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.
So, who told y'all was strong enough from the 2014 book and Tasha's that they needed this much of a nerf, and a near-complete removal of their exploration abilities? Because this feels like a complete wipe, with the author jingling the free casting of Hunter's Mark in front of our faces like they're keys in front of a baby just feels condescending and like he's trying to distract us from how much worse Ranger's been made.
It's so disappointing that there are such easy fixes to the hunter's mark problem that the designers just didn't do. All it would take is to make it non-concentration but nooooo we can't let the ranger have an extra average 3.5 damage on their already mediocre hits (sorry 5.5 at level 20 as their joke of a capstone). Also god forbid we actually let them use their features all together. Either choose to have your class and subclass features that require hunter's mark OR use actually good ranger spells (which let's be honest, were already midlling at best.) Also, let's **** your action economy right up to by requiring hunter's mark to be placed with a bonus action and presumedly, since they didn't say anythinga bout it and the artcle literally says if we didn't talk about it there wasn't a big change, moved with a bonus action. Again, you have to choose to either have hunter's mark on a target OR use any other feature/spell/etc. that requires a bonus action. It could have so easily been a non-concentration and apply on hit ability rather than a spell. Shit they already have the half cleric caster paladin template the could have worked from. Even with those changes to hunter's mark ranger would still be nowhere near the power levels of other classes. Half of the other classes have a resource they can expend like rage/sorcery points/focus points/ the new wild shape. the uses of hunter's mark could have been like that and just unlocked all the features x number of times per day.
Seriously, a good portion of the could-have-been-positive changes to this class are just moot because of 1 stupid decision.
HM cannot be non concentration at lvl 1 due to multiclassing, but they could have made it a lvl 7ish feature.
Fair but then just make it a class feature instead of a spell or make it a class feature that the ranger can do it as non-concentration but others can't. I am of the mind that you shouldn't restrict others from using a spell but make the core class it comes from better at it instead.
Nah man, this is straight up just bad...
So wizards hear people say how much ranger casts hunters mark then decided to make it one of the core ideas of the class? And instead of keeping the flavour of what can be seen as eh abilities from 2014 class they just remove them and put slightly worse versions of Tasha's rules (i haven't really ever maxed wisdom before my main attacking stat then constitution sooo wisdom amount of times instead of proficiency just seems worse) This is quite a disappointing version of what was already sorta low powered class which tasha's helped to mitigate making it alright and even sometimes really good, then just forced a spell that i personally wouldn't cast over cooler spells like zephyr strike. If hunters mark in general wasnt concentration so you could have an ability that lets you focus down one target that would have been better even kind of cool! also a bit too heavily focused on just going HERE HAVE THESE SPELLS INSTEAD OF COOL ABILITIES... A tad of a shame quite enjoyed some of the changes in the unearthed arcana so to see them water it down so much and kinda ruin it is a damn shame :/. I will probably just stick to 2014 rules as before which is a shame since quite a few classes in this update have been quite interesting.
I feel like if you just gave abilities inspired by the old tashas optional abilities on top of the old ranger features so they can still have their master of survival flavor while still getting reliable early game features and gave concentration free hunters mark the class would be fine. Also why is Hunters mark the focus of the class when late game ranger you can just concentrate on other spells that deal more damage anyways. Expertise at level 9 is so incredibly boring and pointless you get a expertise at level 2 and most people are going to pick perception anyways so at level 9 their really isn't much point just pick whatever so boring. Replacing class features with spells is so incredibly boring and gets rid of any uniqueness just give them actual abilities.
This is actually terrible. It's like they had the playtests for nothing and just decided that they wanted Ranger to be even worse than its original 2014 appearance.
Also, the artist's name for the cover image is spelled incorrectly. You should probably correct that.
Yeah this is garbage. Somehow one of the already worst classes has been somehow made........ worse?? Genuinely impressive.
I hate being mean when it comes to this sort of thing. Designing classes is hard. Balancing them is hard. Coming up with improvements, buffs, nerfs, etc... is hard. It's impossible to satisfy everyone. So I get it. However, this is bad. Very bad. It's about as pigeonholed as a class can get. The fact that the entire class is built around Hunter's Mark, while leaving HM such an underwhelming spell, with no improvements to HM to speak of, makes no sense. I wouldn't allow one of my players to play this version of Ranger.
Rangers are famously underpowered and have been for a decade. This change fails to finally fix them.
This comment will get lost in the void, I'm just certain. But with all due respect, dnd has done utterly phenomenal work in creating supremely flavorful classes in the barbarian, wizard, sorcerers, warlocks, etc., however Ranger for me has absolutely missed its mark here. (Pun intended). This class has so much potential to fill a powerful niche in tracking, in animal companionship, in primal spell usage, in mastery over monsters and terrain, and instead of playing into any of that incredibly cool flavor and storytelling potential, the class has gained more expertise, it has druid spells, and can mark things to do more damage a lot. This class has an incredible amount of potential to be a core fantasy class at your dnd table but as long as its having this weird identity crisis between fighter and druid, it's never going to feel like it received the "cool factor" it deserves and absolutely has access too.
The easiest way for me to grasp how flavorless this class has become is to compare them to warlocks. Functionally they're vastly similar, with access to pet utility, a range of combat styles, with access to spells primarily utility driven save for some powerful offensive spells here and there. Ranger in comparison utterly and completely pales. Finding inspiration in the class of Warlock is supremely effortless, whereas rangers simply feel like dudes that are good at some things (some proficiency and expertise buffs) who took notes from a druid for a while. Or rather, you feel like a fighter that is multiclassing as a druid but you don't have the gravitas of either class.
5.5e was the perfect opportunity for WotC to take risks with Ranger since it was already abandoned at most tables and really give people an exciting reason to pick up the class again with exciting new ranger magic but as far as I can tell, the class has actually lost what semblance of a spark it had in previous iterations of the game. Rangers were rarely picked and I guess they'll still just be rarely picked in the future but I'm sad this edition of ranger wasn't seen as more of a creative opportunity.
Who wrote this, did an intern just ask for a remix of tasha in chat gpt or what
I used translator to fix cause I'm not sure about my English(which is not my mother tongue). So to speak, you're right in some way.
So, first of all, there are some changes I like here, but overall, i still feel like there is a lot lacking in what people would want for a ranger. I love abilities like rover, and the extra love shown to hunter's mark, but some features just seem as useless as ever, or redundant, and needed something extra to push the ranger out of the "why would i play a ranger when i could just play a rogue" pit. level 20 is a garbage feature, like seriously, people are casting Wish at this level, and this ability gives them an average of +2 damage on each hit with their hunters mark. Barbarians get this at level 1, and resistances on top of it. It at the very least should have increased hunter's mark damage to like 4d6 instead of the 1. IDK, that feature is just an absolute flop. I also kind of wish rangers could dash and hide as a bonus action, and hiding at level 14 granted them the invisible condition. Monks can dash, disengage, and dodge. Rogues can dash, disengage and hide, and I feel ranger should have been able to dash and hide at least, or something else to add to the skulker/hunter style. There are some improvements here like I noted, but I don't think there is enough here to actually give them a powerful stand alone identity and mechanic relevance of other classes. Also, watching the YouTube videos on the DND channel, they talk a lot about the "community feedback" they have received, but most of what I have seen for the ranger is just complaints, or at least disappointment, yet again, and so it makes me wonder if the developers and designers are really listening. The ranger just needs more, and deserves to stand on par with the other classes.
Additionally, while the buffs to hunter's mark with the features are nice, a core feature of a class should not require concentration. Especially if it's only 1d6 bonus damage.
This is ******* garbage
They had a great ranger with ranger revised back in 2016 but they somehow made another bad ranger? They said they stopped it because they didn't want to redesign a new class even though it was awesome, but now they are redesigning classes so they should have just went back to what worked. I'm just gonna continue using revised ranger
Now I'm debating if I should cancel my order. It's not like I'm going to find enough people to play lol
Ranger in peace