Fighters, Rangers only get one Fighting Style so it’s important to pick one that fits your build sincey you won’t get to pick a supplemental style.
Spellcasting: Rangers have a really interesting spell list with a lot of unique options exclusive to the Ranger. However, nearly every spell on the list uses Concentration, so it’s really hard to use more than one spell at a time.
For help selecting spells, see my Ranger Spell List Breakdown.
Ranger Archetype: Ranger subclasses are briefly summarized below. See my Ranger Subclasses Breakdown for help selecting your subclass.
Primeval Awareness: Too expensive, too limited, too situational. The fact that this costs spell slots to activate is frankly insulting. Primeval Awareness is so laughably useless that if you simply removed it from the Ranger no one would notice. I once had a ranger in my party use it while we were trying to search for some undead enemies. They read the effect, the DM told us “Yes”, and the entire group paused in stunned silence to reflect on how truly worthless Primeval Awareness is even in a situational perfectly suited for Primeval Awareness to succeed.
If your DM allows it, trade Primeval Awareness for the Primal Awareness Optional Class Feature. See below, under “Optional Class Features”, for more information.
Extra Attack: You’re no Fighter, but two attacks is still a considerable boost to your damage output.
Land’s Stride: Difficult terrain is very frustrating for melee characters, so this will give you a big advantage in some fights.
Hide in Plain Sight: You don’t get to move while using this, but it’s very effective.
Vanish: Very helpful for sniping, but not as important for Rangers as Cunning Action is for Rogues since you don’t get Sneak Attack. Also note that it doesn’t work with Hide in Plain Sight.
Feral Sense: Invisible creatures are hugely problematic, and even knowing what square they are in is a big advantage. Being able to locate and attack them without penalty is a massive bonus.
Foe Slayer: This is at most a +5, but a +5 to an attack roll can be a huge bonus in a game where +11 is the normal maximum.
Introduced in Tasha’s Cauldron of Everything, Optional Class Features offer ways to add additional features or replace existing ones. These rules are optional, and you should not assume that your DM will allow these features without consulting them first.
Assessments and suggestions for specific Optional Class Features are presented here, but for more information on handling Optional Class Features in general, see my Practical Guide to Optional Class Features.
Rangers have recieved more Optional Class Features than any other class. Of every “replacement” feature published, only one of them isn’t a Ranger feature. Wizards of the Coast saw the problems and they gave us a ton of tools to fix them. Because there are so many Optional Class Features for the ranger, you may need to be more cautious when consider the new features than you would with other classes.
Deft Explorer (Replacement): Deft Explorer replaces each of the three favored terrains which the Ranger gains as they gains levels.
I hate the Natural Explorer feature to a degree that I can’t adequately justify, and which I definitely can’t justify explaining twice in one article (see the assessment above, under Ranger Class Features). Replacing Natural Explorer with Deft Explorer is a dramatic improvement on the Ranger in every sense: more effective mechanically, simpler and more satisfying to play, and more interesting.
I recommend allowing Deft Explorer on all single-class rangers. It allows them to more easily fill a role as the party’s Rogue-equivalent, and it fits the theme of the Ranger as a capable and hardy explorer very well. It’s a linear buff to the class and the Ranger gives up basically nothing to get Deft Explorer, but in the case of the Ranger I really don’t think that’s a problem.
Favored Foe (Replacement): A small damage boost once per turn. This has two interesting benefits to the function of the Ranger which go far beyond “deal extra” damage. First, builds which don’t attack as a Bonus Action feel less weak compared to two-weapon fighting and crossbow expert builds, and subclasses like the Horizon Walker which have reliable Bonus Action features don’t need to choose between ignoring subclass features and getting more damage out of Hunter’s Mark.
Second, Hunter’s Mark becomes less of a crucial damage option and therefore less of a tax on the Ranger’s limited pools of spell slots and spells known. Hunters Mark is still good, and it’s is still better for rangers who can make numerous attacks than Favored Foe is, but Favored Foe can frequently cover situations where you can’t manage Hunter’s Mark, and it’s close enough in effectiveness that you could use your spell slots (and your Bonus Action) for something more exciting.
I recommend allowing Favored Foe on all single-class rangers. Favored Foe isn’t a fantastic ability, but it doesn’t need to be. It’s always useful, and though the damage bonus is small it’s reliable and doesn’t require guesswork for the player to make it effective. It also reduces the need to take Hunter’s Mark, removing a frustrating tax on the Ranger’s extremely limited pool of spells known.
Additional Ranger Spells (Addition): The Ranger’s spell list is small, weird, and limited. It’s best known for signature spells like Hunter’s Mark and Zephyr Strike, but since the Ranger draws most of its spells from the Druid’s spell list while being so much worse as spell casting, most of the Ranger’s spell list isn’t worth exploring. The new spells add a lot of a really interesting options which give the Ranger something worthy of their Concentration that’s not Hunter’s Mark or Guardian of Nature.
There are some odd options here. Searing Smite is a weird choice, and Aid, Revivify, and Greater Restoration feel somewhat out of place. But considering that Revivify was added to the Druid, and that the Ranger gets those spells considerably later than other spellcasters, I think they’re interesting additions that introduce some very important new capabilies to the Ranger without making them outshine other classes like the Druid.
I recommend allowing the additional spells on all rangers. The Ranger’s spell list has long been a pain point, and expanding those options means that we may finally see some diversity in spells known since there are more than a handful of worthwhile spells on the spell list.
Fighting Style Options (Addition): Exciting new options. Druidic Warrior is notably exclusive to the ranger, allowing players to explore a more casting-focused ranger and potentially build around Wisdom rather Strength or Dexterity. The new options are all interesting new build concepts, though they’re no more powerful than those which are already available.
I recommend allowing the new Fighting Style options on all rangers. I don’t expect the new options to supplant Archery or Two-Weapon Fighting as the best options for the Ranger, but the new options introduce exciting new build possibilities. Plus, rangers still only get one unless they spend a feat or multiclass.
Spellcasting Focus (Addition): The flavor makes sense, but for the vast majority of character using a spellcasting focus instead of a spell component pouch is a purely cosmetic change. The one exception is using a staff, which can also double as a quarterstaff, making the staff an effective choice if you want to combine Shillelagh, a quarterstaff, a shield, and potentially the Polearm Master feat.
I recommend allowing Spellcasting Focus on all rangers. The impact is extremely minor, but the flavor is fun.
Primal Awareness (Replacement): Five free spells known isn’t a huge benefit, and all of the spells are situational, but getting them for free means that rangers (who must permanently learn spells rather than preparing them) actually have a chance of casting these spells from time to time. Giving up Primeval Awareness for even something as modest as Primal Awareness is a good trade.
I recommend allowing Primal Awareness on all rangers. It allows some very situational spells to see some use without a druid needing to take a Long Rest, and rangers get so few spell slots that it’s not going to upset your game.
Martial Versatility (Addition): Being locked into your choice of Fighting Style at level 2 gives you very little time to decide on how your ranger is going to fight. The ability to change styles occasionally makes that decision less permanent, and allows you to change styles if something happens like you find a cool weapon or you need to switch roles within the party.
I recommend allowing Martial Versatility on all rangers. Like with other retraining mechanics, players still can’t have more options at the same time than they could get if they didn’t retrain, so players will be more satisfied with their character but won’t actually be any stronger than they could be.
Nature’s Veil (Replacement): The uses for this are impressively numeorus, and getting as many as 6 uses per day means that you can make this a go-to tactical option. Turn invisibile to run out of melee or to quickly sneak between cover. Turn invisible to dart into melee unnoticed before ambushing someone. Turn invisible to get Advantage on your next attack. Get creative.
I recommend allowing Nature’s Veil on all rangers using subclasses which I’ve rated green or lower. This is a powerful feature that can allow the ranger to do a lot of stuff which normally requires magic, and the more powerful subclasses don’t need the additional tactical option to be competitive with other classes.
For the vast majority of rangers, Dexterity dominates the Ranger’s abilities because rangers are most effective in light armor using finesse weapons or ranged weapons. Constitution is always helpful, and rangers should invest a little bit in Wisdom to support their spellcasting and crucial skills like Perception.
Strength-based builds are possible, but face additional difficulties not faced by Dexterity-based builds. Half plate (the best medium armor) imposes Disadvantage on Dexterity (Stealth) checks, and thrown weapons have much shorter range than bows. Rangers are most likely to stick to one-handed melee weapons, and the rapier is just as good as any one-handed weapon which you would use with Strength. You’ll be able to use two-handed melee weapons, but there’s very little reason to do so when so much of the Ranger’s damage can come from Favored Foe and Hunter’s Mark. To summarize: Strength-based builds suffer immediate setbacks, and gain essentially no benefit.
Finally, Fighting Style (Druidic Warrior) allows for Wisdom-based builds. Take the Shillelagh cantrip and a ranged attack cantrip like Produce Flame, and you can fight both in melee and at range using Wisdom instead of Strength or Dexterity. Furthermore, your spellcasting will be more effective. However, you’ll likely resort to medium armor and suffer the same challenges Dexterity (Stealth) checks faced by Strength-based builds. The improved spellcasting and Wisdom-based skills may be worth the trade, but this is an unusual build.
Str: With light/medium armor you need Dexterity for AC. Since you have Dexterity for AC, you may as well use it for weapons. Since you’re using Dexterity for weapons, you can dump Strength. The only exception is if you decide to use a polearm for some reason.
Dex: Dexterity fuels the majority of what the Ranger does. Even for builds that aren’t Dexterity-based, you need at least 14 to fill out the Dexterity cap on Half Plate.
Con: As a martial character rangers should expect to draw a lot of fire, so you need the hit points to handle it.
Int: A bit for Investigation and Nature might be nice, but you don’t really need it.
Wis: Adds to spells and eventually to Foe Slayer.
Cha: Dump.
Rangers are a MAD class, but not so much as the Paladin or the Monk. They still desperately need ability score increases, but rangers can be built around Strength, Dexterity, or Wisdom, allowing for a great deal of build versatility even if you’re not using the custom origin rules. Beyond those needs, rangers can also benefit from things that benefit front-line characters like the Fighter (damage resistances, etc.) and things that benefit Scout characters like the Rogue (Darkvision, skills, etc.).
For help selecting a race, see our Ranger Races Breakdown.
For a classic ranger feel, consider the Variant Human or the Wood Elf. For a highly-skilled ranger, consider the custom origin Half-Elf or the Tabaxi. For a Strength-based build, consider the Tortle. For a Wisdom-based build, consider the Lizardfolk, the Loxodon, or the Tortle. For a ranged build, consider the owlin for flight or the variant human for a feat.
This section does not address every published background, as doing so would result in an ever-growing list of options which don’t cater to the class. Instead, this section will cover the options which I think work especially well for the class, or which might be tempting but poor choices. Racial feats are discussed in the Races section, above.
Rangers can get every skill that they need with their three class skill choices. If you’re acting as your party’s Rogue-equivalent, pick up Thieves’ Tools proficiency. Otherwise, pick up whatever you want. Many backgrounds will give you bonus languages, but with no social skills the Ranger has no way to make use of them.
If you’re having trouble deciding, here are some suggestions:
This section does not address every published feat, as doing so would result in an ever-growing list of options which don’t cater to the class. Instead, this section will cover feats which I think work especially well for the class or which might be tempting but poor choices.
This section briefly details some obvious and enticing multiclass options, but doesn’t fully explore the broad range of multiclassing combinations. For more on multiclassing, see my Practical Guide to Multiclassing.
This is a “Staple Build”. This build is simple, and relies on options from the SRD and the Basic Rules wherever possible. If you need a functional build with nothing fancy or complicated, this is a great place to start.
Of the two Ranger Archetypes in the Player’s Handbook, Hunter is clearly the better choice, and I’m glad that it was chosen for the SRD. The Hunter is an excellent scout and striker, and it has enough decision points that you can tailor it to your tastes.
Perhaps the most defining build choice we make is our choice of Fighting Style. Rangers get just two options, so it’s really a choice between melee and ranged. Melee will have higher damage output, especially with Crossbow Expert off limits due to our SRD-only limitations for staple builds, but melee is also much more risky. I’ll present suggestions for both choices.
We will make some adjustments to the point-buy abilities recommended above to capitalize on the human ability score increases. Depending on which skills and background you select, you might switch Intelligence and Charisma.
Human. In the SRD, the Human is the only way to get bonuses to both Dexterity and Wisdom. You could shuffle around the ability scores and select Halfling or even High Elf if you’d prefer, but we’ll go with Human to keep things simple.
Ignore Animal Handling and Athletics, and we’ve got 6 skills that we care about. We get three from the Ranger’s proficiencies and two from our background, so we’ll need to skip one.
Criminal is the best option available in the Basic Rules or the SRD. Deception isn’t great, but we want Stealth and Thieves’ Tools will let you stand in for a rogue. Folk Hero would also work, but I think Thieves’ Tools are important enough that proficiency makes Criminal the better choice.
It’s a little concerning how many of my “Staple Builds” use the criminal background. It’s purely for character optimization reasons, but it still feels odd.
Rangers get far more ability increases than they can reasonably use, making feats an excellent option. Once you’re comfortable with the game and you’ve hit 20 Dexterity, consider exploring feats. Skilled will expand your proficiencies, and there are a number of excellent options to boost your combat abilities like Dual Wielder and Sharpshooter.
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- Using Aadhar Card. If you have an Aadhaar Card, you will have to submit a Composite Claim Form (Aadhaar) directly to the EPFO office without the attesting the claim from your employer.
- Without using Aadhaar Card.
- Without using Aadhaar Card.
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To install NWBC desktop application, you need the setup of the tool. Step 1 − Run the setup file by double-clicking on it and the installation wizard will open. The wizard will help you configure SAP Product installation → Next.
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