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.
Save $60 When You Preorder the Digital & Physical Core Rulebook Bundle
The 2024 Player’s Handbook, 2024 Dungeon Master’s Guide, and 2024 Monster Manual are available for preorder in the D&D Beyond marketplace today!
When you preorder the Digital & Physical Core Rulebook Bundle, you’ll not only save $60 on your purchase but receive free shipping and unlock the following exclusive digital bonuses: the Dragons of D&D digital art book; the D&D Beyond Gold digital dice set; and the 50th anniversary Gold Dragon mini releasing with the closed beta of the upcoming 3D VTT.
Class Feature |
Level |
What's New |
---|---|---|
1 |
|
|
1 |
|
|
1 |
|
|
1 |
|
|
2 |
|
|
2 |
|
|
3 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
10 |
|
|
Hide in Plain Sight |
10 |
|
13 |
|
|
14 |
|
|
17 |
|
|
18 |
|
|
19 |
|
|
20 |
|
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.
My disappointment is immeasurable and my day is ruined. I’d happily just kill off Hunter’s Mark entirely if this is what it does to the class. So many features devoted to a 1st level, concentration spell that’s outclassed entirely by level 5. The best improvement, getting advantage, doesn’t come until level 17, when we can use Guardian of Nature starting at level 13 to always have advantage.
And that’s disregarding the Gloomstalker changes. The original version was too powerful, but the idea of its damage feature being limited uses is not good imo. What happened in development?
I thought, maybe, I was having bad day - I watched the Ranger video and was kind of mah. Then I read some of the other comments in the article and now I'm kindah like, well at least it's not just me.
Is it because we now see this class as merely a caster of one spell: Hunter's Mark?
Think of 4e and Hunter's Quarry and Prime Shot (in fact, the Ranger's entire power set). How they were pitched as "skills" that made the class stand out/distinct from others, and not someone who merely casts the one same spell (over and over again).
What this class needs is for Liam Neeson to don some Lincoln green, confront the villains and explain "what I do have, are a very particular set of skills. Skills I have acquire over a very long career. Skills that make me a nightmare for people like you... I will look for you, I will find you..."
Big yikes.
It's an improvement, but when you consider how many buffs and improvements the other classes are getting, the 2024 Ranger so far is underwhelming.
I might have to house-rule in my games that somewhere in the level 4-8 range, the Hunter's Mark spell no longer needs to be concentrated on by the Ranger. Then at 13th level, either increase the damage to 1d8 or allow the Ranger to change the damage type.
On the other hand, the Hunter subclass probably should get concentration-less Hunter's Mark right away when they get the subclass.
Do you think some of the issues here are because, perhaps one of the most iconic, well known rangers in all literature is (arguably) some bloke called, um, Aaragon and he - not to put too fine a point on it - didn't cast spells? He survived the wilderness, not because he could cast spells, but because of his skills, his knowledge, his expertise?
He probably foraged mushrooms, berries, or grubs or something to eat rather than say cast a spell to produce food?
From a game construction point of view, it's probably easier to say Hunter Mark is a spell rather than a feat, or a talent, or some other class ability, but is that what's making a lot of these reviews sound negative?
"In response to complaints about the Ranger level 20 feature... we are changing the feature."
"Hunter's Mark at level 20 will use a d8 instead of a d10."
Lando V Vader vibes
This is probably bait but they do have 4 Subclasses and they are all pretty interesting. If you are down on the Champion then that's probably not a class meant for you but it has merits and some people like that type of subclass.
There's no way to know for sure without seeing the spell changes whether this is good or not. At this stage, it looks pretty bad. But if Hunter Mark damage now increases (say, for example, that it gains 1d6 damage per level above level 1), then that level 20 feature suddenly looks solid, if a little dull. 1d6 to 1d10 sucks. 5d6 to 5d10 is pretty solid. I also suddenly care about not losing concentration from damage (because whilst I can recast it, I won't be able to dial so at the same level)
Similarly, if there are a bunch of non concentration damage spells (magic arrow types perhaps) on the Ranger spell list that will also help the class overall feel decent.
Theres a lot in the new Ranger that is quite nice. The expertises, the mobility, the weapon mastery stuff that all martials get. The potential for perception and stealth expertise on a class with much faster movement that also wants high dexterity and wisdom already means a Ranger will be a parties premiere scout, as they should be. The ability to turn invisible as a bonus action further solidifies their dominance in this role.
What isn't here is any damage of any note at all and there's an overreliance on what as far as we know is a fairly weak spell. The spell changes could fix that. Or they could not. We'll see I guess.
Making the entire class around a 1st level spell that isn't even good is completly idiotic!
The entire base Ranger Class feels like minor buffs to the Hunter subclass instead of anything close to what is expected from a ranger.
I mean, this is worse than the old one and the old one was really bad already. I feel like they read the controversy about making the entirety of the Druids around wildshape and decided to shove the idea into ranger, where they found an even worse 'feature' to make the class around. Really baffling behaviour.
I am going to be fair and not hyperbolic. Here is the breakdown.
Pro:
Con:
Uncertain:
By the time of Tasha, Rangers had a lot that made them work. The things they needed to be good were there and it felt well and fully baked. We needed to keep this trend going. In the playtest, they clearly needed one more pass but then declared they knew what was going to work and so another pass was not needed. Considering the other classes as competition (like the more refined Warlock and more versatile then ever Paladin), this very much a weaker class. It is viable, but not attractive. I am certain that people that want to can make a Ranger that works; just it is not going to feel as capable at the table of fore filling it's job as the "team player" as I think it should. I believe that this is going to be a drag on acceptance over all.
Making Rangers be a prepared Caster was a good move, since flexablity in casting was one of Ranger's major weaknesses. But I have to ask the obvious, why the heck does Hunter's mark only increase in damage once at level 20? Would an increase in dice size to a d8 at something like level 11 or 15 be too powerful? Also if Hunter's mark is meant to be the Ranger's answer to Smite, can a ranger not use it while they attempt to use another of their Ranger spells? Unless a whole lot of Ranger spells are now no longer concentration, it feels like a needless restriction for the class.
Also why not add an ability to allow Ranger's to change the damage type of their Hunter's Mark? It might sound crazy, but allowing the Class based off Hunting, to be able to more easily change their sort of damage they wish to use on whatever target they are fighting is thematic.
This might be my hot/shit take of the day... but with how this ranger was handled, you can now just be a ranger by playing whatever martial you want as long as you have expertise in survival and have Hunter's mark.
I mean, you can't use spells or LoH when you Smite on Paladin. Though, on Warlock... that's a different story.
#EldritchSmiteSuperiority
#EldritchSmiteMasterSmite
Though last playtest did also feature concentration on some of the Smites too, but those weren't 1st level spells, so Ranger is absolutely being shafted.
I think, if that's the case, then this backlash is fully on them. They need to be far clearer in their wording on what is UNCHANGED, what is REVISED, and what is NEW. The capstone alone should have been clearly spoken about clearly, because as it stands it seems to be the most lackluster feature presented among any class and any version of the classes.
And I will further point out, as many here have, that even if Foe Slayer has been added onto and not replaced, as you have suggested, it is still worse than 2014 Ranger by virtue of being irrevocably intertwined with Hunter's Mark. Ranger's have a slew of concentration reliant spells that are better than Hunter's Mark, but which are now being disincentivized because of how many class features only function on the condition that Hunter's Mark is active. Swift Quiver is incredible, 4 attacks per turn and you'll be doing them at range at that. But now? I could use Swift Quiver, but now a bunch of core features for my character are going to be turned off!
So you can choose to use spells that are good but no better than any full-caster can do, but lose features, OR you can be an underpowered Hunter's Mark machine
In my opinion the new Ranger is actually significantly worse than any 2014 Ranger using the optional features from Tasha's. I've been happy with the other classes so far, but this puts me, as a DM, in the very awkward position of allowing 5.5e content EXCEPT the new Ranger which I will have to warn and dissuade players new to dnd from taking.
Jesus ******* H Christ you still dont know what is wrong with the Ranger in 2014, do you? What is the point of UA if you dont read the playtesters feedback? How do you still not understand that making HM with concentration the focus feature makes the Ranger dogshit. At least have HM no longer require concentration at level 5. And additional d6 to damafe IS NOT game breaking at that level.
It really feels like Crawford wants to always take a shit on the Ranger because of gis larfe ******* hardon for Wizards.
WOTC you failed this class when its way to late to even try to fix it. cant wait to see the patch job the give it in tashas 2.0
You REALLY like us to have Hunter's Mark huh? At level 17 getting advantage on attacks +1d6 force damage is not impressive at all. At that level I'd probably be concentrating on something else.
I don't see why is it so difficult to make it scale in a meaningful way past level 5. If you want me to use the free castings as my primary damage source and class identity feature... then make Rangers incredibly adept with the spell. Let us ignore the bonus action requirement at higher levels, perhaps only rangers get an increase on the damage dice (without waiting until level 20) or even better: remove concentration at certain point!
At this point people don't care about this feature, but you keep pushing it on us. Then we wanna give it a try but that concentration requirement keeps appearing like it could break the game or something. If it does, then bump it up on further levels making it worthwhile to play a single class from 1st level to 20th.
Ah yes, Barbarians gets a boost to Strength and Constitution, Monks (according to latest UA) gets a boost to Wisdom and Dexterity... But Rangers get... an increased die.
What a joke. Was honestly hoping that they get to add their WIS to attack and damage rolls. This definitely makes me not want to use a 2024 Ranger. I'll just go on with the homebrew I made.
The comment on Primeval/Primal Awareness feels like a slap in the face to the Ranger. Yes, using the Expertise that we Already Had for Perception definitely makes up for losing all those free spells and free uses, something that saved Ranger spell slots far more than this Ranger's Favored Foe ever will. Jeez.
Wow you outdid yourselves this time, you somehow managed to make the ranger capstone worse than in 2014