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.
and some will say "nobody makes you use HM", yeah, well, without HM then 75% of the class is lost, because most of the class features are HM-based...
And something worst? Sub-classes dont have psinergy with the main class, because instead of psinergizing the HM into the subclasses like the bard or the rogue did with their main features being used with subclass features (bardic inspiriration and sneak attack), the ranger have the opposite: the subclass features mostly all use the bonus action and dont have anything to do with HM, making them compite one against the other. You will need to choose if use HM or command your beast as a beast master, cant use both.
And the new feature for the goomstalker is abdly written: creatures are afraid of you... the Frighten condition specifies that they need to see the cause of the fear... on a subclass based on not being seeing... so to use the new feature, you need to NOT use all the other features... they could have added a new specified rule that make that "creatures frightened by that feature are affected by the condition as long as the gloom stalker have them on line of sight" so it would be like Batman, scarying the mobs while they DONT see him, but in RAW, a creature cannot be frightened if it cant see the source of the fear
cant wait for the new ranger rework to the new 2024 ranger
This genuinely feels like a nerf in some ways. Ranger was in a bad state, and it'll feel worse compared to the improved state of some other classes like cleric, which got nothing but buffs
So wizards made the weakest class even weaker than tashas?
Interesting choice
The simple fix for the ranger is to not have hunters mark tied to concentration.
Well, this looks like by far the worst thing I have seen thus far from the 2024 rules. In response to chronic complaints about rangers being underpowered, they…. took away all their awareness of nature, their ability to find their way through wilderness, and ability to know more about certain enemies and be better at tracking them than anyone else? Like, literally the entire point of the class is now gone? And in exchange we get… a few more spells and a bit more use of Hunter’s Mark? Seriously?
I really hope I am misunderstanding this and that the new book did not just destroy rangers that thoroughly.
Honestly, the revised ranger from Unearthed Arcana, however many years ago it was now, was substantially better than this. Why couldn’t they have just gone with that?
The only way I can see to fix this is to make Hunter's Mark just not take Concentration - it drops only if you get Incapacitated or die or time runs out. At level 13, you just always have it up and merely need retarget it. Otherwise, literally every other Concentration spell is worthless - especially summons, which are already painfully fragile - because half your class features don't work.
I just got around to looking at the new ranger and holy s*** this class got worse. If takes away all the flavor of ranger while simultaneously making it almost solely reliant on a concentration spell to do even decent damage. Gloom stalker losing it’s first round attack was the best part of that class, and instead the dread strikes are tied to the wisdom modifier, so really you’re reducing the damage output the GS had per combat. The 5e errata had the right fixes already along with Tasha’s and instead we got a soulless debuff. At level 20 it’s a max 4 damage output per hit… oooooooh how great. Meanwhile Cleric gets the Wish spell at level 20. What garbage.
Gonna be honest you might as well have just scrapped ranger from the whole DND IP. Its clearly the most hated from WotC. In all of these updates it seems they favored their already stupidly powerful classes from 2014. Ranger was barely worth it in 2014 and now its worse. The whole draw to rangers was the terrain, consistant att hits (with low damage if not multiclassed), and animal companions. But all of that sucks even worse than before. Okay we got a small boost to damage but it doesnt make up for the rest. Even multiclassing isnt viable with some of the high level options you get with alot of the classes. So we are heavily pushed into single classing and if you dont choose the WotC favorites your penalized for it. I loved most 2014 classes and played all but two of them. If i ever play dnd again it definitely wont be with 2024 classes. Yall dropped the ball hard again and i was looking forward to these supposed improvements over the last two years.
That is pretty much exact thinking. Essentially, I feel the Ranger is now a watered-down fighter with weak spells and Hunter's Mark.
Here's an easy solution to fix this problem. Keep everything they have just add these.
Hunter's Mark damage scales like the monk strike damage. At level 6 ,11, 17
Add to Level 9 - Augment mark - Spend half your free uses of Hunter's mark rounded down to not concentrate on the spell. The spell duration only last one minute.
Replace with this - At level 13 you have advantage on Con save for mataning concentration on spells.
Replace - Level 20 Supreme foe slayer
You critical in a 19 or 20.
You can add your wisdom modifier to attack and damage to creatures affected by your Hunter's mark spell. Affected creatures all take an extra die of damage every turn they are not healed while Affected by Hunter's mark.
Hunter subclass - level 11Primary evil awareness
Spend all your free uses of Hunter's mark to mark a number of creatures equal to you wisdom modifier. The spell duration last for one minute.
Natural augmentation - After using Hunter's Lore. You can change the damage type of your hunter's mark damage. Acid, cold, fire, lightning, thunder, radiant, nocratic, psychic. As long as that creature is marked by your hunter's mark.
Ranger spells (outside ranger exclusives) are not weak they are just late.
The problem isnt the damage or not even the concentration, the problem with this ranger 2024 is that ISNT a RANGER, is a HUNTER
taking away Hunters mark, tell me something "unique" the ranger can do that the rogue or the bard cant do... exactly, nothing
They say the ranger is a good tracker and explorer, but there is absolutetly NOTHING in the ranger that back up that. They gave it expertise, yes, but so have the rogue and the bard precisely, which by the way, are part of the "experts" class with the ranger and artificer, which is kinda their work: they are experts on "something" that the player decides to do, but the 2024 ranger isnt an expert anymore, he is just a plain HUNTER, you cannot focus on anything else than that
The 2014 ranger had the solutions to this with Natural Explorer+Deft Explorer and Favored Enemy (from phb, not the tasha's one)+Primeval Awareness+Hunter's Mark, but they removed those completely arguing that "nobody use them", well, of course nobody use them, those get a flaw in the design since were too much situational, and instead of fixing the only Flavor Ranger-ish features, they remove them and gave it... 1d6 damage... with concentration... and 5 features of 11 focusing on such so-so spell, because the RANGER, the class focused on the EXPLORATION pillar of DnD, needed damage instead of exploraton features, right?
This is like the airplane improvement tale in WW2, were airplanes arrived at airport damaged and the engineers decided to improve the damaged parts because such airplanes came back, but a better engineer said: "no, we need to improve the non-damaged parts, because THESE airplanes came back, the others dont, so these ones show up damaged parts that arent really important, the others probably get hit on the other parts and then didnt came back"
So for that example: the people use a lot Hunters mark in the 2014 ranger and use less the Favored Enemy and used the deft explorer and less the natural explorer, so WotC is the 1st engineers, deciding that then they should just use Hunters Mark and focus the Ranger into that since people use it so often, instead of following the 2nd engineer mindset of FIXING the actual problem and made the other features less situational so the ranger can be a RANGER and have "unique" ranger-ish features that helps THE PARTY in the exploration pillar, like a true ranger
This is exactly what I've been trying to say. I just called them Fighter Light. Lots of classes can get expertise in Survival. Really, what's the point in taking a ranger now?
That only fixes a single issue with the new Ranger. There are other, and far worse ones. IMHO, all the things that made a Ranger a Ranger, are pretty much gone.