The Ranger of the 2024 Player’s Handbook is our beloved sword of the wilds, now with more magic, greater martial prowess, and new opportunities to gain Expertise. They can prepare more spells, cast Hunter’s Mark for free several times per day, and receive bonuses to the iconic Ranger spell at higher levels. Several other new features, such as Roving, Tireless, and Nature’s Veil, will look familiar from Tasha’s Cauldron of Everything.
Read below as we cover what’s new with the 2024 Ranger. If we don’t cover a feature, such as your Ability Score Improvements or Extra Attack, that’s because it remains unchanged from 2014.
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2024 Ranger Class Features Overview

The 2024 Ranger can prepare more spells than the 2014 Ranger could learn. For example, the 2014 Ranger learned their 6th spell at level 9, and the 2024 Ranger can prepare their 6th spell at level 5.
Spellcasting looks a little different in the 2024 Player’s Handbook. All spellcasting classes prepare their spells now, although some classes still change their spells when they level up, just like you’re used to. Spellcasting classes are no longer distinguished by who prepares spells and who learns them, but rather how often a class can change their prepared spells and how many they can change at a time. For example, now the 2024 Ranger prepares its spells when they complete a Long Rest, just like the Druid, but can only swap out one spell per day.
You can also now use a Druidic Focus, an optional class feature from Tasha’s Cauldron of Everything that has been made a part of the new Ranger’s Spellcasting feature.
The 2024 Ranger and Hunter’s Mark
The 2024 Player’s Handbook strengthens the Ranger class’s relationship with its trademark spell, Hunter’s Mark. Several of the 2024 Ranger’s base class features—Relentless Hunter, Precise Hunter, and Foe Slayer—all power up your Ranger while Hunter’s Mark is active. Also, the spell now deals Force damage on a hit.
Favored Enemy has seen some significant changes. This feature no longer focuses on tracking and recalling information about certain creature types, or learning their language (though you can learn two new languages with the Deft Explorer feature below). Instead, you can now cast Hunter’s Mark twice per Long Rest without expending a spell slot, and you always have it prepared. This will make it much easier to keep up with the Barbarians, Fighters, and Paladins in damage output without having to spend your precious spell slots to do it.
With the new Spellcasting feature, you could already prepare more spells than before; with the new Favored Enemy, you also prepare the Ranger’s trademark spell for free. You’ll get more free castings of Hunter’s Mark as you level up.
At level 1, you’ll get access to the Weapon Mastery feature, which allows you to use the mastery property of two weapons, which you can swap out during a Long Rest. Mastery properties make combat as a martial character more exciting, more tactically interesting, and—if you take them as an opportunity to get creative with your battle scenes—more cinematic.
Let’s look at the mastery properties for two of the most common Ranger weapons, the Longbow, the Scimitar, and because I want to show Strength-based Rangers some love, the Battleaxe:
- Battleaxe (Topple): I’m a simple guy—the only thing I like better than rolling to attack an enemy is doing it with Advantage. With Topple, you can force enemies to make a Constitution saving throw or be knocked Prone. This can also help protect your allies if you Topple an enemy who was intending to chase after them.
- Longbow (Slow): Use Slow to buy your party some time before the second wave of enemies arrives. Aim for the leg or wing with your Longbow and reduce the target’s Speed by 10 feet. A creature can only suffer from one Speed reduction via the Slow ability at a time.
- Scimitar (Nick): Nick allows you to use the Light property’s extra attack as part of your Attack action instead of your Bonus Action. This keeps your Bonus Action available for spells like Ensnaring Strike and Hunter’s Mark, or for subclass features like the Beast Master commanding their Primal Companion.
Natural Explorer is not a feature of the 2024 Ranger. Instead, if you’d like to be an expert navigator through the woods, the Ranger now gains access to spells that could help with travel (such as Alarm, Goodberry, and Speak With Animals) at level 1 and you can select Expertise in Survival with Deft Explorer at level 2.
Deft Explorer and its benefits from Tasha’s Cauldron of Everything have been broken out into their own features for the 2024 Ranger. Now, a level 2 feature, the new Ranger’s Deft Explorer grants you Expertise in one skill plus proficiency in two languages. Overhear the softest twig snap during watch with expertise in Perception, or help the tricksters of the group on their next scheme by picking up Deception.
Fighting Styles function largely the same as before. They are now a type of feat, however, so when you get access to the Fighting Style feature, you can select a feat with the Fighting Style feature as a prerequisite.
The biggest change here is that the optional class feature Druidic Warrior from Tasha’s Cauldron of Everything is now available to all Rangers. If your Ranger is more magically focused, you can choose Druidic Warrior to learn two Druid cantrips instead of selecting a Fighting Style feat. (Consider the new Starry Wisp spell!)
You also are no longer limited to Archery, Defense, Dueling, and Two-Weapon Fighting. So, now your Ranger can grab a Shield and focus on protecting their allies in the frontlines if they want.
- Beast Master: The Beast Master’s signature feature, Primal Companion, looks very similar to the optional feature from Tasha’s Cauldron of Everything. However, most of its stats (AC and Beast's Strike damage) now scale with your Wisdom modifier instead of your Proficiency Bonus. With Exceptional Training, whenever you command your companion, it can take the Dash, Disengage, Dodge, or Help action using its Bonus Action. Lastly, Bestial Fury shares some of the benefits of Hunter’s Mark with your Primal Companion once per turn.
- Fey Wanderer: The Fey Wanderer is almost entirely unchanged from its appearance in Tasha’s Cauldron of Everything. At level 9, Summon Fey is always prepared instead of Dispel Magic. But Dispel Magic now appears on the Ranger spell list, meaning any Ranger can prepare it.
- Gloom Stalker: The Gloom Stalker saw some moderate tweaks. Instead of an extra attack on the first round that deals additional damage, the Gloom Stalkers’s Dread Ambusher now allows them to add extra damage to a hit a few times per day. Stalker's Flurry at level 11 was also tweaked slightly to build off of this change, increasing the damage of Dread Ambusher and allowing you to apply an additional effect when you use it: You can make an extra attack on a nearby enemy or Frighten your target and creatures within 10 feet of it. In addition to imposing Disadvantage on another creature's attack roll, Shadowy Dodge now takes your Reaction and lets you teleport up to 30 feet.
- Hunter: The Hunter has become more streamlined, with Hunter’s Prey and Defensive Tactics granting you two options instead of three. However, you can change those selections every time you take a Short or Long Rest, making you much more adaptable. My favorite change is the new Hunter’s Lore at level 3: You automatically know the Immunities, Resistances, and Vulnerabilities of creatures marked by your Hunter’s Mark spell!
Primeval Awareness is not a feature of the 2024 Ranger. You can still gain greater awareness of the world around you by picking up Expertise in Perception at level 2 with Deft Explorer. You also have more spells now and can swap them more often, so you can access magic like Beast Sense and Locate Animals or Plants more easily.
Formerly a part of the Deft Explorer feature in Tasha’s Cauldron of Everything, Roving has been split off into its own class feature with a slight buff. It now grants an additional 10 feet of movement instead of 5. But it does require you not to wear Heavy armor. It still grants the Climb speed and Swim speed as before.
This situational feature is no longer present in the 2024 Ranger. The increased Speed now found in Roving effectively replaces Land's Stride's avoidance of Difficult Terrain—and does so at an earlier level.
The Ranger gains Expertise in two additional skills! Now you have Expertise in three skills, and can better keep up with Bards and Rogues, who have four.
With Tireless, you can use an action to grant yourself Temporary Hit Points. I love using this feature as soon as literally anything seems "off," because you get several uses per day, and the Temporary Hit Points don’t fade until you complete a Long Rest. As soon as I hear a weird noise, I’m drawing my Scimitar and using Tireless.
This feature is nearly identical to its appearance in Tasha’s Cauldron of Everything, except now the number of uses is tied to your Wisdom modifier, not your Proficiency Bonus. (As an aside, I like this tweak. The power represents your connection to primal forces, and so does your spellcasting ability modifier.) Just as in Tasha’s Cauldron of Everything, Tireless also allows you to reduce your Exhaustion by one level when you take a Short Rest.
This feature replaces 2014's Hide in Plain Sight (though Rangers who want extra sneakiness can now gain Expertise in Stealth at level 9).
Taking damage can no longer break your Concentration on Hunter’s Mark. If you want to focus on dealing damage, nothing so pedestrian as a Fireball can stop you. You can now only lose Concentration on Hunter’s Mark if you become Incapacitated, you die, or you cast another spell or activate another effect that requires Concentration.
Replacing 2014's Vanish, Nature's Veil lets you turn Invisible as a Bonus Action! This invisibility lasts until the end of your next turn, granting you Advantage on any attack rolls you make during that time.
This feature is nearly unchanged from Tasha’s Cauldron of Everything, but the number of uses now equals your Wisdom modifier instead of your Proficiency Bonus. Just as with Tireless, I personally like this tweak; turning Invisible is presumably an act of magic, and the Ranger uses Wisdom for their spellcasting.
If a creature is marked by Hunter’s Mark, you have Advantage on attacks against them. By this level, you have six free castings of the Hunter’s Mark spell, so if you want to focus on dealing damage, Precise Hunter will help you slay your enemies.
You now have Blindsight out to 30 feet. Enemy mages slinging spells from behind the cover of Invisibility aren’t safe from you any longer. This isn’t new per se—the 2014 Ranger could also perceive Invisible creatures within 30 feet—but the 2014 Player’s Handbook’s language wasn’t quite as streamlined or easy to understand. These types of tweaks are designed to make players’ lives easier.
Gain an Epic Boon feat! Epic Boons are feats that require you to be at least level 19. You will have twelve to choose from. You can select any Epic Boon you like, but the 2024 Player’s Handbook recommends:
- Boon of Dimensional Travel: Increase one ability score by 1 (up to a maximum of 30), and immediately after you take the Attack or Magic action, you can teleport up to 30 feet.
Hunter’s Mark now deals 1d10 Force damage on a hit instead of 1d6. Between Favored Enemy giving you free castings of this spell, Relentless Hunter protecting your Concentration from being broken, and Precise Hunter giving you Advantage on marked targets, the level 20 Ranger is now a master combatant.
Dominate the Battlefield with Primal Magic
The 2024 Player’s Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
The 2024 Player’s Handbook makes it easier for your Ranger to feel like a primal warrior, a guardian of the wild places, and a deadly hunter. You’ll have Expertise in more skills, more prepared spells, new tactical options in martial combat, and your Hunter’s Mark will benefit from additional bonuses. The 2024 Ranger is versatile, skilled in exploration, utility, melee and ranged combat, and primal magic.
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
This article was updated on August 13, 2024 and August 28, 2024 to issue corrections or expand coverage for the following features and subclasses:
- Deft Explorer: Fixed typos and clarified that Natural Explorer's primary benefit of doubling your Proficiency Bonus for certain checks has been absorbed in Deft Explorer's Expertise benefit.
- Ranger Subclass (Beast Master): Clarifed scope of changes between Tasha's Cauldron of Everything's Primal Companion and the new Primal Companion.
- Ranger Subclass (Gloom Stalker): Fixed typo. Also added that Shadowy Dodge allows you to teleport up to 30 feet after the attack hits or misses.
- Roving: Clarified that Land's Stride avoidance of Difficult Terrain is effectively replaced by Roving's increased Speed.
- Hide in Plain Sight: Clarified that this was replaced by Tireless, and the extra stealthiness can be granted by Expertise in Stealth and level 9.
- Relentless Hunter: Clarified that you can still lose Concentration on Hunter's Mark if you cast another spell that requires Concentration.
- Nature's Veil: Clarified that this absorbed the primary benefit of 2014's Vanish.
What rules do you use?
What a complete waste this is. Totally dropped the ball on this in every conceivable way. It is hands down the WORST class that was made even worst than the previous edition I feel partially cause they seem so proud of this pile of nothing. The center the entire class around Hunter's Mark and yet don't even have the creativity to make HM actually useful and impactful. They could (and I will ) have made a special Hunter's Mark just for Rangers that :
1. Scales the extra damage by 1d6 at 5, 9, 13, and 17th levels.
2. Removed Concentration by 7th (latest, probably earlier)
3. Made casting free equal to your Proficiency Bonus.
4. Allow it to be cast on more than one foe at a time. Or be applied to a certain number of party members.
So ya, total pile of squishy brown stuff here.
Well, this was underwhelming. I feel like I'm the only person that saw an animal companion at 4th level as a complete separate character in 3.5. that said enough about the ranger's capability. Let's talk about the 'improved' class features.
Rangers are nearly all going to take expertise in concentration to keep their concentration spell, which is REQUIRED to do any damage, up and running.
There are no spells that assist dual wielding, other thand huntersmark (which doesn't scale with more hirelevel slots) which now is somewhat feasible due to scimitar or dagger properties.
My advice for the devs is to take a look at the ranger list from the 3.5 spell compendium and take spells like bladestorm and add them into the game. Stop REQUIREING CONCENTRATION SPELLS FOR A CLASS TO EVEN SUCCEED AND FEEL USEFUL IN COMBAT and for the love of Mielikki, please PLEASE let a beast companion have its OWN turn, in 3.5 that is what made a ranger on par with a fighter or barbarian, mostly because they could get consistent damage from flanking, extra damage from natural attacks, and also providing a literal elephant in the room.
Man, 3d6 per hit with third level spell slot is too much. Even though I don't like the "new" ranger at all - your buff is too strong for the first level spell. Look at Spirit shroud spell. Third level spell and only 1d8 dmg per hit, also concentration.
At first look, it is an improvement from the 2014 Ranger, yet very lacking compared to the revised classes so far. That being said, I can see some combat-wise potential if:
- the free castings of HM allows you to cast the spell at the highest level you could cast (example, a 20th lv Ranger casts HM as a 5th lv spell without expending a spell slot);
- less utility spells on the Ranger list relying on concentration;
- damage spells, or at least some of them, share similarity with the new smite spells of Paladins, or other mechanics that allows you to make your attacks, deliver the spell's damage and still be able to apply HM once per turn.
So far these things are unclear, and I guess we'll have to wait and see.
they have 4, Battle Master, Champion, Eldritch Knight, Psi Warrior
Can we say this is the biggest flop of all DND . really after all these years and you dont know what to do with the ranger.
The ranger of 2014 was filled with flavor but was not great at play
the tasha ranger was without any flavor but was ok in games.
So how did you get the worst of the two in the 2024 DND its beyond me.
1 the play test tried making huntersmark without concentration great fix amazing the Issue was it was too early at level 1 it was really Easy dip ! if you made it level 5 then it would have been great ! to Tie your class core feature to a spell and one that require concentration is locking all your class in an anti magic zone. a silence spell , a counter spell . and making your class without half of its features ! and the flavor is not there. its just mechanic speech.
Really easy fix was to add this at level 1 : additionally when you successfully track a creature for 10 minutes (or an hour) you can cast hunters mark on that creature ignoring the range when you do so when the creature drop to 0 hit points the spell ends. and you can cast it without expending a spell slot . (easy . save resources EXTREMELY flavorful I said that in the playtest)
you can cast just add non concentration at level 5 or at level 5 you say your hunter senses became supernatural hunters mark does not count as a magic action (for the sake of counter spell and anti magic zones) and you ignore the verbal components when casting the spell . and at level 11 is when you dont require concentration (Introduce a power up that make sense that LETS the ranger uses its HIGH LEVEL SPELLS !!! ) for god sakes how did you miss that up . you should have put the ranger in more play testing to get feedback !
other notes and grips I have
You could have added more hunters mark like spells or made a spells like snearign strike and lighting arrow in a spell table and gave it to the ranger and all the untersmark feature could have been applied to this table ... but no ! just hunters mark.
You could made Ranger can prepare spells like druids and clerics ... HECK EVER PALADINS .... but no ... just change 1 spell per long rest ... you should have gave it a change 1 spell per short rest even Like what the hick ! (The wizards should have kept the change one spell in 1 minute feature ... like wow its not like spells are the only thing thats have to do with anything wit hthe wizard but thats another topic)
level 3 Primal Awareness : how did you not add that feature from Tasha ? it was a very handy extremely good feature that ACTUALLY told the connection of the ranger to the wild and nature. like WHY !
level 6 roving : Why add the armor limitation ... a ranger can use heavy armor and be agile in what sense adding a limitation benefit the narrative in any way ! and ... why doesn't the ranger get a bonus action dash in this level !!! like .... COME ON !
level 13 Relentless Hunter : I can't curse that feature enough so I am gonna be silent but you really making me a saint for holding all that anger ! You could have made new choices like Cunning Strike or you could have made a Tactical Master like the fighter feature let you change your weapon mastery feature ... But you chose this ....
Level 14 Nature's Veil : I also despise this feature because its really Really like an unseasoned chickens of features ... its food but its horribly unflavorful ! Hide in plane site OOOOOOOOZED with flavor but was extremely impossible to use or make any use of. So if you Combine Vanish and hide in plain site into a feature ... You can now hide as a bonus action additionally you can use your surrounding to hide even when you are within line of sight you can hide this way proficiency bonus amount of times you cant do this until you finish a long rest or you can regain a use of this feature by expending a second level spell slot or higher (NOW its mechanical . its kinda the same thing but have much more flavor and guess what also in the feedback)
The level 20 Foe Slayer : Hunter’s Mark now deals an additional 1d10 damage instead of 1d6 ...... remember what I said about Relentless Hunter ... Yeah F### That This is the WORST and I mean THE ABSOLUTE WORST DND LEVEL 20 FEATURE OF ALL F###N TIME .. are you KIDDING ME !!!! Are you really Saying a level 20 feature is to enhance a level 1 spell that you still concentrate on to deal an average of 2 damage more ARE YOU KIDDING ME !!!! for the love of god ! At least AT LEAST the level 20 of the 2014 let you add your wisdom mod to an attack roll or damage once a turn ... so ITS ACTUALLY BETTER ...
In Conclusion ... Honest to god I might play a 2014 ranger over this pile of garbage !
Fighter have 3. Champion battle master eldritch knight and psi warrior .
It feels like they've blurred the lines between the combat classes. If I want to play a character who'll be at the front of the battle protecting my allies, why don't I choose Paladin? It's literally what the class is for. And no Natural Explorer? Really? So rangers aren't really good in the outdoors anymore?
Also, still didn't fix the Beast Master issue with the companions' attacks. It still takes an action to get an attack by them? Why? The new primal companions have an INT of 8. Isn't that smart enough to understand something like: "Attack until all the orcs are dead" or "Stay close to the halfling wizard and protect her" Heck, I'd even have settled for having the attack last until target or companion died. And, why doesn't this linked entity get the benefit of the Ranger's HM?
Ugh!!!!
From info we have on the Ranger there are issues indeed. But it's not as bleak as it seems, here's what you might have missed.
Now it's true that there has been more standardization, but that doesn't mean that they got rid of specialization. The available weapon mastery and Fighting style feats still have unique flavor for the ranger that you can't get on other combat classes.
Commanding your beast is now a bonus action. Since they didn't mention attack action specifically commanding" still functions as it did in 2014. Hence your beast can attack on a bonus action. In my opinion that's still not ideal, but way better then a full action.
Good news, it does!
Bad news, it takes until level 11 to come online provided they didn't shuffle the feature order in the subclass.
I just wish that the lvl 20 would let you stack your hunters mark
Commanding the companion takes a bonus action but commanding it to attack takes one of your attacks. From Tasha's:
"In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge." I understand the sentence before that seems to suggest you can use a Bonus Action to command it to attack since that's one of the actions in the companion's stat block but the sentence I bold-marked clarifies quite clearly to me that if you want the companion to attack, you have to give up one of your own attacks.
I missed the part about Bestial Fury conferring some of HM onto the companion (thanks). Do we know which parts are conferred.
I know there will still be ranger-ish type things. However, I feel they've removed a lot of what made a ranger a ranger in favor of making the ranger into more of a damage dealing machine.
Actually the base 2014 ranger also had similar language but the other way around:
The language is similar in both. In essence you take the unique "Command" action. Which in the language shown is now the "Command" bonus action.
In both Tasha's and in Base you sacrifice either an attack or an action to "Command.
In that instance the command action now being a bonus action would make it so you could bonus action "command" and then action attack. Which, if true, would be a huge buff to the action economy, as you are no longer sacrificing on attack actions (unless you were playing beast master as a dual wielder, in which case it is practically identical)
Sadly No. They don't really dive deep into the beast master this article or the video from before. At least, none that I could find. Maybe someone can prove wrong.
I have no retort to this.
The only "saving grace" I can mention is that they got rid of the very situational favored terrain stuff for a more broad expertise in Survival checks. So DM willing you'd have a more versatile Faux-favored terrain... It doesn't feel good though.
I suppose it's an improvement, sacrificing an attack instead of your entire Action. So, I take a Bonus Action to sacrifice one of my attacks to Command the companion to attack.
Ranger and Paladin really need more time to cook in the oven. The D&DBeyond comment threads for both class reveals are so overwhelming negative, lol.
The 2024 reveals are supposed to build hype for the PHB and this reaction from D&DBeyond users, the folks you're looking to buy your digital (sometimes physical) product, speaks to the tangible failure to meet what your consumer wants from that product.
Its still D&D in 2024, its still going to sell well I imagine, but man, this could have been (and should have been) a smash hit across the board for everyone.
I love Rangers and they just did them kind of dirty for one d&d
Rangers get the same combat style and mastery feats as Paladin and Fighter.
Yes, and have several items which translated into Ranger-ness, such as Natural Explorer and Land Stride, disappearing in favor things that are not exclusively rangery. I don't like it and don't think the 2024 Ranger is going to be a better Ranger than the 2014 Ranger. The 2024 Ranger may be more combat effective but that does not make him a better Ranger.
It's definitely not better than Tasha's Ranger with less ranger flavor
Ranger spellcasting can swap out a spell per day now, so what is limiting them on spell levels other than ability to cast and time to swap out? Can a high level Ranger over time have only level 3 spells prepared (minus 1 for say cure wounds to use their lower level slots)? That was a limitation to how many upper level spells they could have with only swapping one per level, where it seems like this bypasses that.