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.
"No more extra attack on the first round, but more consistent damage throughout each day"
This is a flat out lie. The 2014 Gloom Stalker could get the extra attack damage in turn 1 of every combat without needing to rest The new 1d8 damage can only be applied Wis times per day (so 2 or 3 times). Also the 2024 damage is 5 to 7 less. More when you consider that 2014 extra attack was another opportunity to apply Hunters Mark damage.
Given how much they're pushing unters Mark, I don't understand why they would remove an opportunity to apply the damage. They also removed another opportunity at level 11 by removing the attack reroll, which was typically an extra attack. Now it allows you to attack a second nearby target, but only wis times per day. And it won't apply Hunters Mark damage to the second target.
The fear effect they gave Gloom Stalker feels like a cruel joke, since they will ideally be invisible.
Gloom stalker is now worse than Hunter in terms of dpr. Hunter gets to add 1d8 to one hit every turn without needing to rest. Unfortunately, they took away Hunter's multiattack at level 11, so it's been heavily nerfed as well. Both subclasses look like they will not be very much fun to play in 2024. Getting extra spells earlier is really nice. But I don't see how that's going to make up for the loss of sustained and Nova damage.
At level 20, the 2024 bard learns Power Word Kill and Power Word Heal and can target 2 enemies at a time.
At level 20, the 2024 ranger gets 3 more Hunter's Mark damage. Amazing. What a joke.
its so bad lol
The more I think about it, I'm starting to come to the conclusion that I'll just give 2024 Rangers the same Capstone as the 2024 Monk. +4 Wisdom AND Dexterity, up to a max of 25. It'd be super easy to do on DnDBeyond too, just customise / override the Ability Scores on the Character Sheet.
I may also remove the Concentration from HM entirely at ~5th Level, and change Relentless Hunter to something like "If you hit a creature that has been marked by your Hunter's Mark, and that creature is missing any Hit Points, you can add another Hunter's Mark damage die to your attack", or "If you hit a creature that has been marked by your Hunter's Mark, and that creature is missing any Hit Points, you can reroll your Hunter's Mark damage die and take either number".
If they really want to force us to lean into Hunter's Mark, then lets make Hunter's Mark (and the MANY features that rely on it) more useful!
How did they somehow manage to make the most garbage class in the game even worse? That takes talent.
Apparently they think just removing concentration from the other garbage ranger spells (IE Lightning Arrow) will solve the hunter's mark concentration issue. Except even without concentration ranger spells are terrible and rangers prefer to concentrate on the great druid spells they have access to.
Do we have confirmation that they have removed Concentration from other Ranger spells? That would make things a LITTLE better. Still wouldn't save the Ranger from this butchering that it got, but it'd at least help.
3 more? On average it's 2 more damage, so if you already have HM active, you can spend your action and bonus action with two weapon fighting to do an average of 6 more damage per round. I can't believe WotC gave Rangers such a powerful feature.
Yep - I fat fingered it and didn't even notice. It's the same with HCB and crossbow expert - you'll get an average of six more damage per turn, assuming you make all your attack rolls. It's just sad.
Here's an easy solution to fix this problem. Keep everything they have just add these.
Hunter's Mark 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 use this ability if you spend a 2rd level spell slot.
Replace with this - At level 13 you have advantage on Con save to 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.
Bleed them out - Creatures Affected by hunter's mark take an extra die of damage every turn they are not healed while Affected by Hunter's mark
Why are druids creating new creatures called Ysalamir in the forbidden depths of the wildnesss?
Is it because they're super-fanboys of Timothy Zahn's Star Wars: Heir to the Empire? No, it because those cute little miscreants now come with the anti-magic property.
Ranger: I can't cast Hunter's Mark? Um... I'll get my coat!
Only joking, the Ranger is the very first thing I'm going to play when the new PHB comes out. A Hellboy, er, tiefling Ranger who spend his days living as a Hermit, and his in-the-heat-of -the-night night's getting involved in Tavern Brawler shenanigans. I'm getting a Benoit Blanc vibe!?
17th September 2024... bring it on!
oh boy, heres to another 10 years of no one picking ranger!
What amazes me is that Jeremy, god designer apparently to all the brown noser influencers out there, has NOT been directly challenged on the Ranger and made to account for just how BADLY they dropped the ball here and extracted a promise that in the first supplement they will erreta the ENTIRE Class and actually make the Ranger a whole new class rather than make a far inferior version of Tasha;s, which is still hot garbage but compared to 2024 is better. I mean they raised the Monk, with the exception of the Stunning Strike idioticy, up to the functional level of 2014 anyway....though for 2024, still way way behind where they could and should have gone. It amazes how much they are terrified of actually making the martials powerful in a way that is uniquely martial and not just given them spells. I mean, its NOT all that hard to come up with good ideas that could help these classes without falling into the trap that everyone has magic.....and yet again, Jeremy speaks and everyone seems to take him at his word....
I guess WotC remembered that they want to have at least one class that really sucks so that the other ones look better in comparison?
Maybe. Seems about right.
I think you fall into the same trap as many others, including Crawford. Namely, trying to fix the Ranger by improving its damage (they didn't manage even this but from the video that was the primary goal).
To me, certain classes are primary damage dealers (fighters, barbarians, wizards), and others have other roles, both in and out of combat. Rangers should be experts at doing stuff out of combat, such as tracking, leading the party through various kinds of wildernesses, etc. They removed many of the non-combat features the Ranger had in favor of trying (but failing) to improve the damage.
Personally, I agree with concentration on Hunter's Mark because of the ability to transfer it to another target. That ability just screams concentration. But at some point it should be easy for the ranger to do so. Advantage on concentration roles at level 5, or proficiency in concentration for HM, or something.
It's horrible, horrible, horrible
My goodness, is this class just hunter's mark? TOO BAD
Single target doesnt necessarily need concentration just look at vow of enmity, you can word it so you can only have marked target at a time. Th reason why it needs concentration at least at low levels is multiclassing. It should not need concentration past ~7 levels of rangers.
I understand your point, though I don't agree with it.
Base Ranger after Tasha’s is a very good class, they easily contribute to all aspects of play in a meaningful way (from a Ranger main and DM)