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 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 excited to share more of what you can expect from the 2024 core rulebooks, so stay tuned for additional guides previewing the 2024 Player's Handbook, which is releasing September 17!
Ready to see what's next for D&D? The 2024 Player’s Handbook, 2024 Dungeon Master’s Guide, and 2024 Monster Manual are all available for preorder on the D&D Beyond marketplace. Plus, you can save $60 and get exclusive digital bonuses when you preorder the Digital & Physical Core Rulebook Bundle!
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 the only option is to use Hunters Mark... how boring
maybe they just want to sell a new book in a couple of years where they edit the ranger and add new subclasses
So... when are they releasing the supplement that fixes the ranger again?
Probably late 2025 or 2026 if we are being optimistic as they still have to Get DMG and MM out and probably want a few new adventures with the new rules. Xanathar's took 3 years and Tasha's took 6 years from the launch of 5e. Hopefully an errata comes out sooner
When you all spoke of rangers traveling, why not just give them their tracking abilities? Instead of just expertise in perception. Allow them to keep Aspects of Natural Explorer, Primeval Awareness, and Land Stride? I get placing most of the flavor in subclasses, but this feels, well, like the 2014 fighter flavor wise. I know they are printed, but perhaps an errata. Unless we've given up on exploration entirely.
hunters mark the class such a bad idea
PHB 2024 brings up some interesting changes to the Beast Masters Shared Spells ability. Ensnaring Strike now has a more specific timing restriction and seems to clearly not work with Shared Spells.
However, the new Conjure Woodland Beings Spell (aka the better version of Spirit Guardians) has a range of Self with a 10ft Emanation. I'm very interested in the new rules for spell casting defines targets of an Emanation.
Will the Ranger and the Beast Companion each have their own Emanation dealing 5d8 Force Damage on a failed WIS save every time a creature enters the AOE or ends their there?
How about not focusing much on hunters mark but instead focusing on the other features that needed fixing from the 2014phb ranger?
Like: natural explorer and favored enemy are good features, just needing some small fixes, combine primeval awareness with favored enemy, make hunters mark a feature part of it and you got a good feature, spell fueled, for the ranger. Then take natural explorer and combine it with deft explorer, take it so it can change the favored terrain over time by "adapting to the lands" and again, a good flavored and useful feature, not ust a single spell that onl does the same thing over and over and increase damage but nothing else. Is like if WotC just forgot that the ranger is an utilitary class...jeez... do that and can even get rid of all of those features for the hunters mark, even can get rid of the spell itself, but no, apparently, martial and half casters have to deal with everything turning into spells, i am right, divine smite? so it can be counterspelled, of course... the say "The 2024 Ranger is versatile, skilled in exploration, utility, melee and ranged combat, and primal magic." but there is NOTHING that the ranger 2024 can do that a rogue or a bard cant do already: magic and expertise, acces to extra damage with spell and exploration, which in this case means only granting expertise, which both of those classes already have
And i think the culprit is the data analysis they did: the check what people often use on the ranger, they used hnters mark, so they think that they jsut get that spell "better", but is a wrong analysis, people uften use that spell because the rest of the normal features are bad or at least bad written, so are mostly unusables, and beyond lv5 the ranger has better spell options than hunters mark that deal mre damage and need concentration and grant better FIELD CONTROL than hunters mark, even if they said on this post that: "Dominate the Battlefield with Primal Magic" i mean, they say that, but most good ranger spells to dominate the battlefield need concentration, so if we use those, we basically dont have the features at levels lv 13, 17 and 20, and all the flavour from the ranger since level 1 is completely lost, i mean "you gain hunters mark, you deal damage", omg, so good, let me check...yeah, warlock do the same, also the rogue, and the bard and etc...
Here, a little text to show up a good mix up:
Tracking expert
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to certain creatures while you focus your instincts on it. You can use your bonus action and expend one ranger spell slot to focus your awareness on the region around you. For 1 hour you gain the following benefits as long as you maintain concentration (as if you were concentrating on a spell):
Expert Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the underdark (this one also implies cities, caves & enclosed dungeons or similar buildings environments).
While traveling in your favored terrain, you gain the following benefits::
You are also an expert at anything related to exploring new places:
You get additional features as part of this one at 6th and 10th level.
You can change your favored terrain during a period of time in which you need to stay in the new type of terrain, studying it and adapting to it, you need to keep concentration for at least 2 consecutive hours (as if you were concentrating on a spell) This concentration doesn't break concentration of the Tracking expert feature if it's still active tracking a marked creature, but you can’t start such feature if you are already concentrating on this one. You can do this adapting time as part of a short rest or a long rest.
Expert Explorer Improvement
6th level.
Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed
Choose two of your ranger skill proficiencies that hasn't already doubled its bonus. Your proficiency bonus is doubled for any ability check you make that uses the chosen skills.
Expert Explorer Improvement
10th level.
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Expert Slayer
At 20th level, you become an unparalleled hunter of your prey. Once on each of your turns, when you hit a marked creature of the Tracking expert feature, you can decide to make the hit into a critical hit for damage purposes. You can use this feature to critically hit a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This is just awful. If you're going to make it so damage doesn't break concentration at 13th level then why not simply make it concentration free? Why even give the ranger higher level concentration spells if concentrating on them means my 1st, 13th, 17th, and 20th level features no longer exist? Why give the gloomstalker the ability to frighten creatures when being frightened only works when you can see the creature you're afraid of and part of the flavor of the subclass is being hidden or invisible and the ranger's 14th level ability let's them become invisible? So to clarify, if I'm a gloomstalker, concentrating on conjure animals, and I use half of my 3rd level feature to frighten somebody, if I want to continue having my conjured animals and I want that enemy to remain frightened, one of my 1st level features, half of my 3rd level feature, and my 13th, 14th, 17th, and 20th level features are all offline and I can't access them?
I think I have a better option. I think I will simply make the Ranger a Subclass of Fighter, akin to an Eldridge Knight, but given them the Druid spell list instead and include a non concentration Hunter's Mark. That I think would do it. I wish they made Artificer as a main class, but I think this would solve the main issue that WoTC for the life of them has no interest in making a functional Class for Ranger, but having it as a subclass of Fighter could be good.
Nicely done!
Same for beats master, you control it with bonus action but meed bonus action for hunters mark, so the subclass features take away your class features
There is somebody in wotc who really hates rangers for some reason...
Or be a class and have their own flavour, the 2014 lv1 features are proof that it can have their own identity, but is obvious someone in wotc just hates the rangers, because they made the 2014 and those look good... and then they ruined by adding or not adding the right phrase... i mean, add huntersmark as a feature in favored enemy and add in the natural explorer that you can adapt the favored terrain with a few hours and now is a full functio al class with its own identity of traveling, tracking and hunting... but noo, "its too powerful", right wizard?
At this point we can confidently say they have no idea how to balance numbers in their game. Conjure minor elementals scaling to up 12d8 per attack with no limitation meanwhile hunters mark at best is 1d10 per attack using the same concentration should be proof.
They literally just outright "hate" power ups in martial and half casters, mean, jeremy said the monk cannot do the "killing punch" from kill bill (Quivering Palm) version of the 2014 anymore because "its too powerful for a level 17th character to kill a creture in one blow after it makes a saving throw or take damage.... meanwhile, at THE SAME LEVEL, the casters, specially the wizard, can take POWER WORD KILL, which allow EXACTLY THE SAME but without a saving throw and at range, just outright kill a creature if has less than 100hp, which is the maximum damage output the quivering palm can do IF they pass the save, and now does 10d12, yes, 120 max, but cost more and is just that, damage or half damage, not "killing palm" because "is too powerfull that a monk need to get in close combat range with an enemy and make it do a constitution saving throw which at this 17th level the enemies have like a +15, and if they fail then it kills them... but no, too powerfull... Meanwhile, the wizard gets power word kill and already has dissintegrate and finger of death, so it can kill you with a finger of death, become a zombie which kills again with power word kill and then dissintegrate the body so it cannot be resurrected... and it can d all 3 in the same fight... very "balanced", but hey! Rangers increase the hunters mark to 1d10! now it can compete with fireball...no, wait, that does 8d6 at level 5, and in a 20ft radius... man...
yeah, they will get an errata where hunters mark no longer deals force damage and dont have advantage in concentration, just so you get more annoyed... man, they could have make it soo much better but they choose it to just do minimum effort with a lot of hate for the class
Anyone know how to turn off notifications for specific forums or articles? Being notified every time someone is whining is getting old.
The design around late-level features to *buff* Hunter's Mark are so bizarrely placed.
If there was a sensible space to make Hunter's Mark a d10, it would have been level 17. Level 13 should have been the point Hunter's Mark applied to an attack action just to keep it rolling with Radiant Strikes, while somewhere at levels 7 - 9 it should have lost concentration for Ranger.
They way they go about Hunter's Mark here is just too sporadic and inconsistent with where a lot of other classes received their damage bumps or improved versions of their existing spells / features.
I have no idea what they could have done with Ranger 20, but there had to be something better that the d10, lol.
another viable option could have been like with the rogue:
Make so the ranger get "options" with Hunters Mark, like adding effects, AoE damage, conditions, combo attacks, etc, just like the rogue implemented "maneuvers", based on the battle master, and the monk get those thoe, man, everybody get maneuvers except the "tactical ranger", the one that is supposed to "know" how to position and attack tactifully...
imagine getting the ranger get the attack and then the HM can hit another creature if hit with a weapon with weapon amstery, or get that attacking a marked creature provokes conditions on such creature, or effects like pushing or pulling, man, make it like the warlock, which was "one trick pony" with eldritch blast but they improved so it the invocations work with all its cantrips... but no, "too powerfull", i get it, 1d6 per attack is too much for a utility class that get all its utility and flavour removed since TCE
I hate it. I hate everything about it. It looks like they're trying to make it more appealing to people that play Rogues and Bards, while forgetting people who already actually play Rangers. I don't care about getting extra damage a few times a day, I care about getting that one extra attack in the first round because it fits thematically with being a sneaky deaky - 90% of the time our group is only in one combat a day anyway, but not knowing that ahead of time will mean that so many of those bonus attacks are going to be wasted. And why focus so hard on forcing us to keep Hunter's Mark up *and* giving us more spells, if we can't *use* those extra spells if they're concentration?