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.
Wild that yall thought that was a good level 20 feature. Also wild that 3 whole features are tied to me concentrating on one singular spell every fight if I want to fully use my features.
This is such a slap in the face, yeah upgrade from 2014... but definitely a downgrade from tashas, worst part they had a better hunters mark in UA for MONSTER slayer like 5-6 years ago
I also want to be positive and recognize the good changes, but what were they thinking? Did they just ignore everyone (myself included) who asked for another pass on the Ranger for the UA? Did they just give up because they ran out of time?
In terms of Hunter's Mark if the concentration requirement is still being kept, would an extra d6 of damage per spell level (applicable to every attack that hits) be too much to ask for? (i.e. level 2 =2d6, level 3 =3d6, level 4=4d6, etc.) (This would be able to be cast at the highest level without expending a spell slot equal to one's Wisdom modifier every long rest. )
Personally, I'm more of a Zephyr Strike user, but just trying to see some kind of silver lining.
So, I went back and watched the video again.
They're both happy and laughing, and really seem to think that the 'brand new class' Ranger is the best thing ever. And I keep watching and thinking, what am I still missing? (in fact, the question might better be phrased as "what is the majority of people making comments here missing?")
Maybe, someone could make some "Running the Class" videos, each with some kind of one-shot encounter, designed to show us the best the class has to offer.
If the D&D development team have been playtesting this stuff, they should have recorded that and shown us what they're getting excited about (apart from that seemingly ever class now having the ability to teleport at high level (maybe they don't want to spoil the surprise of all those other juicy deity-like-power epic boons)).
Perhaps this is their tactic, they want more people to play the ranger to see why we're not as happy and laughing about it as they are???
And remember, the hunter subclass is the least magical version of the Ranger... followed by talking about the Hunter's Mark spell (lol)
What I think you might be missing is that Crawford is a rank, unskilled amateur. Any lead of a team of writers knows that you need to have some form of editing of QA process in place. Those editors need to be knowledgeable and skilled so that mistakes or confusing phrasing doesn't enter print and publication. The very fact that Crawford for so many years had to put out clarifications...of D&D as a whole for that matter had to put out sage advice in order to clarify confusing phrasing highlights just how little skill base exists at the top of the writing and publication team. For most other publishers, once you put something into print it doesn't get changed. In fact in several territories you need to assign a new ISBN in order to make significant changes and it can be very costly.
Similarly the recent Vecna Eve of Ruin - they had to gut character abilities by inventing a new item just to ensure that the players of said advanture wouldn't work out the secret too early. The reason for this is simply that the adventure they wrote was in reality a low level adventure that they threw more powerful enemies at in order to make it feel high level.
Crawford leads the team, and so ultimately is where the blame rests. He's responsible for his team putting out publications that are frequently poorly phrased, that have gone through little to know editing/QA process. He's ultimately responsible for thinking that they didn't need to hire as proper focus group moderator for the UA playtests.
Ultimately, this is a part of the problem too, the UA playtest questionairres were flawed as research methodology. It's remarkably easy to see how poorly constructed those things were. For all we know the 70% satisfaction ratings that came back could have been real selective use of the feedback. Likewise, it might not have been weighted between players and DMs. The point was that the playtesting feedback lacked any real skills in creation or interpretation.
This of course likely all traces back to corporate philosophy and decision making, but I honestly believe he's laughing along because Crawford honestly isn't as skilled as people believe him to be. I have massive doubts he's ever actually run a campaign to level 20 as a DM. In fact I doubt most of their team have. And as such they really needed the feedback specifically of DMs who are the real lifeblood of the game. I've only ever run campaigns to level 19 and when I have those last five levels have been almost impossible to run because you often end up undermining character abilities, or you end up in a routine that feels somewhat lacklustre. As a player I've only ever played to the highest levels in previous editions. DMs ultimately are somewhat more important in this discussion because we're more likely to purchase the books (on behalf of our groups), and we're the ones that sadly, are more difficult to replace. I could divert here into the joke of a DMG that exists in comparision to other systems but won't.
They're laughing ultimately, because they are ignorant of the problems that have been created. It's sad, but it's the same reason some politicians laugh when faced with a serious question - ignorance to realities.
The Rogue Scout still feels more rangery than the Ranger to me. I dunno, I know you all tried but it still feels off mark.
It's getting harder and harder to disagree with sentiments like this.
I have a question. If you read this class without knowing it's name would you in any way be able to tell what the heck it is. I hate the revised ranger and this "half druid fighter" nonsense , because it is for sure not a ranger. Original is still my favorite, I just buff it a bit with a few homebrew rules and let my players switch "Favored terrain" on a long rest as their ranger prepares him self for a new adventuring day. Why is this class so hard to design for this company is beyond me.
After being assured that the damage is not once per turn, I put together all the small things I appreciate about the buffs to Rangers.
Favorved enemy at level 1 giving you access to Hunter's Mark a few times for free is good. Having extra resources that early in the game is huge. I can use those slots for the new 2d8+wis cure wounds(I believe it is 2d8 now).
My ranger at levels 1 and 2 will have Nick and the two-handed fighting style, allowing me to attack twice at level 1, each attack doing 2d6+ modifier damage. If you have a +3 modifier, that's, on average, 10 damage per hit. At level 1, my ranger can do 20 points of damage thanks to a free hunter's mark. At 5th level, it becomes 3 attacks or 30 damage a turn. I know it doesn't seem like much, but I am not mentioning the subclass abilities, which all increase your damage also.
At level 3, I can pick my subclass choice, and I am picking Hunter. I really like Hunter's Lore I like knowing about a creature's resistance and immunity. Hunter's lore will help the spell slingers in their spell-casting choice. An extra d8 damage at 3 is decent, it ups the average damage to 24.5.
I don't know what changes they made for Hunter at 7 as the video mentions different things than what is in the arcana.
Level 9, you get 3rd-level spells, which means 2d6 damage for Hunter's Mark! With 3 attacks, that's 9d6 damage +d8 +15 damage. Rogues have 5d6 sneak attack at this level.
At level 11, the hunter gets splash damage. I hope it is not limited. Having 3d6 splashed on other creatures is great. Essentially, each hit does 5d6 damage! 3d6 to the hunter mark target and 2d6 to the splash target, so essentially, with the Ranger's 3 attacks doing 15d6+d8 damage, it is spread; however, that is a lot of damage.
At level 13, not having to worry about losing concentration is good.
At 17 level 3d6, the hunter's mark lasts all day, and your concentration can't be broken! At this point, my attacks do 4d6 damage, so that's 12d6 damage to the target, but 9d6 can splash, so that's 21d6 damage in one turn!
Now with the capstone, change those d6s to d10s! 18d10 is nasty.
Nothing to add...I'm just disappointed! There were so many good ideas and mechanics during play testing that I hoped to get an improved and buffed Ranger. Don't know where they lost track on this class.
Is it too late to hope for a reprint of the PHB? :-/
you can hope but it isnt happening just gotta wait for tashas 2.0 to give us real fixes (again)
Overall this is better then 2014, but I'll hold my breath until I see what changes, if any, they made to Hunter's Mark.
P.S. Give the people the Artificer in a Core Book WoTC!!! #Urza
I'd be interested to learn which parts you feel are better.
I personally don't see a significant increase.
Everything that was ported over from TCoE is better than the original 2014 Class. Beast Master in Particular for one.
1) Spell Casting at Lv1 automatically sets the Ranger apart from fighter at the start. Win.
2) Free Casting of Hunters Mark (a spell everyone is butt hurt about, but we all use) frees up your spell slots for more utility spells, heals (aparentlyare better now), or spells to use prior to combat.
3) Natural Explore was a roundabout way to get expertise some of the time but Deft Explorer just gives you expertise all the time. Tireless is amazing. Exhuation is surprisingly easy to get without CON save proficiency. Losing it on a short rest is a win. Claiming and Swim Speeds with extra 10ft of Movement help in both exploration and combat.
4) More fighting styles is by definition better then less.
5) I think the Sub classes are greatly improved. Particularly the beast master and yes I think this Gloomstalker is better. In my games I've seen a Gloomstalker unfortunately not able to utilize its abilities
There's more, but as I said it depends if there is changes to Hunters Mark or not and what they are. If it can be upcast for more dice then great. If it's limited to once per round damage then that's terrible. Same goes for what changes they made for the rest of the Ranger Spells. It would be interesting if some Spells that used to require Concentration no longer do like Hail of Thornes, Stoneskin, or Barkskin. We'll have to wait and see.
they really love that 1d6 (until level 20) hunters mark. and it is still a concentration spell... and we are also forced to use it. That's terrible.
This is atrocious
Fair enough. Compared to base ranger this is probably an improvement.
However this fixes things that have already been fixed in Tasha's and now have been merged. For a lot of people this feels like 2 steps forward 1 step back.
With Tasha ranger you could use Favored Foe instead of Hunter's Mark and then have Zephyr Strike as a concentration spell.
In this new base it's better then base but worse then with Tasha.
The same thing goes for fighting styles, yes Druidic fighter being in there is more then before. And it's less then blind fighting and thrown weapon fighting which you would have with tasha.
It just feels like they are incorporating Tasha in a worse way. Which is disappointing when this was a good chance to fix a lot of the ranger Core issues. Like the point of having 32 spells out of 60 take concentration. Granted they might have fixed this with a spell rework. Here's hoping they made a lot of those spell Faux-concentration like Favored Foe
Yeah that official gloomstalker change is garbage. Someone didn't listen to the feedback and clearly made up their own thing.
Absolutely garbage changes, especially for Gloomstalker. I'm definitely hoping for DM permission to continue using the original version over this nonsense.
TCoE Favored Foe still used your Concentration
"1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell)."
I agree with you that this isn't exactly what we wanted. Wich is why I am withholding my final verdict until I see the new spells. In UA alot of Spells that typically require Concentration had it removed. Hunters Mark and Smite Spells mostly (wich are similar to the Ranger's Hail of Thornes and Flame/Lighting Arrows). So it's possible that many other Ranger Spells no longer require Concentration since Hunters Mark does.
Unfortunately we don't know yet. What would you say if those Spells lost Concentration (never understood why I had to concentrate on burst damage Spells in the first place) and Hunter's Mark damage scales with higher spell slots?