While the Ranger 5e was originally considered one of Dungeons and Dragons’ weakest classes, a lot has changed in the good year 2024. The DnD 2024 Ranger is still a spell-slinging survival expert who’s as adept with archery as they are with animal handling. However, the newer woodland warrior has seen some quality-of-life tweaks that make them more consistent overall. This guide explains these new Ranger rules.
If you’re still looking to play a Ranger 5e with the 2014 rules, the linked guide can help you out. Or, if you’re after DnD classes with a different feel, head to our full guide for a thorough explainer.
DnD 2024 Ranger rules:
Hit Points
Hit dice | 1d10 per Ranger level |
HP at first level | 10 + Constitution modifier |
HP at higher levels | 1d10 + Constitution modifier per Ranger level after first |
Proficiencies
Rangers start out proficient in Dexterity and Strength saving throws. They can use light and medium armor, as well as shields, simple weapons, and martial weapons. You can also choose three of the following DnD skills to be proficient in:
Skill | Tier | Reason |
Animal Handling | B | Thematic for Rangers and uses one of your top stats, but a bit situational |
Athletics | C | You’ll likely ignore Strength, though this skill does have its uses |
Insight | A | A Wisdom-based skill that offers utility often |
Investigation | C | You’re probably going to dump Intelligence – stick to Perception |
Nature | B | Makes sense for a Ranger, but you’re unlikely to have high Intelligence |
Perception | A | Wisdom-based and almost always useful |
Stealth | A | You’ll have a high Dexterity score and use this skill a lot |
Survival | A | Wisdom-based and extremely useful for tracking and navigating |
Spellcasting
Level: One
Like many other classes, Rangers can use spell slots to cast a number of DnD spells. Wisdom is their spellcasting ability, they can use a Druidic Focus as part of their spellcasting, and they regain all spent spell slots on a long rest. Rangers can also swap one of their prepared spells with another from the Ranger spell list during a long rest.
Spell slots per spell level | ||||||
Level | Prepared spells | 1 | 2 | 3 | 4 | 5 |
1 | 2 | 2 | – | – | – | – |
2 | 3 | 2 | – | – | – | – |
3 | 4 | 3 | – | – | – | – |
4 | 5 | 3 | – | – | – | – |
5 | 6 | 4 | 2 | – | – | – |
6 | 6 | 4 | 2 | – | – | – |
7 | 7 | 4 | 3 | – | – | – |
8 | 7 | 4 | 3 | – | – | – |
9 | 9 | 4 | 3 | 2 | – | – |
10 | 9 | 4 | 3 | 2 | – | – |
11 | 10 | 4 | 3 | 3 | – | – |
12 | 10 | 4 | 3 | 3 | – | – |
13 | 11 | 4 | 3 | 3 | 1 | – |
14 | 11 | 4 | 3 | 3 | 1 | – |
15 | 12 | 4 | 3 | 3 | 2 | – |
16 | 12 | 4 | 3 | 3 | 2 | – |
17 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | 15 | 4 | 3 | 3 | 3 | 2 |
A large number of Ranger spells were adjusted as part of the 2024 rules update. Here are a few of the more notable changes:
- Cure Wounds – Now an Abjuration spell that gives 2d8 of HP rather than 1d8.
- Hail of Thorns – A bonus action cast immediately after hitting a creature with a weapon rather than before. Now an instantaneous effect that doesn’t require concentration.
- Barkskin – Now a bonus action, doesn’t require concentration, and gives you an AC of 17 rather than 16.
- Beast Sense – You’re no longer blinded or deafened to your own surroundings while using this spell.
- Magic Weapon – No longer requires concentration.
- Conjure Animals – Now lasts ten minutes and has completely new rules. This spell now conjures a Large pack of spectral animals that give you advantage on Strength saving throws while you’re within five feet. You can move the pack whenever you move on your turn, and when it moves within 10 feet of a creature you can see, they must make a Dexterity save or take 3d10 slashing damage. The damage increases by 1d10 for each spell slot level above three.
- Conjure Barrage – Deals 5d8 force damage rather than 3d8 weapon damage, and can now be upcast to increase the damage.
- Lightning Arrow – A bonus action cast immediately after hitting a creature with a weapon rather than before. Now an instantaneous effect that doesn’t require concentration.
- Conjure Woodland beings – Now lasts ten minutes and has new rules. The spell now summons nature spirits that fly around you in a ten-foot emanation. When a creature you can see enters that emanation, it must make a Wisdom save or take 5d8 force damage. The spirits also let you disengage as a bonus action while the spell is active, and you can upcast the spell to deal extra damage.
- Grasping Vine – Now has a range of 60 feet. The vine makes a melee spell attack, dealing 4d8 bludgeoning and pulling a creature 30 feet closer to the vine on a hit. Targets that are Huge or smaller are also grappled, and you can upcast the spell to grapple more than one creature at a time.
Favored Enemy
Level: One
Favored Enemy gives you the classic Ranger spell Hunter’s Mark as an always-prepared spell and lets you cast it twice per long rest without using a spell slot. When you reach level five, you can cast it three times without a spell slot. This increases to four times from level nine, five times from level 13, and six times from level 17.
Weapon Mastery
Level: One
You can use the DnD Weapon Mastery properties of two weapons that you’re proficient in (see the linked guide for your possible options). You can switch your Weapon Mastery choices whenever you finish a long rest.
Deft Explorer
Level: Two
Deft Explorer means that you gain expertise in a skill, letting you double your proficiency bonus when rolling for that skill. You also learn two extra DnD languages.
Fighting Style
Level: Two
You choose a fighting style from the list of DnD 2024 feats. More specifically, you can choose from:
- Archery – +2 to attack rolls with ranged weapons.
- Blind Fighting – Gain 10ft of Blindsight.
- Defense – +1 to armor class while in light, medium, or heavy armor.
- Dueling – While wielding a single one-handed melee weapon, your damage rolls with it get +2.
- Great Weapon Fighting – When rolling damage for a two-handed or versatile melee weapon, any 1 or 2 on the die is a 3.
- Interception – When a creature you see hits another creature within five feet of you with an attack roll, you can spend a reaction to reduce the damage by 1d10 plus your proficiency bonus.
- Protection – When you see a creature attack a target other than you within five feet, you can use a reaction and your shield to give the attacker’s attack rolls disadvantage until the start of your next turn (as long as they stay within five feet).
- Thrown Weapon Fighting – Add +2 to damage rolls with Thrown weapons.
- Two-Weapon Fighting – When making an extra attack with a Light weapon, add your ability modifier to the damage.
- Unarmed Fighting – Unarmed strikes can deal bludgeoning damage equal to 1d6 plus your Strength modifier, or a d8 if you aren’t holding weapons or a shield.
Alternatively, you can learn two DnD 2024 Druid cantrips. These count as Ranger spells for you, can be cast with Wisdom as your spellcasting ability, and can be swapped any time you gain a Ranger level.
Ranger Subclass
Level: Three
While there are many, many kinds of Ranger subclass in fifth edition, the 2024 Player’s Handbook only features four. For more information on the 2014 DnD Ranger subclasses, check out this ranked guide.
Beast Master
A Beast Master Ranger’s main gimmick is their command over animals. This is primarily seen in their level-three Primal Companion ability, which lets them summon a supernatural ‘primal’ beast of the land, sea, or sky.
You get to choose the beast’s specific form, and its DnD stats are tied to yours. For instance, your Wisdom modifier affects damage, while your level determines HP. You can summon a new beast with a different appearance after each long rest.
Your beast acts during combat on your turn, and while it can move or react, you have to spend a bonus action if you want it to attack or take any action except Dodge. You can also give up one of your attacks whenever you take the Attack action to give the beast an extra attack. If your beast dies you can spend one minute and a spell slot to bring it back to life with full HP.
From level seven, Exceptional Training lets your beast companion deal force damage or their regular DnD damage type. Additionally, when you command your Primal Companion, you can also have it spend its bonus action to Dash, Disengage, Dodge, or Help.
The level-13 Bestial Fury ability lets your companion attack twice when they take the Beast’s Strike action. Plus, the first time it hits a creature affected by your Hunter’s Mark on a turn, they deal extra force damage equal to the spell’s bonus damage. Finally, at level 15, Share Spell lets spells you cast that target yourself affect your Primal Companion too.
Fey Wanderer
A Fey Wanderer gains their unusual abilities from their experiences traversing the Feywild. The first boon this gives them is a list of spells that are always prepared:
Ranger level | Spell |
3 | Charm Person |
5 | Misty Step |
9 | Summon Fey |
13 | Dimension Door |
17 | Mislead |
The level-three Dreadful Strikes ability lets you deal an extra 1d4 psychic damage when you hit a creature with a weapon. This goes up to 1d6 at Level 11. Each creature can only take this damage once per turn. Also at level three, Otherworldly Glamor gives you a bonus to Wisdom checks equal to your Wis modifier, as well as proficiency in either Deception, Persuasion, or Performance.
From level seven, Beguiling Twist gives you advantage on saving throws to avoid or end the Charmed or Frightened conditions. Also, when a creature within 120 feet of you avoids or ends one of these conditions, you can force another creature within that distance of you to make a Wisdom save or have that effect transferred to them.
At level 11, Fey Reinforcements lets you cast Summon Fey without material components or concentration (though doing so means the spell only lasts for one minute). You can also cast it once per long rest without using a spell slot.
Level 15 offers Misty Wanderer, an ability that lets you cast Misty Step without spell slots a number of times equal to your Wisdom modifier per long rest. You can also bring a willing person within five feet of you with you when you cast the spell.
Gloom Stalker
The Gloom Stalker is the Ranger equivalent of a DnD 2024 Rogue, as they’re extra nimble and stealthy. At level three, Dread Ambusher adds your Wisdom modifier to initiative rolls and gives you 10ft of extra speed on the first turn of combat.
Plus, when you hit a creature with a weapon you have the option of dealing an extra 2d6 psychic damage. You can use this damaging effect once per turn, and have a limited number of uses per long rest (determined by your Wisdom modifier).
You’ll also gain some new, always-prepared spells from level three:
Ranger level | Spells |
3 | Disguise Self |
5 | Rope Trick |
9 | Fear |
13 | Greater Invisibility |
17 | Seeming |
Finally, level three comes with Umbral Sight which gives you 60 feet of Darkvision (or 60 more if you already have it). Plus, a hallmark of this subclass, while in complete darkness, you are invisible to creatures that would typically use their Darkvision to see you.
At level seven, Iron Mind gives you proficiency in Wisdom saving throws – or Intelligence and Charisma saves if you were already proficient with Wisdom saves.
Level 11 brings Stalker’s Flurry, which increases the extra damage dealt by Dread Ambusher to 2d8. Whenever you use that effect on a creature you can either make another attack against a second creature within five feet or make your target and everything within 10 feet of it have the frightened condition until the beginning of your next turn.
Lastly comes Shadowy Dodge at level 15. You can use a reaction to impose disadvantage on an attack roll made against you. After it resolves, you get to teleport 30 feet to a space you can see.
Hunter
As the name implies, a Hunter has all the skills needed to track and kill. This starts at level three with Hunter’s Lore, which lets you know if a creature affected by your Hunter’s Mark has any particular immunities, resistances, or vulnerabilities.
Also at level three comes Hunter’s Prey, which gives you one of two benefits:
- Colossus Slayer – Once per turn, a weapon attack deals an extra 1d8 damage to creatures missing any of their hit points.
- Horde Breaker – Once on your turn, when you make a weapon attack, you can make another attack with the same weapon against a different creature within five feet that you haven’t already attacked.
Any time you rest, you can swap your choice of option. At level seven, Defensive Tactics gives you two additional options to choose from (which can also be swapped on a short or long rest):
- Escape the Horde – Opportunity attacks against you have disadvantage.
- Multiattack Defense – A creature that hits you with an attack roll has disadvantage on all other attack rolls against you that turn.
Level 11’s Superior Hunter’s Prey means that, when you deal extra damage to a creature affected by Hunter’s Mark, you can deal that extra damage to a different monster within 30 feet of the first target. And finally, Superior Hunter’s Defense lets you use your Reaction to give yourself resistance to a damage type you’re about to be hit by from level 15.
Ability Score Improvement
Level: Four, Eight, 12, 16
Each time you unlock an Ability Score Improvement you have the choice of gaining +1 to two stats, +2 to one stat, or a feat you meet the prerequisites for (see our DnD 2024 feats guide).
Extra Attack
Level: Five
You can attack twice instead of once when you take the attack action on your turn.
Roving
Level: Six
Thanks to Roving, your speed now increases ten feet while you’re not wearing heavy DnD armor, and you get a climb and swim speed equal to your regular speed.
Expertise
Level: Nine
You get Expertise in two more skills you were already proficient in.
Tireless
Level: 10
With Tireless, the Ranger can spend an action to give themselves temporary HP equal to 1d8 plus their Wisdom modifier. This can be done a number of times equal to their Wisdom modifier before they need a long rest.
Relentless Hunter
Level: 13
Relentless Hunter means that taking damage no longer breaks concentration for your Hunter’s Mark spell.
Nature’s Veil
Level: 14
Nature’s Veil is a bonus action that gives you the invisible condition until the end of your next turn. It can be used a number of times equal to your Wisdom modifier before you need a long rest.
Precise Hunter
Level: 17
Precise Hunter means you now have advantage on attack rolls against creatures targeted by your Hunter’s Mark spell.
Feral Senses
Level: 18
Thanks to Feral Senses, you gain 30 feet of blindsight – yay!
Epic Boon
Level: 19
You choose an epic boon from the list of DnD 2024 feats (see that article for more information).
Foe Slayer
Level: 20
The class capstone, Foe Slayer turns your Hunter’s Mark damage die into a d10 rather than a d6.
Need more help building a Ranger? Here are the DnD races and DnD 2024 backgrounds to consider.