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.
Nah, the Cleric reveal video today proves someone despises Ranger. Monk and Sorcerer just proves that the team can do creative stuff if they want to.
The also here means "or"
It says "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"
So, it takes the Dodge action on its own (nothing required from you) but you can use your Bonus Action to command it to "take another action and 'That action can be one in its stat block or some other action'". So that can be Help, Disengage, Attack, or any action listed in its stat block.
Now, notice where it says "You CAN also" meaning it's not required but you CAN sacrifice one of your attack to have it take the attack action (but you couldn't sacrifice an attack to have it take the Help/Disengage/etc... actions). But this is an either/or, so you CAN use a bonus action or you CAN sacrifice an attack, you do not need to do both.
The Cleric video especially pissed me off, they remove Concentration from invoke duplicity because JC says "We still want you to be able to use all of the nice concentration spells that the Cleric has"
Yet Ranger still needs to concentrate on their level 1 spell or lose 25% of their features.
Problems.
1. Bonus Action bloat.
Hunter's Mark, Nature's Veil, Beast Master, dual wielding (without nick), reapplying Hunter's Mark all required a bonus action. I'm sure there is more. If they all take away from each other and gwt worse if you want a feat that uses your bonus action too (like telekinetic).
The fix. Make Hunter's Mark a class feature that automatically applies on a hit, like favored foe. No bonus action required. Now the Beast Master's companion is standing around doing nothing while you ally Hunter's Mark.
2. Concentration Hunter's Mark.
The Ranger gets some great concentration spells, but with both the base class and subclass features rely too heavily on Hunter's Mark. The result is a bad feelings when you concentrate on ANYTHING other than Hunter's Mark. In some situations, you might as well not have a subclass (Hunter loses damage and the abilityto even learn resistances), or you are sacrificing too much to cast the spell that you will never want to do it (Beast Master loses extra damage).
The fix. Drop the concentration. It's a d6. It's not that big of a deal. If you think it is, drop it to a d4. A concentrationless d4 feels WAY better than a d6 with Concentration.
3. Nature's Veil is really disappointing for Gloomstalker.
4. Fix the capstone. Seriously.. it's embarrassing..
Monk Capstone: +4 to Wisdom and Dex. (+4 to AC, +2 to DCs, +2 to hit, and +2 damage on every attac
Ranger Capstone: Hunter's Mark upgrades to a d10 (basically +2 dmg on attacks).
I agree with almost everything said so far, and I'd like to add one more thing. I am fine with Rangers having spells. Real-life ranger is not a magical person, but this is a phantasy world, and the natural world in D&D is magical, so rangers of D&D can have spells. However, ranger's core feature CANNOT BE A SPELL; even full casters are not made that way. If they want the focus of rangers to be hunters mark it NEEDS to be a class feature and not a spell. The sentence alone DOES NOT MAKE SENSE. "Ranger is a specialist of a spell for damage and tracking." LIKE ,WHAT!
This version basically uses magic to do things that real Rangers are just doing because they are rangers. Rangers features should be setting and making traps, easily escaping the grapple of an monster, improvising tools, having advantage on hearing and smell, camouflaging and hiding objects or a shelter, needing less sleep to recover so that they can keep watch more effectively, imitating animal sounds (Mimicry), oh and adding wisdom modifier to nature (inteligence) checks (how has none thought of that yet). And yes, single target damage dealing and tracking but not by use of a spell.
Yes, they should be able to cast "locate animals and plants" and similar spells, but that CANNOT be the only way their ranger features and skills function. We loved the original 2014 Ranger; our complaint was not that it was bad; we complained that the features were not designed well and were situational. The revised "Tasha's" version was more functional but was not an actual Ranger.
Again, maybe, but maybe not. In other words, just one more place they effed up.
I hope this isn't final because this is horrendous!
Paladin is easier to compare side-by-side with the ranger now in DnD2024, and it makes Ranger's issues even more apparent. Ranger's free spell is infinitly worse, Paladin has more misc. abilities to use (CD, Lay on Hands, Find Steed) in a day, ranger feels like it has even LESS utility and fun things to do than paladin now with the loss of a lot of free spells and exploration tools.
What's the point now! Paladin feels like it has better combat impact, staying power, and even out-of-combat utility than the ranger. All they get that paladin doesn't have a direct comparison to is a measley expertise. Oh boy, that really fuels my exploration-themed power fantasy. Be for real.
Not to mention all the love and thought put into the Sorcerer and Monk! And Cleric getting Concentration-less spells, which was deemed "too overpowered" for ranger. Give that love to Ranger!
By and large, I think the changes made in One D&D are positive. They are good reactions to obvious issues that the community has been raising for a decade.
These changes to the Ranger are...not good. This is the first class that I think was almost entirely a swing and a miss. The now almost entire reliance on Hunter's Mark for the core Ranger class is kind of preposterous. It exists in tension with three of the four the official subclasses' use of both their Bonus Actions and Concentration. The capstone feature of raising the Hunter's Mark damage to 1d10 is ridiculously underpowered. And if you build any kind of Ranger that isn't wholly reliant on Hunter's Mark, the core class functionally has no features after level 8 or 10.
All of us DMs are going to have to homebrew the hell out of the Ranger class to make it work, and that's just not the point of the One D&D course correction.
If you can still fix it, you should. I know these issues came up during the UA playtest responses.
Will be skipping this version of the ranger for sure. Linking multiple class levels to hunter's mark is just stupid.
I just realized what happened to the Ranger.They felt the class didn't do enough damage so they added stuff to make Rangers more combat effective (whether they succeeded or not is unimportant). They seem to have forgotten that some classes are combat specialists (fighters, barbarians for examples) and others that are more combat support, like the Ranger. They do some damage but are not the heavy hitters. Now, the Ranger is sort of the Fighter-Light. It is just terrible.
I came back to re-read this Ranger article after a week or so and reading the other class articles thinking that maybe I missed something. Maybe I'm confused.
I didn't. I'm not. This poor beloved class has really really been lost. Pretty much everything else in the 2024 PHB is really great and shows that Wizards was listening. This poor Ranger feels like the opposite. I love this class and I would be really really disappointed playing this version.
The other thing is that the Ranger SO OFTEN seems to be the class that new players are drawn to... and this version is going to leave them wanting. 100%
Just really disappointed, 1d6 to 1d10 ..... wow so strong.
Wow, more spells can be prepared than before!
I can’t wait to spend even more time deciding what to cast between either Hunter’s Mark or something else now!
I agree, I did the same thing. It almost feels like an April Fools joke.
Mechanically the "new" ranger is not that different from Tasha's and since most printed adventures end before level 12 the ranger is fine(lvl 1-12). But the design past 12 just feels plain bad with the unnecessary focus on hunter's mark.
Probably because they knew it would be almost universally despised and picked apart for the utter disappointment that it is, and they wouldn't have enough time to fix it while still meeting the anniversary release date they had set for themselves. Don't worry though, they'll release Tasha's 2.0 in a few years and it'll fix the 2024 Ranger!
It has 4 like everyone else.
Holy moly, a level 20 feature that adds not one, but two whole points of damage! Wow, that feels like a true pinnacle of ranger prowess!
Seriously, how qualified are the devs for their job? And they get paid their salary for this.
It's not too late WotC. Rewrite this garbage class before release. Give a real level 20 ability, move Hunters mark buffs to early levels, remove its concentration entirely. Don't nerf melee ranger. Make it only class to have ability to swap weapons and attack same turn. Please pleeeeeeease.
The PHB is already being printed; it os absolutely too late to fix Ranger or resolve how lazy a feature Paladin's Smite is.