Far from the confines of civilization, within the depths of untamed forests and across the vast expanse of open plains, the Ranger stands as a vigilant guardian of the wilderness. The Ranger class in Dungeons and Dragons 2024 embodies the spirit of the wild, mastering the art of tracking prey with the same precision and stealth as a natural predator. They move unseen through dense undergrowth and blend seamlessly into the natural landscape.
The 2024 Ranger’s profound connection to nature grants them access to primal magic, allowing them to wield spells that harness the raw power of the wilderness itself. A Ranger’s skills, both martial and magical, are honed to a razor’s edge, dedicated to safeguarding the world from the encroaching threats of monstrous creatures and tyrannical forces.
Core Ranger Traits in 2024 |
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Primary Abilities |
Hit Dice |
Saving Throw Proficiencies |
Skill Proficiencies |
Weapon Proficiencies |
Armor Proficiencies |
Starting Equipment |
Embarking on the Ranger Path in 2024…
Starting as a Level 1 Ranger
- Embrace all the foundational traits outlined in the Core Ranger Traits table.
- Unlock the initial features unique to a Level 1 Ranger, detailed in the Ranger Features table.
Multiclassing into a Ranger in 2024
- When choosing to multiclass into the Ranger class, you gain specific proficiencies from the Core Ranger Traits: Hit Point Die, Martial weapon proficiency, proficiency in one skill from the Ranger skill list, and proficiency with Light and Medium armor and Shields.
- You also gain the foundational Level 1 Ranger features as listed in the Ranger Features table. Refer to the multiclassing rules for guidance on spell slot progression.
Become a Ranger in 2024 with this D&D Character Creator
Ranger Class Features in Detail for 2024
Level | Proficiency Bonus | Class Features | Favored Enemy Uses | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Favored Enemy, Weapon Mastery | 2 | 2 | 2 | – | – | – | – |
2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | – | – | – | – |
3 | +2 | Ranger Subclass | 2 | 4 | 3 | – | – | – | – |
4 | +2 | Ability Score Improvement | 2 | 5 | 3 | – | – | – | – |
5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | – | – | – |
6 | +3 | Roving | 3 | 6 | 4 | 2 | – | – | – |
7 | +3 | Subclass Feature | 3 | 7 | 4 | 3 | – | – | – |
8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | – | – | – |
9 | +4 | Expertise | 4 | 8 | 4 | 3 | 2 | – | – |
10 | +4 | Tireless | 4 | 8 | 4 | 3 | 2 | – | – |
11 | +4 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | – | – |
12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | – | – |
13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | – |
14 | +5 | Nature’s Veil | 5 | 11 | 4 | 3 | 3 | 1 | – |
15 | +5 | Subclass Feature | 5 | 12 | 4 | 3 | 3 | 2 | – |
16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | – |
17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
As you progress as a Ranger, you unlock powerful class features at each level, as detailed in the Ranger Features table. Let’s delve into the specifics of these 2024 Ranger features.
Level 1: Spellcasting for the 2024 Ranger
Harnessing the inherent magic of nature, the 2024 Ranger gains the Spellcasting feature, allowing them to cast spells drawn from the natural world. For detailed rules on spellcasting, consult the Player’s Handbook. Below are the specifics of Ranger spellcasting.
Spell Slots: The Ranger Features table outlines the number of spell slots a Ranger has at each level for casting spells of 1st level and higher. Spell slots are replenished upon completion of a Long Rest.
Prepared Spells of 1st Level and Higher: Rangers prepare a list of spells available for casting. Initially, at Level 1, a Ranger selects two 1st-level Ranger spells. Cure Wounds and Ensnaring Strike are highly recommended starting spells for their utility in combat and support.
The number of spells a Ranger can prepare increases with level, as indicated in the Prepared Spells column of the Ranger Features table. Each time this number increases, the Ranger chooses additional Ranger spells, ensuring the total prepared spells match the table. These spells must be of a level for which the Ranger has spell slots. For instance, a Level 5 Ranger can prepare six Ranger spells of 1st or 2nd level in any combination.
Spells granted by other Ranger features that are always prepared do not count against the prepared spell limit but are still considered Ranger spells.
Changing Prepared Spells: After a Long Rest, a Ranger can swap out one prepared spell for another Ranger spell for which they have spell slots, allowing for adaptability and strategic spell selection.
Spellcasting Ability: Wisdom serves as the spellcasting ability for Ranger spells, emphasizing the importance of this ability score for spell effectiveness.
Spellcasting Focus: A Druidic Focus can be used as a Spellcasting Focus for Ranger spells, symbolizing their connection to nature.
Level 1: Favored Enemy in the 2024 Ranger Class
The Favored Enemy feature grants the 2024 Ranger a significant advantage against chosen foes. The Hunter’s Mark spell is always prepared, providing consistent damage enhancement against targeted enemies.
Initially, Rangers can cast Hunter’s Mark twice without expending spell slots, regaining these uses after a Long Rest. The frequency of free casts increases at higher Ranger levels, as shown in the Favored Enemy column of the Ranger Features table, making Rangers increasingly potent against their favored enemies.
Level 1: Weapon Mastery for the 2024 Ranger
Weapon Mastery reflects the Ranger’s martial training. At Level 1, Rangers choose two types of weapons they are proficient with (like Longbows and Shortswords) to gain access to their mastery properties.
This choice is not permanent; after each Long Rest, a Ranger can change the chosen weapon types, allowing for flexibility in combat tactics. For example, a Ranger might switch to Scimitars and Longswords to adapt to different combat scenarios.
Level 2: Deft Explorer for the 2024 Ranger
The Deft Explorer feature highlights the Ranger’s expertise in wilderness travel, granting valuable benefits:
Expertise: Rangers gain Expertise in one skill proficiency they currently lack Expertise in, doubling their proficiency bonus for that skill.
Languages: Rangers learn two additional languages of their choice from the standard language tables, reflecting their diverse experiences and interactions in different regions.
Level 2: Fighting Style for the 2024 Ranger
At Level 2, Rangers choose a Fighting Style feat, enhancing their combat prowess. Alternatively, they can select the Druidic Warrior option:
Druidic Warrior: This option grants knowledge of two Druid cantrips (such as Guidance and Starry Wisp, recommended for their utility). These cantrips are treated as Ranger spells, using Wisdom as the spellcasting ability. One of these cantrips can be exchanged for another Druid cantrip upon gaining a Ranger level, allowing for customization as the Ranger progresses.
Level 3: Ranger Subclass – Defining your 2024 Ranger
Reaching Level 3 allows a Ranger to choose a subclass, specializing their abilities and playstyle. Subclasses like Beast Master, Fey Wanderer, Gloom Stalker, and Hunter (detailed after this class description) offer distinct paths. Subclasses provide features at specific Ranger levels, shaping the Ranger’s capabilities throughout their career.
Level 4: Ability Score Improvement for the 2024 Ranger
At Level 4, and again at levels 8, 12, and 16, Rangers gain the Ability Score Improvement feat. This allows them to increase their ability scores or choose another feat they qualify for, further customizing and strengthening their character.
Level 5: Extra Attack for the 2024 Ranger
Level 5 marks a significant combat upgrade with the Extra Attack feature. Rangers can now make two attacks instead of one when taking the Attack action, substantially increasing their damage output in combat.
Level 6: Roving – Enhanced Mobility for the 2024 Ranger
The Roving feature at Level 6 enhances the Ranger’s mobility. Their base Speed increases by 10 feet as long as they are not wearing Heavy Armor. Additionally, they gain a Climb Speed and Swim Speed equal to their normal Speed, making them incredibly agile in various terrains.
Level 9: Expertise Upgrade for the 2024 Ranger
Building upon their earlier expertise, at Level 9, Rangers gain Expertise in two more skill proficiencies they previously lacked it in, further solidifying their role as skilled adventurers.
Level 10: Tireless – Ranger Resilience in 2024
The Tireless feature at Level 10 embodies the Ranger’s endurance, granting two key benefits:
Temporary Hit Points: As an action, Rangers can grant themselves temporary hit points equal to 1d8 + their Wisdom modifier (minimum of 1). This can be used a number of times equal to their Wisdom modifier (minimum once), with uses refreshing after a Long Rest, providing crucial survivability.
Exhaustion Reduction: After each Short Rest, the Ranger’s Exhaustion level is reduced by 1, showcasing their remarkable resilience and ability to recover quickly in harsh conditions.
Level 13: Relentless Hunter – Maintaining Focus in 2024
The Relentless Hunter feature at Level 13 provides a critical advantage in sustained combat. Damage taken no longer breaks the Ranger’s Concentration on the Hunter’s Mark spell, ensuring consistent damage enhancement throughout battles.
Level 14: Nature’s Veil – Vanishing into the Wild in 2024
Nature’s Veil at Level 14 allows Rangers to magically become invisible. As a Bonus Action, they can become invisible until the end of their next turn. This feature can be used a number of times equal to their Wisdom modifier (minimum of once), regaining uses after a Long Rest, offering tactical advantages in and out of combat.
Level 17: Precise Hunter – Deadly Accuracy in 2024
The Precise Hunter feature at Level 17 significantly enhances the Ranger’s accuracy. They gain Advantage on attack rolls against creatures currently marked by their Hunter’s Mark, making them incredibly effective at taking down designated targets.
Level 18: Feral Senses – Heightened Awareness in 2024
At Level 18, Feral Senses grants Rangers Blindsight with a range of 30 feet, representing their profound connection to nature. This allows them to perceive their surroundings even without sight, enhancing their awareness of hidden threats.
Level 19: Epic Boon for the 2024 Ranger
Reaching Level 19, Rangers gain an Epic Boon feat or another feat they qualify for. Boon of Dimensional Travel is a recommended option, offering powerful late-game abilities.
Level 20: Foe Slayer – Peak Ranger Prowess in 2024
Foe Slayer, the capstone feature at Level 20, maximizes the Ranger’s offensive capabilities. The damage die of their Hunter’s Mark spell increases to a d10 from a d6, making it an exceptionally potent damage enhancement, especially when combined with Precise Hunter.
Ranger Subclasses in 2024: Defining Your Ranger Path
Ranger subclasses in 2024 represent specializations that grant unique features at specific Ranger levels. The following subclasses—Beast Master, Gloom Stalker, and Hunter—offer diverse playstyles and thematic focuses for your Ranger character.
Beast Master in 2024: The Primal Bond
This section details the Beast Master subclass as per the information released by Wizards of the Coast (WotC), representing the most current understanding, although it’s noted this might not be the final official 2024 version.
The Beast Master Ranger forms a deep, mystical bond with a primal beast, drawing upon primal magic and a profound connection to the natural world. This subclass is perfect for players who envision their Ranger adventuring alongside a loyal animal companion.
Level 3 Beast Master Feature: Primal Companion
At Level 3, Beast Master Rangers gain the Primal Companion feature. They magically summon a primal beast, drawing strength from their bond with nature. This beast is friendly to the Ranger and their companions and obeys the Ranger’s commands. Players choose a stat block for their companion—Beast of the Land, Beast of the Sea, or Beast of the Sky—each utilizing the Ranger’s Proficiency Bonus (PB) in its statistics. The Ranger also determines the type of animal the beast appears as, selecting a kind appropriate for the chosen stat block. Regardless of the animal type, the beast bears primal markings, indicating its supernatural origin and connection to the Ranger.
In combat, the primal beast acts during the Ranger’s turn. It can move and use its reaction independently, but it will only take the Dodge action unless the Ranger spends a Bonus Action to command it to take another action. This action can be one from its stat block or another appropriate action. Alternatively, the Ranger can sacrifice one of their own attacks when taking the Attack action to command the beast to use the Attack action. If the Ranger is incapacitated, the beast can take any action of its choice, not just Dodge, acting to protect its master.
Should the beast die within the last hour, the Ranger can use an action to touch it and expend a spell slot of 1st level or higher. After 1 minute, the beast returns to life with all hit points restored, showcasing the resilience of their bond.
After each Long Rest, a Beast Master Ranger can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet, and the Ranger selects its stat block and appearance. If a beast from this feature already exists, it vanishes when the new one appears, allowing for flexibility and adaptation. The beast also vanishes if the Ranger dies, severing the primal connection.
Level 7 Beast Master Feature: Exceptional Training
Exceptional Training at Level 7 enhances the Beast Master’s control over their Primal Companion. When using a Bonus Action to command the beast to take an action, the Ranger can now also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action. This significantly increases the tactical flexibility of the beast in combat.
Furthermore, when the beast hits with an attack and deals damage, the Ranger can choose for the damage to be Force damage or its normal damage type. This choice allows the Ranger to bypass resistances or vulnerabilities, enhancing the beast’s combat effectiveness.
Level 11 Beast Master Feature: Bestial Fury
Bestial Fury at Level 11 dramatically increases the combat prowess of the Primal Companion. When commanded to take the Attack action, the beast can now make two attacks, doubling its offensive output.
Additionally, the first time each turn the beast hits a creature affected by the Ranger’s Hunter’s Mark spell, it deals extra Force damage equal to the bonus damage of that spell. This synergy between Hunter’s Mark and the beast’s attacks makes the Beast Master Ranger and their companion a formidable duo against marked targets.
Level 15 Beast Master Feature: Share Spells
Share Spells at Level 15 further deepens the bond between Ranger and beast. When the Ranger casts a spell targeting only themselves, they can choose to also affect their Primal Companion with the spell, provided the beast is within 30 feet. This feature allows for powerful buffs and enhancements to be shared, making them an even more cohesive and potent force.
Gloom Stalker in 2024: Master of the Shadows
This section details the Gloom Stalker subclass based on current WotC information, understanding it may not represent the final 2024 version.
Gloom Stalker Rangers are at home in the deepest shadows, wielding magic drawn from the Shadowfell to combat threats that lurk in darkness. They are masters of ambush and stealth, excelling in environments where light fails.
Level 3 Gloom Stalker Feature: Dread Ambusher
At Level 3, Gloom Stalker Rangers gain the Dread Ambusher feature, enhancing their ability to initiate combat with devastating effectiveness. This feature provides three key benefits:
Ambusher’s Leap: At the start of the first turn of each combat, the Gloom Stalker’s Speed increases by 10 feet until the end of that turn, allowing for rapid positioning and engagement.
Frighten: Once per turn, when the Gloom Stalker hits a creature with a weapon attack, they can deal an extra 1d8 Psychic damage and force the target to make a Wisdom saving throw against their Spell Save DC. On a failed save, the target becomes frightened until the start of the Gloom Stalker’s next turn. This effect can be used a number of times equal to their Wisdom modifier (minimum of once), regaining uses after a Long Rest, providing significant crowd control and tactical advantage.
Initiative Bonus: When rolling initiative, Gloom Stalkers can add their Wisdom modifier to the roll, significantly increasing their chances of acting first in combat, crucial for ambush tactics.
Level 3 Gloom Stalker Feature: Gloom Stalker Spells
The magic of the Shadowfell grants Gloom Stalkers access to a set of always-prepared spells. As they reach specific Ranger levels, they automatically gain these spells, ensuring they are always ready for shadowy encounters.
Gloom Stalker Spells List
Ranger Level | Spells |
---|---|
3 | Disguise Self |
5 | Rope Trick |
9 | Fear |
13 | Greater Invisibility |
17 | Seeming |
Level 3 Gloom Stalker Feature: Umbral Sight
Umbral Sight at Level 3 further enhances the Gloom Stalker’s mastery of darkness. They gain Darkvision out to a range of 60 feet. If they already possess Darkvision, its range is increased by 60 feet, allowing them to see exceptionally well in low light and darkness.
Additionally, while entirely within darkness, Gloom Stalkers gain the Invisible condition to any creature that relies on Darkvision to see them. This makes them incredibly difficult to detect in dark environments, perfect for stealth and ambushes.
Level 7 Gloom Stalker Feature: Iron Mind
Iron Mind at Level 7 bolsters the Gloom Stalker’s mental fortitude. They gain proficiency in Wisdom saving throws, enhancing their resistance to mind-altering effects. If they are already proficient in Wisdom saves, they instead gain proficiency in Intelligence or Charisma saving throws (player’s choice), further broadening their defensive capabilities.
Level 11 Gloom Stalker Feature: Stalker’s Flurry
Stalker’s Flurry at Level 11 expands the tactical options available when using the Frighten effect of Dread Ambusher. Upon successfully frightening a target, the Gloom Stalker can choose one of the following additional effects:
Sudden Strike: The Gloom Stalker can make another weapon attack against a different creature within 5 feet of the original target and within weapon range, allowing for rapid follow-up attacks against multiple foes.
Mass Fear: Each creature within 10 feet of the initial target must make a Wisdom saving throw against the Gloom Stalker’s Spell Save DC. On a failed save, these creatures also become frightened until the start of the Gloom Stalker’s next turn, creating widespread fear and chaos.
Level 15 Gloom Stalker Feature: Shadowy Dodge
Shadowy Dodge at Level 15 provides a potent defensive reaction. When a creature makes an attack roll against the Gloom Stalker, they can use their reaction to impose Disadvantage on that attack roll, making it significantly less likely to hit. If the attack misses due to this disadvantage, the Gloom Stalker can teleport up to 30 feet to an unoccupied space they can see, allowing for immediate repositioning and escape.
Hunter in 2024: The Wilderness Protector
This section details the Hunter subclass for the 2024 Ranger, based on the latest information.
Hunter Rangers are dedicated to stalking prey in the wilds and beyond, utilizing their honed abilities to protect both nature and people from destructive forces. They are versatile combatants, adaptable to various threats and environments.
Level 3 Hunter Feature: Hunter’s Lore
Hunter’s Lore at Level 3 enhances the Ranger’s knowledge of their prey. While a creature is marked by Hunter’s Mark, the Hunter Ranger gains insight into its defenses. They learn whether the creature has any Immunities, Resistances, or Vulnerabilities, and if so, what those are. This tactical information allows the Hunter to exploit enemy weaknesses effectively.
Level 3 Hunter Feature: Hunter’s Prey
At Level 3, Hunter Rangers choose one option from Hunter’s Prey, customizing their combat style. This choice can be changed after a Short or Long Rest, providing adaptability. The options are:
Colossus Slayer: This option focuses on dealing extra damage to wounded foes. When the Hunter hits a creature with a weapon attack, the weapon deals an extra 1d8 damage if the target is missing any hit points. This extra damage can only be applied once per turn, rewarding focus fire on damaged enemies.
Horde Breaker: Horde Breaker excels against multiple enemies. Once per turn, when the Hunter makes a weapon attack, they can make another attack with the same weapon against a different creature within 5 feet of the original target and within weapon range, provided they haven’t attacked that second creature this turn. This is ideal for fighting groups of enemies.
Level 7 Hunter Feature: Defensive Tactics
At Level 7, Hunters select a Defensive Tactic, further enhancing their survivability. Like Hunter’s Prey, this choice can be changed after a rest. The options are:
Escape the Horde: Opportunity Attacks against the Hunter are made with Disadvantage, making it safer to move within or away from groups of enemies.
Multiattack Defense: When a creature hits the Hunter with an attack roll, that creature has Disadvantage on all subsequent attack rolls against the Hunter for the rest of the turn. This punishes enemies that rely on multiple attacks per turn.
Level 11 Hunter Feature: Superior Hunter’s Prey
Superior Hunter’s Prey at Level 11 enhances the Hunter’s ability to spread damage. Once per turn, when they deal damage to a creature marked by Hunter’s Mark, they can also deal that spell’s extra damage to a different creature they can see within 30 feet of the first creature. This allows for efficient damage distribution across multiple enemies.
Level 15 Hunter Feature: Superior Hunter’s Defense
Superior Hunter’s Defense at Level 15 provides a powerful damage mitigation tool. When the Hunter takes damage, they can use a Reaction to grant themselves Resistance to that damage type and any other damage of the same type until the end of the current turn. This is a crucial defensive ability for enduring heavy attacks.