Verdict
A much better class than the 2014 version. You get Hunter's Mark for free from level 1, Weapon Mastery, Extra Attack at 5 and real exploration tools. The catch is that Hunter's Mark needs Concentration, so it competes with your other best spells all game.
Class basics
| Hit die | d10 |
|---|---|
| Primary abilities | Dexterity and Wisdom |
| Saving throws | Strength and Dexterity |
| Skills | Choose 3 from a list that includes Perception, Stealth, Survival and Nature |
| Armor | Light and medium armor; shields |
| Weapons | Simple and martial |
| Spellcasting | Half caster, Wisdom-based, prepared spells |
Features by level
| Level | Features |
|---|---|
| 1 | Spellcasting, Favored Enemy, Weapon Mastery |
| 2 | Deft Explorer, Fighting Style |
| 3 | Ranger subclass |
| 4 | Ability Score Improvement |
| 5 | Extra Attack |
| 6 | Roving |
| 7 | Subclass feature |
| 8 | Ability Score Improvement |
| 9 | Expertise |
| 10 | Tireless |
| 11 | Subclass feature |
| 12 | Ability Score Improvement |
| 13 | Relentless Hunter |
| 14 | Nature's Veil |
| 15 | Subclass feature |
| 16 | Ability Score Improvement |
| 17 | Precise Hunter |
| 18 | Feral Senses |
| 19 | Epic Boon |
| 20 | Foe Slayer |
Hunter's Mark and Favored Enemy by level
Favored Enemy is now simple. You always have Hunter's Mark prepared, and you can cast it a set number of times without spending a spell slot. Those free casts come back on a long rest. Once they're gone, you can still cast it with a normal slot. This table shows how your free casts, prepared spells and slots grow.
| Level | Free Hunter's Mark casts | Prepared spells | Slots (1st / 2nd / 3rd / 4th / 5th) |
|---|---|---|---|
| 1 | 2 | 2 | 2 |
| 2 | 2 | 3 | 2 |
| 3 | 2 | 4 | 3 |
| 4 | 2 | 5 | 3 |
| 5 | 3 | 6 | 4 / 2 |
| 6 | 3 | 6 | 4 / 2 |
| 7 | 3 | 7 | 4 / 3 |
| 8 | 3 | 7 | 4 / 3 |
| 9 | 4 | 9 | 4 / 3 / 2 |
| 10 | 4 | 9 | 4 / 3 / 2 |
| 11 | 4 | 10 | 4 / 3 / 3 |
| 12 | 4 | 10 | 4 / 3 / 3 |
| 13 | 5 | 11 | 4 / 3 / 3 / 1 |
| 14 | 5 | 11 | 4 / 3 / 3 / 1 |
| 15 | 5 | 12 | 4 / 3 / 3 / 2 |
| 16 | 5 | 12 | 4 / 3 / 3 / 2 |
| 17 | 6 | 14 | 4 / 3 / 3 / 3 / 1 |
| 18 | 6 | 14 | 4 / 3 / 3 / 3 / 1 |
| 19 | 6 | 15 | 4 / 3 / 3 / 3 / 2 |
| 20 | 6 | 15 | 4 / 3 / 3 / 3 / 2 |
Three later features make the mark itself better. At 13, Relentless Hunter means taking damage can't break your Concentration on it. At 17, Precise Hunter gives you Advantage on attacks against the marked target. At 20, Foe Slayer raises the mark's extra damage from a d6 to a d10. The mark is a bonus action to cast, and when the target drops you can move it to a new one with another bonus action.
In practice: cast it on the first real threat of a fight, then move it as enemies fall. Don't waste a free cast on a goblin that will die this round.
The features that matter
Weapon Mastery (level 1)
You use the mastery properties of two weapon types and can swap them on a long rest. A longbow with Slow is a good default for an archer. Melee rangers like a scimitar with Nick for a free extra attack when dual wielding.
Deft Explorer (level 2)
Expertise in one skill and two extra languages. Put the Expertise in Perception or Stealth. Perception is the skill your table will ask for most.
Fighting Style (level 2)
Archery is the best pick for a bow ranger. If you'd rather have magic tricks, Druidic Warrior gives you two Druid cantrips instead. Guidance alone pays for it outside combat.
Roving and Tireless (levels 6 and 10)
Roving adds 10 feet of speed plus climb and swim speeds. Tireless gives you temporary hit points as a Magic action, a number of times equal to your Wisdom modifier per long rest, and removes a level of Exhaustion on each short rest. Neither is flashy. Both make long journeys easier.
Nature's Veil (level 14)
A bonus action to turn invisible until the end of your next turn, a few times per long rest. That gives you Advantage on your attacks and makes you hard to hit.
Subclasses
You pick your subclass at level 3. The 2024 Player's Handbook has four.
| Subclass | Plays like | Pick it if |
|---|---|---|
| Beast Master | You fight alongside a primal beast of the land, sea or sky that you direct each turn | You want a companion that matters in combat |
| Fey Wanderer | A fey-touched ranger who adds psychic damage and gets better at social scenes | You want to talk as well as fight |
| Gloom Stalker | An ambusher who works in darkness and hits hardest in the first round | You like going first and fighting underground |
| Hunter | Flexible combat options you can swap on a rest, plus reading a marked foe's resistances | You want a simple, solid damage dealer |
Hunter is the one in the free SRD 5.2. At 3 you choose between Colossus Slayer (an extra 1d8 against a wounded target once per turn) and Horde Breaker (an extra attack against a second enemy next to the first). Colossus Slayer is the steadier pick. At 11, your Hunter's Mark damage can also hit a second creature near the first.
Building one
- Ability scores: Dexterity first, Wisdom second, Constitution third. Strength rangers work, but Dexterity covers your attacks, your armor and Stealth at once.
- Weapons: a longbow for most groups. Two light weapons if your party is short on melee.
- Spells: Goodberry and Cure Wounds early for healing. At level 5, Pass without Trace lets the whole party sneak. Avoid stacking Concentration spells on top of your mark.
- Feats: raise Dexterity first. After that, an ability score increase for Wisdom makes your spells harder to resist.
Questions
Is the Ranger still weak in the 2024 rules?
No. Free Hunter's Mark casts, Weapon Mastery and Expertise fixed the old complaints. On paper, a 2024 archer ranger stays close to a fighter on damage and brings far more outside combat.
Can I keep Hunter's Mark up with other spells?
Not with other Concentration spells. Casting one ends the mark. Pick spells like Cure Wounds and Goodberry that don't need Concentration, and only drop the mark for something that changes the fight, like Spike Growth.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.