D&D’s 2024 Controversial Class Update for Rangers

WoTC, D&D, Dungeons and Dragons, Class, Ranger, player

With 2024’s updated Player’s Handbook now available, fans and players alike are coming to learn more about the myriads of changes Wizards of the Coast has made to nearly every element of D&D. From class and race changes to adjustments and tweaks of spells, abilities, and mechanics, there is something different in almost every aspect of the core rules. While the reviews are relatively mixed, depending on what element is being discussed, the general feedback has leaned more toward the positive rather than the negative -with one major exception: when it comes to the Ranger class.

Mechanics

Before the 2024 D&D Update to Rangers, the class was often relegated to a choice relatively untaken. Considered broken, and lacking the consistent flavors that tie into the quintessential feel of what the ultimate hunter-type should be; that stalker of the forests, in tune with the land and the animals that inhabit it; Ranger’s lack of utility and effectiveness in combat simply did not measure up when compared to more efficient classes. So much so that it left players feeling that the class, as a whole, was ultimately a waste of time to try and play.

Hunter’s Mark

WoTC, D&D, Dungeons and Dragons, Hasbro, Class, Player, Ranger
Screenshot Courtesy of Total Apex Gaming

To combat this, WoTC has rebuilt the very fundamentals of the class from the ground up. First and foremost, the changes to Hunter’s Mark (at level one) truly rework the core mechanics of the class and make the ability essential to any play style. Once Hunter’s Mark is cast upon the Ranger’s quarry, the spell will grant 1d6 extra force damage per attack and once that quarry falls, it can be moved via a bonus action -making the shift quicker and less encumbering to the flow of combat.

The spell will also evolve at a higher level to do more damage and can be cast for even longer durations (up to 24 hours,) depending on the spell level. At level 13, Rangers will also be granted a boost to Hunter’s Mark so that damage cannot interrupt the concentration required to keep the spell active. The downside to this, however, is that the core utilization of Hunter’s Mark as a main mechanic effectively negates approximately 43% of the class’s spell list. Mainly because of the concentration requirement of the spell itself and how easily it can be broken with even the slightest bit of damage.

Spellcasting and Fighting Styles

To be inclusive to players who wish to play a less martial derivative of a Ranger, spells, and spellcasting have also received a revamp. Generally, the adjustment to their spell list is relatively a mixed bag. The highlight of the spellcasting changes is that Rangers can now prepare spells just like other casters. Unlike in the 2014 version, wherein Rangers could only swap out their spells when they leveled up, now they can swap out spells after each long rest -making spellcasting as the class more fluid and adaptable based on expected combat scenarios.

Conversely, Fighting Styles have remained relatively unchanged -except for them now being classed as a feat and objectively affecting the scope of access. Rangers will no longer be limited to specific fighting styles; like Archery, Defense, Dueling, and Two-Weapon fighting; and can expand their martial abilities further -picking up any number of weapon styles, including shields, thanks to Weapon Mastery.

Subclasses

The new version of the Beastmaster subclass retains the name and theme of the original subclass, but the changes have incorporated the changes in Tasha’s Cauldron of Everything. Binding themselves to a Primal Beast, Rangers can command the animal to act as a bonus action. The beast will have specifically designed stat blocks based on their inherent environment: either land, sea, or air. Heals, cast upon the Ranger, will also affect the best -granting them the same plus to hit points. At higher levels, beats will also receive the benefits of Hunter’s Mark, adding additional damage to each attack.

Gloomstalkers are now effectively tied to the realm of the Shadowfell, instead of the Underdark. Dread Ambusher, an ability that once only allowed a bonus to a single attack, now adds more damage to a few additional hits, per day. Stalker’s Flurry, at level 11, plays off this adjustment adding extra damage and allowing players to add effect when used; like gaining an extra attack on a nearby target or frightening your target and every creature within ten feet of them. Shadowy Dodge now burns your reaction and grants you a 30-foot teleport.

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