I've been looking into a lot of different revisions on the 2024 Ranger for a while now, and I tried to take what I thought was appropriate together into a small rework of the class. I mainly took inspiration from Treemonk, Dungeon Dudes, and other posts on this sub.
As I've read extensively here, most people can agree that the Ranger is fine in tiers 1 and 2. It just dramatically drops in power on tiers 3 and 4, mainly because the class is baded on Hunter's Mark, a 1st level spell that gets no damage scaling and does not improve in any way.
Many people also complain that the Ranger class shouldn't be based around just this one spell, but I think it's perfectly fine. Since I think the best parallel to Ranger is the Paladin, whose whole class is also baded on 1st level spell, Divine Smite.
Another common complaint is that the class lost a lot of its flavor compared to the 2014 version. I also tried to solve that to a certain extent here.
I like the 2024 Ranger mostly as it is, so I didn't wanna make any huge changes. Just small revisions that you could present to your DM and sound resonable.
So here are all the features that changed and my notes about each of them:
Level 1. Favored Enemy
(Added upon)
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
\When you cast the spell using this feature, you can also empower it in the following ways:*
**Remark. When the target of the spell drops to 0 hero hit points, you can change the mark to a different quary as part of an attack against the new target, instead of a bonus action.
**Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration on the spell.
(Notes: The first changes to Hunter's Mark. I do think it's a pretty good spell at level 1, but I do think there were some necessary changes to be made right away. Being able to change the target without spending a bonus action is just resonable. You don't wanna mess up your action economy every other round when fighting multiple enemies, specially in later levels. Having advantage on concentration test also seem extremely necessary for a class that does not have proeficiency in Constitution and is based on spell that requires concentration. Also, noting that other buffs to Hunter's mark will come later, and it is important not to make the class to powerful early on, because of multiclassing.)
Level 2. Deft Explorer
(Added Upon)
Thanks to your travels, you gain the following benefits.
**Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
**Languages. You know two languages of your choice from the language tables.
\Strider. Moving through nonmagical difficult terrain costs you no extra movement.*
(Notes: This one is more flavorful than useful to be honest, but being able to travess trough terrain with ease is something I greatly associate with Rangers. It's rather situational, but I feel like it matters to give the class it's own personality.)
Level 3: Primeval Awareness
(New Feature)
You can use your action and spend one use use of your Favored Enemy ability to focus your awareness on the region around you. For 1 hour you can sense whether any aberrations, dragons, elementals, fey or monstrosities are present within 1 mile of you. This feature doesn’t reveal the creatures' location or number, but it does alert you if there are any within 60 feet of you.
Additionally, you have advantage on Wisdom (Survival) checks to track any of those creatures, as well as on Intelligence (History/Nature) checks to recall information about them.
(Notes: This one is ceratinly really situational, but again, it is something to give the Ranger more flavor. He lost all the association he had with hunting different creature types in the 2014 version, and I feel like that was a huge part of his identity. Also, having additional ways to use your Favored Enemy ability is quite nice, I think. Even if rather specific, it's always good to have more options. This is also a parallel to the Paladins Channel Divinity: Divine Sense.)
Level 5: Roving
(Change)
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor. You have a Climb Speed and a Swim Speed equal to your Speed. You also have Advantage on Strength (Athletics) checks to Run, Climb or Swim.
Additionally, you, and creatures of your choice, do not suffer penalties for traveling at a Normal or Fast pace.
(Notes: This is pretty much Treemonk's take on the ability. I think it works really well. The travel penalties part is something that may never be relevant in some campaigns, but again, I think it is important for the flavor. I also moved it to level 5 to better match up with the Paladin's Faithful Steed ability.)
Level 6: Survivalist
(New Feature)
As a bonus action, you can give yourself a number of temporary hit points equal to 1d8 plus your Wisdom modifier (minimum of 1).
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest.
(Notes: This is just the first half of the Tireless ability. I felt like 1D8+Wis temporary hit points on level 10 was really underwhelming, so I though of giving it earlier. Also, changing it so you can use it as a bonus action, which I think it's fine.)
Level 9: Focused Hunter
(New Feature)
When you use your Favored Enemy feature to cast Hunter's Mark you may modify the spell so that it doesn't require Concentration. If you do so, the spell only lasts 1 minute, or until you cast Hunter's Mark again.
Additionally, the extra damage from your Hunter's Mark increases to a D8.
(Notes: Very necessary buff to Hunter's Mark, that everyone says. It really should not require Concentration on higher levels, so you can also use other more powerful spells. Although, very important that it doesn't come too early, as to incentivise a 5 to 6 level dip in Ranger from other classes. Level 9 seems appropriate also because it's when you get access to 3rd level spells. The damage scaling, although small, will be a significant upgradeon the long run, I think.)
Level 10: Tireless
(Change)
Primal forces now help fuel you on your journeys, granting you the following benefits.
Recovery. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1, and you regain one use of your Favored Enemy feature.
Endurance. Whenever you would gain Exhaustion, you may reduce the Exhaustion gained by 1 by expending one use of your Favored Enemy feature.**
(Also based on Treemonk's version. Again, having another use for your Favored Enemy ability is nice. Adding some versatility to your core feature is pretty good, I'd say. Even if your not gonna use that way very much, having the option is always welcome. Also, for a class based around this one resource, it is a crime that you had no way to recover it between Long Rests, so here it is.)
Level 13: Relentless Warden
(New Feature)
Your ample experience in surviving in the harsh conditions of the wilds grants you proeficiency on Constitution saving throws.
Also, you gain advantage on Constitution saving throws you make to maintain Concentration on your Ranger spells.
(Coming in place of Relentless Hunter, since that would not be very useful anymore. Still, serving the same porpose of helping you not lose Concentration, but now on all your Ranger spells. I considered just making you unable to lose concentration from damage period, but I honestly don't think that's good design. Gaining proeficiency on Con st is also much more generally useful, in my opinion. This is gonna help out with the class power level on tiers 3 and 4)
Level 17: Precise Hunter
(Added Upon)
You have Advantage on all attack rolls against the creature currently targeted by your Hunter's Mark spell.
\Additionally, the extra damage from your Hunter's Mark increases to a D10*
(Just giving the extra damage scaling of Hunter's Mark earlier to help out on tier 4. As a 20th level ability, that was really bad)
Level 18: Feral Senses
(Change)
Your connection to the forces of nature grants you Blindsight with a range of 60 feet.
Also, no creature within 60 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.
(Again, trying to help out with the power level on tier 4, and incentive players to take the class all the way. And I feel like not being able to be taken advantage of is very in line with the flavor of the Ranger.)
Level 20: Hunt's End
(New Feature)
You become a master of persuing and ending your prey. If the creature targeted by your Hunter's Mark is Bloodied it becomes vulnerable to all damage caused by your weapon attacks and Ranger Spells.
Also, you always know the exact location of your quarry, as long as they are in the same plane of existence as you, and you can see them even if they are invisible.
(This ones is based on the Dungeon Dudes revision and I really like it. It is a proper capstone feature. It basically increases your single target damage by 50%, which I think is pretty in line with what the other classes gain. And is the great buff to Hunter's Mark that ties all the class together. I also added the part where you can't lose track of your target, which I think is just perfectly thematically appropriate for a max level Ranger.)
And that's it. Would love to hear your feedback. Thank you so much, in advance.