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.
The 2024 Player’s Handbook is Now Available!
Buy the 2024 Player’s Handbook today and dive into revised rules, enhanced character options, and exciting gameplay innovations.
Get your copy on the D&D Beyond marketplace and seamlessly integrate your new content with D&D Beyond's library of digital tools built to make D&D easier, so you can focus on the fun!
Class Feature |
Level |
What's New |
---|---|---|
1 |
|
|
1 |
|
|
1 |
|
|
1 |
|
|
2 |
|
|
2 |
|
|
3 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
10 |
|
|
Hide in Plain Sight |
10 |
|
13 |
|
|
14 |
|
|
17 |
|
|
18 |
|
|
19 |
|
|
20 |
|
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.
I really like the update. It still has major problems.
In my humble opinion. Here's an easy solution to fix this problem.
Hunter's Mark for ( rangers only ) damage scales like the monk strike damage. At level 6 ,11, 17
Add to Level 9 - Augment mark - Once per short or long rest spend all your free uses of Hunter's mark to not concentrate on the spell. The spell duration only last one minute. Can reuse this ability if you spend a 2rd level spell slot.
At level 13 you have advantage on Con save for mataning concentration on spells.
Level 17 Primary evil awareness
Once per short or long rest spend all your free uses of Hunter's mark to mark a number of creatures equal to you wisdom modifier. The spell duration last for one minute. Can use this ability if you spend a 3rd level spell slot.
Replace - Level 20 Supreme foe slayer
You critical in a 19 or 20.
You can add your wisdom modifier to attack and damage to creatures affected by your Hunter's mark spell. Affected creatures all take an extra die of damage every turn they are not healed while Affected by Hunter's mark.
Please consider these design changes.
Sincerely Fellow Traveler.
If current changes go trough as people expect, we're still relying on homebrew to add flavor and combat strength. That in itself is unacceptable. Now onto your suggested stuff.
I like the dice scaling on level spikes. I'd take it even a step further though and integrate "marks" as a resource like Focus Point (ki), Martial arts dice, or bardic inspiration. That way you have limited access to hunter's mark and can justify making it not take concentration without adding a "once per round" constraint like tasha's did.
As for level 20 feature, allow the ranger to have hunter's mark on every enemy from the start of the encouter. No more secrets. Hella strong XD
Non of this is actually tested or an actual wish of mine.
This is not a matter of if. Playtest ended last year, the books already print, there are no changes to be made to these features outside errata and future books to be sold.
There's a thing as emergency reprints.
I hope the public outcry and negative feedback on the ranger stuff helps.
But the rangers future is looking hella bleak.
If all else we still have homebrew.
I dont think a company that has lost millions in value and had massive layoffs is going to be doing emergency reprints especially when this is releasing in 2 months prints are done like 6 months in advance and they want this released in 2024.
Hunters Fart. Yeah... I said it. I actually feel worse for rangers than my favorite class the monk. That is saying a lot.
Yeah, Rangers got screwed. It looked a lot better in test play than it does in final production. I am staying with 5E Rangers with minor fixes.
I already have a hombrew fix for Hunter's Mark : "Dual concentration. You can concentrate on hunter's mark and another spell or effect, but if you lose your concentration, you lose both effects."
A bunch of spells in the game could benefit from such a dual concentration feature.
Sad that the new ranger already needs some TLC.
Level 20 ability (godhood for PCs) adds 2 hp/turn damage. Think about that. Ranger was crucified. RIP
I'm just realllllly hoping rangers mark up casts for more dice and is not once per turn. Then it's not that bad a capstone. Not great, but passable
I'm robbing the below calculation straight from an answer written on Stack Exchange 5 years ago in order to emphasise a point I'm going to make:
Players should hit about 65% of the time
Using the DMG guidelines for Average AC at a given CR and a combat-optimized stat-array human, starting at 16 in their attack stat.
CR 0-3 : +5 to hit vs 13 AC requires an 8 or better; 65% to hit.
CR 4 : (ASI) +6 to hit vs 14 AC requires an 8 or better; 65% to hit.
CR 5-7 : (Proficiency +3) +7 to hit vs 15 AC requires an 8 or better; 65% to hit.
CR 8 : (ASI to 20) +8 to hit vs 16 AC requires an 8 or better; 65% to hit.
CR 9 : (Proficiency +4) +9 to hit vs 16 AC requires a 7 or better; 70% to hit.
CR 10-12 : +9 to hit vs 17 AC requires an 8 or better; 65% to hit.
CR 13-16 : (Proficiency +5) +10 to hit vs 18 AC requires an 8 or better; 65% to hit.
CR 17+ : (Proficiency +6) +11 to hit vs 19 AC requires an 8 or better; 65% to hit.
---------------------------------------------------------------------------------------------------------------------------------
Now for the point - the game is designed around bounded accuracy, with an assumption that PCs will hit 65% of the time (not considering min-maxing early on, or magic items later on - such as +1/+2/+3 weapons and ammo). A Ranger wielding a Longbow deals 1d8 damage for an average of 4.5. Lets assume they have a +5 Dex Mod bringing us to 9.5 average damage. Now lets add the average damage of Hunter's Mark at Levels 1-19, that's another 3.5 for a total of 13 average damage per hit. They will only hit 65% of the time meaning their average damage per attack is 8.45. They have a 5% to land a Crit, which allows them to add an extra 1d8 (4.5) for the Longbow and 1d6 (3.5) for Hunter's Mark, which would be an average of 8 per Crit, which at 5% of the time is only an extra 0.4 per attack.
A Level 1-19 Ranger with a +5 Dexterity Modifier, a regular Longbow and Hunter's Mark should deal an average of 8.85 damage per attack.
At Level 17(!) the Ranger now gets Advantage on all attacks against a marked target. This brings their success rate up to 87.75%, and their Crit rate up to 9.75%. 13 (average per hit) * 87.75% = 11.41 (average per attack). The extra damage on a Crit goes up to 8 * 9.75% = 0.78 per attack, for a total average damage per attack of 12.19.
At Level 17(!) average damage per attack goes up by 3.34.
At Level 20(!) the Ranger now deal 1d10 damage with Hunter's Mark. This brings their average damage per hit from 13 up to 15. With a success rate of 87.75%, they now deal 13.16 average damage per attack. The extra damage on a crit goes from an 8 to a 10, and at a Crit rate of 9.75%, that's 0.98 per attack, for a total average damage per attack of 14.14.
At Level 20(!) average damage per attack goes up by 1.95.
At Level 17(!) a Ranger's average damage per attack increases by about 38%, and at Level 20(!), their CAPSTONE ABILITY, only increases their average damage per attack by about 16%, and that is IT, that's all you get!! (These percentages might actually seem impressive enough without context, but the base number is so low that these percentages are actually shockingly bad - it's like going from 1 damage per attack to 2 damage per attack and thinking, "Wow, 100% damage increase", but your enemy might have 500 HP by this stage, the increase is so negligible that it might as well not even have happened!) - Other classes get stuff like, "a weekly wish granted by their god", and you get less than +2 average damage per attack!
And, if you don't double the Hunter's Mark die on a Crit, just the Longbow die, this only gets WORSE!
Note: The (!) is to signify the sheer disbelief that these VERY underwhelming features don't even get unlocked until you're in the late, late game!
That's alot of math.
Whoever wrote the answer on Stack Exchange a few years back did the bulk of the hard work here (figuring out that the game is designed for PCs to hit 65% of the time at almost every level/tier), I just plugged some numbers in to a spreadsheet to see what the Level 17 and Level 20 Ranger Features actually do, numbers-wise - we all knew they're not good features, and now we can see exactly how bad they are. The math helps highlight that the Level 20 Capstone Feature is statistically even worse than the Level 17 Feature.
Did you factor in you can upcast the spell to make it do 3d10?
Have they shown us the official new version of Hunter's Mark? Have they said that upcasting now increases the number of dice rather than extending the duration? Have they specified that you can upcast the "six free castings per day"?
Edit: I know the latest UA to mention Hunter's Mark said that upcasting increases the number of dice in addition to extending the duration, but they made many changes to that UA for the official release, so we don't know for sure what the new HM does. The UA version was also limited to once per turn, which means that instead of having an extra 1d6/1d10 twice (maybe three times for rounds when you can use your BA to make an additional attack), you now MIGHT only get 3d6/3d10 once, and that's potentially only once or twice per day (from 17th Level) if you can only upcast it with actual spell slots, not your six free castings per day. Upcasting (especially if you have to use actual spell slots for it) but only being able to do the extra damage once per turn is probably even worse over time than applying the extra damage to every attack.
Typo: "Now, a level 2 feature, the new Ranger’s Deft Explorer grants you Experience in one skill "...
Expertise.
Y'all know you can like... just not play 5e right? I promise you 4e will treat you good.
The problem of ranger isnt just low damage
its Everything
Lack of synergy with its own class "concentration Spells VS hutersmark"
its bland features.
its lack of identity.
The ranger got two tests in UA from the Expertise and the UA6 . and somehow they made it feel worst than these two !
Level 1
The deft explorer in UA6 feature was really great it gave alot of flavor to the ranger that you can actually switch ! if they added a mechanical feature like you gain resistance of a damage type it would have been perfect ! instead they Ditch it all ! that was flavor galore saying that they are master of enjoinments. as a ranger should.
The Favorite foe from Expert class UA was too powerful it was a level 1dip was too powerful for level 1 making huntersmark without concentration was the correct solution it just came way too early .
and one thing that I always said in feedback if the ranger is tracking an enemy for a duration they should have been able to cast hunter's mark on that creature without seeing it . that way they could track it better and start the fight with their bonus action free. really easy. and soooooo much flavor now you STATE that they are master of tracking
Level 5
the extra attack Here we should have put no concentration for hunters mark . you could also put it when you cast it that way it only last a minute and no body would pat an eye ! A lot of martials get a secondary feature at level 5 (Monk stunning strike . barbarian extra movement )
level 6
Roving should have not constrained by heavy armor and should have gave dash as a bonus action and hey if was the resistance in deft explorer was too much this was the level to put it in .
level 9
Expert class UA put expertise .. not good but not great either and thats what you settled on.
UA 6 had that you know conjure barrage and thank goodness you didn't stick with that.
level 10
finally a feature that says that they are an explorer a feature that is very unique ... it only took them 10 classes ! however .... Exasuastion doesn't come up that often and the TMP hp is sooo measly low its laughable ! here you could have also put that you regain a use of your favorite foe feature whenever you finish a short rest ... now thats great . they can cast huntersmark more !
level 13
Expert class you had vanish here and I do not like vanish . its just to disconnected from the flavor they should have gotten hide as a bonus action and instead of being able to be invisible they could hide even in line of sight umber of times or by expending a spell . now how flavorful is that ! mechanically its the same but flavor wise VASTLY different !
UA6 you had nothing
So this is the only time that I say you tried to add something .... but its bad . its really bad. why just hunters ark why it couldn't be all spells ... that would have made rangers super unique ! that they can utterly focus on their spells like that ! that in the hunt they wont let pain distract them ! THAT IS FLAVOR ... but not just hunters mark
level 15 you have nothing
But I would say this is the best place for the Precise Hunter feature . and if you again made it that while you were concentrating on a ranger spell you gain advantage would be a very huge difference and again a great flavor wise you are focused you are in the zone
Or make that the level 18 feature and but Blindsense here
level 20
Sigh .... in UA 6 you had it right ! you had it great !!!! Why did you screw that up I dont know . you instead gave ranger the level 18 from the Expert class UA ... it sucked then and it sucked even worst now ! the pain is real ! you could made it more general and said when concentrating on a spell . but 1d10 instead of 1d6 ... really !!!
here is how seeing the reaction to the ranger from UA feedback could have worked out . I dont understand how you chose like the bad parts each time instead of iterating on the good parts and making it better !
......
Now ALOT of that critique would be gone if the hunters ark spell is changed to deal more damage when upcast and lose concentration at a certain level ... but it doesnt make it better.
this needs to be tweaked. maybe remove concentration from hunters mark. or just make it a spell less feature?
In its current state this is definitely getting home brewed at every table.
The only caveats being:
If Hunter's mark looses concentration in the spell at some level (which would be problematic for sub-classes that get access to hunter's mark, as they'd do it better then the ranger)
If the all of the Ranger's spells got an overhaul and all their unique Ranger spells no longer require concentration.