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 half of my features as a 2024 Ranger require Hunter’s Mark. Why am I ever going to cast Swift Quiver? Or Lightning Arrow? Or Zephyr Strike? Or any other combat spell that requires concentration, which is most of the Ranger’s combat spells.
FYI Favored Enemy provides more than just getting Hunter’s Mark for free, a spell I can just pick up anyways. I’d rather have my stupid amount of learned languages and advantage on information gathering, and rather have my capstone tied to that than a concentration spell, if it has to be tied to anything.
There’s more I could say but I’d be here all day. I’m not buying this book.
It's brand new to the 2014 PHB, and the rules are very much backwards compatible, in fact they couldn't be more so without staying exactly the same.
Hey the 2024 Paladin's got 1 casting of a first level spell for levels 2-20, think of all the spells slots you can save casting Hunters Mark at 1st level till 20 (lol).
Both the initial Ranger and Paladin playtest material feedback scored very high, and then they made an assortment of changes to both (that were panned).
They didn't even say anything about the Paladin's last feedback score beyond the changw to Lay on Hands having a 92% satisfaction rating (lol) before sending Bard, Ranger and Paladin off to the 2024 PHB.
They really needed to make Hunter's Mark a class skill that DOES NOT REQUIRE CONCENTRATION. Nerfs to Gloom Stalker, with no major buffs elsewhere, make this class worse. Total misfire by WotC.
Hunter's Mark should have been castable as a reaction when you hit with a weapon attack. That would have at least freed up your bonus action for your beast companion or other uses.
They've had a decade to fix this class and still are messing it up.
Without having access to the Hunters Mark spell it's impossible to evaluate whether this is good or not. If the spell is the same as 2014 PHB this is awful. If it is like the playtest then it's possibly vialbe. If they added something like cast it for one minute with no concentration or upcast it to remove concentration, then this is great. Given how reliable they have made Ranger on one spell, they should be publishing that spell in this article.
They've made it abundantly clear they want exactly zero nova potential from any classes that aren't full casters.
I'm really enjoying everything they've bullet pointed here about ranger. I'm excited about the new PHB to see what else is in store.
So I agree with a lot of the complaints others are having about just taking a lot of ideas from Tasha's. However the one complaint I don't think should be taken just yet is the concentration being added back to Hunters Mark after UA. We haven't seen the revised spell list for Ranger yet and I think a better fix for a lot of it's problems would be removing concentration from Non-Hunters Mark spells. Zephyr Strike, Lightning Arrow, Flame Arrows all these spells should easily have their concentration removed where Hunters Mark should stay. Hopefully WotC made these adjustments but who knows.
Also the heck is that level 20 ability, it's terrible!
Le han robado al ranger muchos de sus medios no mágicos de interacción con el mundo, le dan expertise pero le quitan la opción de ocultarse a simple vista. También le putean los escalados de las habilidades de Tasha pasándolos de escalar por competencia a escalar con sabiduría a un semicaster cuyas subidas de características necesitan ir principalmente a las características físicas. También te quitan Natural Explorer bajo el pretexto de que uses los conjuros para explorar, pero con las mismas te quitan los conjuros extras de Primeval Awareness. Tengo más quejas, pero con esto por ahora está.
Is this a poorly timed April fools joke?
Jesus at least make the capstone bring it to a d12 so it's slightly less awful.
That’s actually a lot weaker than 2014 Hunter’s Mark. Instead of using a lvl 1 spell for potentially 3d6 or more if you build right, and with the worst build 2d6 during your turn, you only get 1d6 unless you upcast. As a Ranger main I have better things to do with my higher level spell slots
When I compare this class to it's supposed equal, the paladin. I am left baffled at how much worse this class is. Even with the powering down of divine smite, which I am on board with, this class Is sooooooo much worse than paladin. All of their new features compared to just paladin's 'Improved Divine Smite' feature is embarrassing. They have limited uses, need to concentrate on the spell, need to use their bonus action on the spell, do worse damage, and do a worse damage type. I was following the playtest the whole time and have no clue how this is the version we ended on. The concentration-less Hunter's Mark got 80%+ approval right? Why didn't that make it into the final version? Unless the pain points of this class are addressed I don't see myself ever playing the ranger again.
ok sure port over tashas and xanathar's stuff
but then why nerf them or not make them more powerful on the notoriously weakest class!?
with the monk buffs of the last playtest were now back to rangers being the weakest class like nothing changed
why do wizards not seem to understand nature classes, the druid wasn't good either
its like the preview video is talking about a completely different version of the class in terms of hype
sad.
Once, just once, I'd like y'all to understand that these previews are explicitly teasers discussing changes, and even in this preview they explicitly noted which changes were revisions. Dread ambusher explicitly got changed. Foe slayer was not. For all we know, you still have the WIS mod thing on top of the hunters mark...
The level 20 feature is a bit off the mark, pun intended. Not that the previous one was much better, but neither of them feel like a worthy capstone feature.
Compare that to the Barbarian, the Paladin, the Wizard... any other class really. Not gonna talk about Hunter's Mark, others do that already, but as someone who wants to get end-game content, that level 20 does not make me want to play a Ranger.
Wow, okay I'm not really sure about these changes. These seems potentially worse than what was done to Paladin, and at least that one was maybe overturned as a whole pre-2024 while Ranger was on the weaker side unless multiclassed.
First things first, building around Hunter's Mark is a terrible idea if Crossbow Expert still exists to grant an extra attack with a Hand Crossbow with a BA. Damage now is way more important in D&D than damage later, and you have a lot better spells to spend your concentration on than Hunter's Mark, especially if Multiclassed which most Rangers are as to avoid Ranger's higher tier weakness.
Second, why on Oerth are we changing Tireless and Nature's Veil uses from Proficiency Bonus to the Wisdom Modifier? Unlike Paladins who you could reasonably prioritize either Strength or Charisma, Rangers are almost always locked around Dexterity unless you go melee with Shillelagh. This means that most Rangers usually leave Wisdom at a 14 or maybe 16 even at level 20 since feats are more effective than ASI. This is effectively nerfing the entire class at the levels that you're anyways multi-classing out of it. That's backwards beyond belief.
Thirdly, granting Nature's Veil at 14th level is another nerf, especially replacing Vanish. This is just making a weak class weaker with no compensation. You don't even get Hunter's Mark scaling to d8 like you did with Favored Foe.
Fourthly, Gloom Stalker seems to be dead. Dread Ambusher adding extra damage would've been relatively fine for balance reasons, but making it limited to a certain amount per day is just... why?
What the is the thought process here? At least Paladin was maybe overturned and its nerfs only made it really clunky, but Ranger was weak and you net-killed the class at higher tiers?
The only thing changed here, is that you might not multiclass it with Assassin anymore for huge nova damage.
WTH is this? Hunter's Mark is still awful, and so is the Capstone. HOW?! The devs knew Rangers has been historically substandard, and yet this is the update?! Ridiculous. Sucks to rely on homebrew for yet another edition