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 rangers, which were generally one of the least well developed classes in terms of how poorly they scaled have just gotten worse.
Great, that alone convinces me that the writing team had no idea what they were doing. Oh well, there's always other game systems out there.
Leaving aside hunter's mark which has been well discussed at this point, Tasha's replaced Natural Explorer with all 3 of Canny, Deft and Tireless. That was a great change and helped Ranger quite a bit given the type of games most people play not taking advantage of Natural Explorer.
I understand removing Primeval Awareness, but Primal Awareness with 5 free spells 1x/day was, if not great, at least reinforcing of the theme of a ranger. It got replaced with nothing.
I think Land's stride was very underutilized, but replacing it with just two skills getting expertise is a bit bland (although expertise is great)
Removing Vanish in favor of Nature's Veil, when Nature's Veil was already replacing Hide in Plain Sight is a bad choice (regardless of positioning it as getting Tireless instead). Vanish actually fit the ranger's theme very well, wasn't hugely powerful, and its removal just underscores the lack of identity given to the ranger beyond "hunter's mark guy"
I'm seriously concerned about the lack of Natural Explorer in Rangers; the past several campaigns I've been party to would have been awful without the inability to get lost (the dice do tell a story), and without our Rangers perception checks (which will now be at disadvantage, while he's navigating). Also, moving through a swamp or tundra at constant half-pace is grueling. Several of the aforementioned Rangers also made excellent use of Natural Explorer's full-speed stealth, and foraging bonuses, and tracking bonuses. I understand that a party isn't always in the Ranger's favored terrain, but by level 6 it was half of the game.
Maybe it's just that our party tended to be more wary of combat, but we rarely had more than one combat encounter every 2 or 3 sessions, and a lack of Primeval Awareness + Natural Explorer's tracking would have really made our Rangers worse at hunting, tracking, scouting, guiding... being Rangers. Maybe Wild Cunning will make it's way out of UA to help fix some of this?
These changes are terrible, and I guess going to force a discussion at the table of what Legacy/Homebrew content will be used instead. Thanks.
Garbage high level class feature.
13th - Renteless Hunter sucks. You have so many concentration spell options at this point. Why bother to concentrate at a 1st level Hunter's mark. Maybe for the new Hunter and Beast master, but for the other subclasses? Why?
17th - Precise Hunter - advantage? again? Whith vex weapon master property at 1st level you get advantage at almost all attacks. Have so many ways to get advantage nows days that this class feature sucks to.
20th - Foe Slayer - 1d10? Seriously? 1d10... 2 extra damage avarage per attack? Definitily sucks.
There's no incentive to keep as a ranger after 9th or 11th. At 9th you get all expertises and 3rd spell levels. If you want go long, you can go at 11th level and get yout third subclass feature. After that, just go multiclass.
Please give the ranger more love. Definitely is an improvement in comparison with the 2014 version. But still sucsk. Below I give some ideas to the 13th, 17th and 20th class features.
13th - Renteless Hunter - Hunter's Mark is now concentration free for rangers. These class feature will make rangers cast Hunter's Mark at this levels... on any subclass.
17th - Precise Hunter - You can score a critical hit on a 19 or 20 on an attack roll aggainst creatures at your hunter's mark. There is so many ways to get advantage... hunter's mark give you advantage at this level make nothing.
20th - Foe Slayer - 2d6 extra damage whit hunter's mark.
I'm looking forward to the revised ranger for One dnd.
This is the biggest **** up that you guys have made so far. This feels like shit to play, on top, we begged for anything other than this.
WHO IS EXCITED FOR A 2 DAMAGE INCREASE AT LEVEL ******* 20?!
There is now, but they slip in a few blog posts down from the Ranger.
That still wouldn't be good. That feature is garbage, before it was still bad but now it plummeted down to hell this shit is that bad
Yes, to this
Hunter's Mark, the class.
What happened to favorite enemies or primal awareness or Land's stride? Did they seriously took away 3 features that makes a ranger feel like a ranger and just gave then underpowered hunter's Mark?
And even if the favorite terrain feature was underwhelming, at least it can help the party. Now the ranger can't even do that!
It's just 2014 ranger with Tasha's, but worse. And that hunter's Mark boost has a gap of 12 levels, basically your hunter's Mark does not improve until perhaps the last session of the campaign. And when you're level 20, while the Wizard can cast wish to alter reality, you can do a maximum of 8 dmg more a round. (2 attacks).
How is it possible to make the Ranger even worse?
I'm excited for bonus damage at any level.
What i don't understand is why people are complaining when the full spell list for everyone isn't even out yet. they may have changed some ranger spells to no longer be concentration. personally i'm going to wait till i have the new book in hand and actually see all the changes before i start to gripe.
So WotC decided to copy-paste Tasha's Ranger, but make it weaker by stripping features away? The spellcasting feature upgrades were sorely needed, but the Hunter's Mark buffs need to be way earlier level. You're telling me that a ranger with 1d6 HM until 20th level is supposed to keep up with paladin who has the divine smite spell, or battle master fighter with only trip attack? That math doesn't add up. I appreciate the focus on exploration and utility, but then don't try to sell us on HM being the end-all-be-all for this class. No one should play this new ranger beyond level 12.
so we took all the features that make the ranger class a ranger and just removed them ? not even replacing them with anything ? ranger was already pretty sub par, cant imagine trying to play one now....
So. They took the worst feature from the worst class and doubled down on it. By making the class even more reliant on Hunter’s Mark, which eats a bonus action AND concentration, this class is even worse than the 2014 version. Every time I’ve ever played Ranger in the past decade, and enjoyed it, I have not taken Hunter’s Mark because I never use it. Now its just going to sit there in the spell list and I can’t even take it off. And its now completely worthless to level to 20. Getting an extra 0 to 4 damage out of a spell no one will even use when they play? Ha!
As a DM, I would probably rule that Hunter’s Mark isnt a spell, its a class feature. It doesnt take a bonus action to use and doesn’t require concentration. Money says that my players will still forget to even use it half the time.
There is a LOT of anger in these comments. I think the part that made me the most angry is calling it "a new class". If they just called it "Tasha's with some tweaks", I would be a lot more accepting of it and less disappointed.
I'd say that this is trash, but at least trash can be recycled. This is literally unsalvageable, you might as well scrap the entire class and start over again.
I don't get it, the surveys for the Ranger, Warlock, and Monk should have all been clear indicators that taking this kind of approach with the Ranger was completely opposite to what the community wanted, so why double down on it? Abandoning the exploration aspect, and focusing even harder on making Hunter's Mark the combat identity of the class (without even trying to fix the issues with it) is a slap in the face of everyone who participated in the Ranger playtest.
You know this is just worse than the Tasha's one right? How is it possible to mess up a class this bad?
It's actually worse than Tasha's in many regards :)