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.
Is the new Hunter Mark spell does damage only once per turn, as in One D&D, or for every attack as in 2014.
This has not been clarified, despite all the details about this spell given here..
I did not hear anything about this in the whole episode. We still do not know if it is damage for all attacks (2014 style) of one extra damage per turn (One D&D). At least per turn allows to apply HM to OA.
So much effort put into buffing hunter's mark but it's all moot and useless because it still locks down action economy and concentration. I want to like this but the reality is just not what you think it is.
I will be sticking to the 2014 Gloom Stalker rules as well! They can't take those away from us.
Agh... I've enjoyed everything until now. That level 20 Capstone is hot garbage. And if Hunter's Mark still requires concentration, we're stuck only casting it because so many other spells also require concentration.
This one is so disappointing.
It's like they made the Ranger last and were afraid of taking away from all the other classes. Nobody asked for class feartures to rely on Hunter's Mark. Most people wanted the Ranger to rely on Hunter's Mark LESS!
Using your concentration spells will always feel bad because you give up a bunch of your Class Features. Being level 17 and concentrating on a level 1 spell feels WORSE, especially when everyone else is WAY more powerful.
Beast Master has to spend their first turn of every combat casting Hunter's Mark, do their Beast does NOTHING. Did you want to use Nature's Veil to turn Invisible? Looks like your beast isnt going to do ANYTHING this turn! Tying the Beast to your Wisdom is a nerf. Why? Most Rangers will have a higher PB than Wisdom. The beast needed a boost, not a nerf. Your beast being tied to Hunter's Mark too is even worse. Now you have ANOTHER reason to never use your spells.
Hunter is still sad with no identity. The Gloomstalker is still the better Hunter. Even Crawford gushed over how great the Gloomstalker is at being a Hunter in any environment. They took away options from the Hunter? Nobody wanted that!! All we wanted was the weak options to be stronger so ot was an actual choice. They also made them the MOST dependent on Hunter's Mark!
Glad got an unnecessary nerf. Gloomstalker didn't need a nerf! All the other classes need to be buffed to the Gloomstalker's level. Gloomstalker gets Greater Invisibility as a spell, which is awesome, until you realize you have to drop Hunter's Mark and you can already turn Invisible with your Nature's Veil.
Don't get me started on the capstone. That is embarrassing.... Garbage....
I was excited for the books until seeing the new Ranger. The best word I can use to describe how I feel now is disgusted. Why do they hate the ranger?
Wow, this new design is confusingly bad. Why tie so much of the ranger's power to a concentration spell? Do they intend to disincentive you from casting any other concentration spells? And who cares about maybe losing concentration on a 1st level spell that you get for free and costs a bonus action to cast? Why is that a 13th level feature? Also, who in their right mind would now take that 20th ranger level? Best case scenario is that it gives you a +2 bonus average damage on attacks. At 20th level. Is this a joke?
You had 10 years to come up with a better ranger and this is the result. My head hurts.
ok so base class is buffed and most of it is pretty nice (granted it is basically Tashas Ranger). but serious question did they forget about it? seems like a last minute **** we forgot about the ranger lets just use the optional rules........
Yeah lvl 20 is a joke but honestly, at that level who cares?
also its "important not to stack concentration spells" and than they give other classes the ability to cast some spells without concentration and the fey wanderer the ability to cast summon fey without concentration?
“Foe Slayer — Level 20
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”
what were you thinking wizards this is a bad capstone, the rest of the ranger is decent even if it is just the Tasha’s one but foe slayer and hunters mark are baaad
This is literally worse than the Tasha's Ranger.
Is Hunter's Mark once per turn d6? I don't think using it will be optimal I will probably summon stuff instead.
Hunters mark stops being good at level 5. Concentration*and* bonus action? You really had to make sure ranger stays the worst class huh.
This is why my feedback was that the ranger needed a 3rd round of UA playtesting when Crawford said they didn't need to send it back out. The fact that this IS stronger than the 2014 ranger says more about how bad that one was than this being even remotely good. Being based around Hunter's Mark is not impressive, but having it still require concentration throughout is a joke. The upgrades to it aren't bad, but they come just hilariously late. Like, damage can't break your concentration on it at level 13? Why am I concentrating on a level 1 spell at level 13? Or advantage at 17, when I've had Guardian of Nature since 13. And the capstone is just a joke. Damn near everything they hyped as new is just the Tasha's options. Also, how many times can we use the new Dread Ambusher? Because if it's like Wisdom per day than that needs to just obliterate things, cuz that's a sad place to be.
This is the description of hunter's mark from playtest 6:
HUNTER’S MARK 1st-Level Divination Spell (Ranger) Casting Time: Bonus Action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose one creature you can see within range and magically mark it as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target the first time you hit it with an attack roll on any turn. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases to 2d6. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage increases to 3d6.
You don't have to cast it at 1st level. Just upcast it to 3rd or 5th level to increase duration and power. So at 20th level you can cast it at 5th level just once and it lasts the entire day, you can't lose concentration on it and always have advantage. It's 6d10 additional damage on every round if you're a beast master. Plus cause of the advantage, you have a higher chance to crit.
theres a discussion going on in the forms if anyone here would like to join
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/200302-discussion-ranger-overview-2024-players-handbook
Please go back to the ranger draft and show us a new class different of the preview.
That preview sucks. If the base class will be based on Hunter's Mark, please make at least HM a class feature. Not a spell.
Or make Rangers always cast Hunter's Mark at higher level he can. And put the HM upgrades at the spell. Or something like that.
Free Cast equals WIS Modfier (min. 1) per long rest. Always at the higher level.
5rd - Free cast HM as 2nd spell
9th - Free cast HM as 3rd spell
13th - Free cast HM as 4rd spell
17th - Free cast HM as 3rd spell
Hunter's Mark
1st level spell - 1d6 extra force damage per hit
2st level spell - 1d8 extra force damage per hit
3rd level spell - 1d8 extra force damage per hit; Can get a critical hit at 19 or 20 on attack rolls.
4th level spell - 1d10 extra force damage per hit; Can get a critical hit at 19 or 20 on attack rolls; Concentration free.
5th level spell - 1d12 extra force damage per hit; Can get a critical hit at 18 or 20 on attack rolls; Concentration free.
You cant cast it just once and enjoy your "big" numbers. Spell targets a creature, so you need to spend your BA on first turn of combat to set up it -> beast wont take attack action. When the encounter is over there will be no enemies around so you wont be able to mark a new creature. Plus every time marked creature dies - you need to spend BA -> beast wont take attack action again.
And yes i assume you cant mark your target before combat. Spending 5th lvl spell slot on a creature that you may not fight at all(which is common) is strange.
But these are just compatibility issues between HM and BM's beast. There are many more of them here.
You can still use one of your attacks in order to give it the attack action, so the synergy still works, I would prefer if switching targets after one is dead didn't take a whole bonus action, that's just too clunky on its own.
Agree on ranger but the new rogue is anything but awful. It just could use slightly better damage, but it is far from boring or useless
Not really, Fighter/Barbarian/Druid/Warlock/Rogue all got better reception than Ranger and Paladin.