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.
I'll say this: they really did capture the essence of the ranger class. We're still going to be complaining, arguing, and houseruling the ranger for another 10 years! ;)
All I'll say is that this is not the same Ranger which people gave positive feedback on in the playtest feedback.
EDIT: Oh, and something I don't think has come up is that the Playtest version of Hunter's Mark is worse.EDIT 2: Some people are saying that it was reverted back to every hit. I don't know, I have better things to do than watch a 30 minute video when I can read the same information in 2 minutes.PHB 2014:
Playtest 5:
The Playtest 5 version no longer gets that 1d6 damage on all their attacks, only on ONE of their attacks. What do you want to bet that's the part of the Playtest that they kept in?EDIT 2: Possibly they said that this was reverted back to all attacks?man, I used to be a ranger main, and this is why I stopped, we are never useful besides out of combat exploration, and even then can make an artificer be as good with a better companion for beast master as commanding it is a bonus action , better magic. this here is just doubling down on a spell HM which stops you from using any of the other great options you have like Zephyr Strike, Ashardalon’s Stride, Swift Quiver. In the end Wotc is beating the ranger to the ground and asking why everyone does not love the ranger again, like you guys mention the surveys about the ranger being bad, did ya'll read them? if you did the problem is not HM no be used enough it is that you are basing a class solely on a concentration spell that even with extra uses, really sucks if one of the 2 hits I am taking from goblins throwing rocks doesn't make me loose since it is still easy to fail the save since until 13! if can be broken and by 13 every class is so far beyond the ranger once again makes you ask, why play it or if you guys really want to play ranger use the Drake warden, if you really want it, but at this point Wotc needs to choose either cut ranger and fully roll it into warrior, rogue, or artificer, or make it usable
Since Rangers no longer get any of their terrain expert stuff, and instead we're supposed to spend our new Expertise on Survival... why should I play a Ranger instead of a Battlemaster Fighter (Archery) and take just take the feat Skill Expert (Survival)?
This looks great! And I love the art with the saber-toothed tiger.
Yesssss
Hey Wizards… this is garbage.
This needs a day 1 errata immediately. Was it even play tested at all? How can a level 20 capstone just be increasing Hunter’s Mark damage marginally? Why is HM still even a Concentration spell at all? Why does it take until level 13 for it to be unbreakable?
Seriously, what were you thinking? Why does the Ranger have to be such garbage in 5th Edition? This is wild.
I noticed the boon of dimensional travel in this article. You can teleport up to 30’ after taking the attack or magic action.
Does this mean you can only teleport in combat? Does a character need to declare that they are attacking themselves, get everyone to roll initiative, so that they can then take an attack or magic action to teleport 30’?
It seems to me that either the text cited here isn’t correct or whoever designed it didn’t think about it at all.
Why should an attack be needed? Or a spell? Anyway, I thought the idea of an update would be to remove ambiguity and awkward phrasing.
You can punch the air to teleport, or take the magic action to do something with a spell to trigger it.
Horizon Walker Ranger has a similar teleport feature on its attack action at 11th level, although the way this is worded, this one is less specific when the teleportation takes place, but given its a level 19 epic-boon feat, and Horizon Walker Ranger already having a similar feature on the attack action, I'd assume you'd declar a target within range and teleport up to 30 feat to hit it with a melee or ranged attack, otherwise this would be a weird boon to show with the Ranger.
This should be part of the base class and just do away with the Hunter subclass:
Hunters Mark?
are you ******* joking? You have favoured foe you could have worked with. A non-concentration feature linked with ranger.
Rangers were already pretty middle of the road and now it's just made into some sort of pathetic joke. Wizards. Fix this garbage.
We have been for 10 years and the UA playtest had good ideas and we got none of them for this class while wasting 4 class features on a level 1 spell. The R classes Rogues and Ranger are bottom barrel with Ranger under the trash barrel a lot of the other classes are really buffed up this Ranger is just as bad as 2014 if not worse in some way. It is obvious they ran out of time and just slap dashed the class to get it done for the book to come out instead of trying to fix this broken class for the 3rd time.
Ok- as a ranger main, lots of these updates are good- BUT SERIOUSLY ONLY 1d10 EXTRA DAMAGE FOR HUNTERS MARK? If you wanted to upgrade that you should have built it somewhat like the rouge’s sneak attack dice, and made hunters mark an ability rather than a spell
Actuallyyyy
Terrible class design, unfortunately.
Ranger could take the role of a support damage dealer, like a rogue with a new feature Cunning Strike. But ranger can't do that, cuz he needs to concentrate on the first level spell to use his features. lmao
Ah yes look at this brand new Ranger I made! Wait no! Don’t peak under the sheet and see that it’s 95% just Tasha’s features that aren’t optional now! Nooooooo!
In all seriousness this is ridiculously sad. Yes the things in Tasha’s made the Ranger better than what it used to be. The issue is that it didn’t do enough that you could say it’s on par with all the other good changes they made for these books. It seems like Ranger is still doomed to be struggling behind everyone else. Now sure they did give them some new things but not until about LV 13 with a tiny feature then nothing new or tweaked until LV 17 from there. It’s actually nuts that this is what they thought would be good enough for Ranger, but I guess we had to slack off or run out of time on something right? It just sucks that it had to be the class that could’ve really used the extra bump.
Just another note btw of how we are proverbially just burning Tasha’s on the pyre of no longer having relevance after we’ve drained everything we want from it (but for some reason not all of it). It’s so funny how people would attack it on release and they would say “well you don’t have to use it” not to mention the “it’s all optional” section in the beginning really hits different. I loved Tasha’s personally, but I don’t love just making it useless and reselling it to others.
Okay, I'm coming at this from only my experience. That experience is as a DM to over 50 players in the course of 5e to date. In that time I've seen maybe 12 players start out as Rangers because they loved the theme. Last year I outright banned Beast Master at my tables to protect players from a subclass that just didn't perform...it seriously falls behind every other class. That is ultimately the story of the Ranger in 5e.
What I want to see from a Ranger is an Aragorn like figure. Someone who can utilise the environment to their advantage but can stand toe to toe with a fighter and have a reasonable chance of holding up but likely not meet or exceed the capabilities of a fighter in martial combat. What 5e offers is a class that is so laughably underpowered that every player I've DMd that has chosen Ranger has either respeced out of Ranger or has been forced to multiclass.
What I get from reading this is that the Ranger has just lost all of it's thematic stuff and been given no buffs or features that would help the Ranger scale better with level progression. Having GMd Pathfinder I've got to be clear - D&D has just let down all fans of the Ranger - Pathfinder 2e just does it so much better.
This is, I fear the problem with the way the UA and playtesting questionnaires were put out. Too heavy an emphasis was put on player feedback, at the cost of listening to DMs. DMs are the lifeblood of the game and have to make up the difference where 5e fails - and it fails A LOT! In my group of fellow DMs where we playtested the UA that came out we all were of the mind that often, DMs can see when a player's character falls behind the other characters. Even when players themselves cannot.
The difficulty for me is that 5e is something that requires so much work from me as a DM that is just isn't the most favourable option. And like it or not, DMs are the ones who more often sink money into the hobby. Most of my players have rarely if ever owned a PHB or any other sourcebook. They've borrowed them from me at the table. Ultimately, these changes kinda reveal that none of the writers have ever really DMd for any real diversity of players.
From what I've seen so far, the 2024 books simply put 5e out to pasture. They would have done better I think as a new edition.
So many upgrades to hunters mark, but none of them are the one we all wanted... removing bloody concentration on it
Let me help you:
Optional features:
Predator Instinct (substitute Favored Enemy).
As a bonus action or part of an attack, you can target one creature you can see as your prey. While this feature is active, you have advantage in perception, survival, insight and investigation checks against that creature. In addition, you gain bonus damage with weapons attacks against that creature that increases as seen in the table below.
+ 2 / level 1
+ 3 / level 6
+ 4 / level 12
+ 5 / level 18
This feature last for 10 minutes or until you use it on other creature. If a creature you target drop to 0 hit points, as your reaction you can target any other creature you can see in 90 feet as your new prey and don’t lose any uses of this feature. You can use this feature a number of times equal to your prophecy bonus; also, if you don’t have any uses left, you can expend one spell slot to use this feature. Any creature target as your prey is treat as if it’s mark by Hunter’s Mark.
Relentless Predator (substitute Relentless Hunter).
The effects of Predator Instinct last now for 1 hour and you gain advantage in wisdom saving throws against your prey. In addition, any skill checks against your prey now gain a bonus equal to your proficiency modifier.
Fierce Hunt (substitute Precise Hunter).
You gain advantage on attacks against your prey. In addition, you can target up to two creatures as your prey at the same time.
We Hunt! (Substitute Foe Slayer).
Your allies gain advantage on attacks against creatures target as your prey. Also, the first time you attack your prey in your turn, the creature must make a wisdom saving throw against your spell DC, on a fail double the bonus damage made by your Predator Instinct until the end of your turn.