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.
'Adaptative' like the ones you can choose between difrerent options it has between rests, like if you could use Nature Explorer and be able of choosing your favored terrain after a long rest. Instead, the feature was stuck with a 'situational' feature where you choose a favored terrain once and cannot changed, making it fixed for the campsign and if you arent on that terrain, you basically dont have a feature (just like the 2024 ranger if you dont like to use Hunter'sMark, it means you lose 5 of 11 features that are based on such spell
Funny thing: they DO put more adaptative features on the 2024 classes, since now they have the options to change specifics during a long rest. The Hunter subclass itself have such thing where it can choose between colossus slayer or horde breaker, between Escape the Horde or Multiattack Defense, and can choose between those after a long/short rest, so the character becomes 'adaptative' (it can adapt itself to the situation) instead of situational (like a ranger 2014 where your favored enemy is orcs and favored terrain is caves and then you only have benefits whilenfighting orcs on caves)
It could have the 2014 features to make it more Ranger-ish if they transformed the 2014 features into adaptative-ones
Thank you. I don't t think the idea or concept of Favored Terrain works in an adaptive setting, at least not to change it after a long rest. Possibly when you gain a level. My idea right now is for Rangers to gain additional terrain types more often than in 2014 and for it to offer more direct benefits that come into play more often. Advantage on initiative, for example, while in your favored terrain. Things of that nature.
You could try something like this where the terrain is impactful to your character but not dependent on the campaign setting:
https://homebrewery.naturalcrit.com/share/VfqAAWvBOhmL
I saw someone comment these new changes made Rangers more appealing to Rogue players and wondered 'what about Ranger ever didn't'?
I'll preface this that I am a 2nd/3rd/5th edition Thief/Rogue player who loves skills - and ever since 2nd edition Ranger has always been my preference when playing a combat-focused character.
1e Ranger (before my time) had bonuses to hit 'giant class' humanoids, druidic spells, smaller hit dice than fighters, had to be good like paladins or become weaker fighters and had the ability to track.
2e Rangers had thief skills and the tracking proficiency
3e Rangers got 4 skill points a level, and a very nice dual wield/ranged choice for combat. Evasion when others were getting Improved Evasion etc
Overall I have to presume that anyone saying 'the modern Ranger appeals to Rogue players' has only played 4th edition previously, and that 4th edition 100% changed how Rangers worked versus every other edition previously.
I am about to begin playing a 2024 Ranger using my favourite subclass - Beastmaster - and I am definitely looking forward to the power creep of it!
Dual Wielding a Club and Dagger, I intend to use Shilelagh on the club so that I only need to focus on Wisdom for combat (Druidic Warrior, since my beast will always use my offhand attack) meaning with point buy Wis of 17 I get to do 3d8+13 damage a turn (1d8+3 force from the club, 1d8+5 per beast strike using my offhand, and bonus action, since Beast attacks add 2 points to a spell strike) On top of this, I get expertise so I can have a strong Investigation (or if I wanted any skill outside my ability modifier). (point buy wis 17 btw to allow war caster at 4th so I can shilelagh with both hands full, or to heal someone without sheathing a weapon).
I personally am thankful that they changed Ranger bonuses from qualities to quantities in a lot of ways (speed boost, expertise, hunter's mark per day etc), but can get behind the fact our capstone is just nonsense. Overall, however, I am definitely pleased Ranger got boosted in terms of skill use, like the previous editions.
How a Ranger does not get any shelter style spells or ability is beyond me. They live in the wild....but always get wet when it rains? One of the biggest misses by WotC ever. Should have access to Tiny Hut, Secure Shelter and Magic Mansion, but being a Ranger the interior is more like a canvass tent or bush humpy in appearance at Tiny Hut and closer to a hunters lodge at Mansion level.
Under the 5e rules, I built a gloom stalker ranger that I love playing. I used the customization rules to create a character that matched what was in my imagination. In fact, rules actually fueled my imagination as I realized the possibilities. I created a custom background to get the skill and tool proficiencies that fit my character's backstory. I used Tasha's optional rules to further shape my character to match his backstory. I chose I feel and traded my DM two ASI points for Crossbow Expert at level 1. And I wrote up multi-page backstory describing my characters with childhood and his family, which in turn field my DMs imagination. She is incorporating my story and family into our campaign.
It's not possible to build my character in the 2024 rules. In fact, nobody at my table wants to update to the new rules because it would kill my character.
What reason could I possibly come up with to spend money on an new rulebook that would make it impossible for me to build the character I love playing? That would make it impossible to even continue playing the character I love playing?
Honestly, I think you took what was an amazing game in 5e and crushed the fun out of it.
Your article claims that the 2024 ranger has "greater martial prowess". That's a lie. The 2024 ranger can't match the dpr of the 2014 ranger, even if kept an single class. Either you guys didn't bother to do the math or you're just flat out lying.
Honestly the damage out but if the 2024 ranger is so bad there's no reason to play it. Or if you do, don't take more than 5 levels.
i mean, that's the whole POINT of the RANGER: they ADAPT to the environment, so yeah, they may not be full terrain, but the ponit it can be that after a few time they can adapt to that terrain, and not waiting until level up, because imagine that each "arc" or "season of the campaign is in a different location, the ranger and the aprty arrive to the swamp, the ranger DONT have the favorite terrain yet, so according with your idea, he can choose it after leveling up, jsut like the 2014 ranger on certain levels, but if is a Milestone campaign, they will level up AFTER they finish the Swamp section of the campaign, meaning it will be mostly useless for the ranger tehn because the moment they finish the area, means they LEAVE that area, so now you have fav terrain in the swamp and... 3minutes in real life later, are out of the swamp and entering the desert... on which you dont have favorite terrain yet and start all over...
If instead you have a "time" or "ritual" in which the class can just adapt to the terrain, you can become useful and have that natural explroer working just fine in less than a day in-game, just like aragorn did in LotR when pusuing the urukhai in rohan and adapted quickly and then in the dark woods and adapted again very quick to the new terrain
The idea being that the Natural explorer is ALWAYS useful and you can make it that after a single short rest is active or jsut after a single hour of traveling in that terrain it activates and remains active, demostrating the ranger's features of adapt and survive in the wilds, making it a signature feature and not just saying that "it has great survival skills" and then throwing at him an Expertise, which the rogue also gets 2 at level1 so nothing special there for the ranger....
Because that SHOULD be the actual features of the class: adapt, guide and track, not just... 1d6 damage with concentration and an expertise