u/Longjumping_Lemon257

LongJumper's 2024 Ranger Full Homebrew -- 2026-08-19

Hi everyone. I've pushed my Ranger homebrew to the next stage based on feedback, and I'd appreciate hearing your thoughts on where it stands.

This homebrew keeps the basic structure of the 2024 Ranger rather than rebuilding the class from scratch. My main goals were to strengthen the Ranger's identity as a wilderness savant and scout, improve its progression in Tiers 3 and 4, and address some of the mechanical issues with Hunter's Mark without making the class overly complex.

Most of the added Ranger identity comes online at levels 1–6 without adding much combat power, while the higher-level changes focus more on feature evolution and combat scaling. I've also revised the four 2024 subclasses and adapted Drake Warden to the 2024 Ranger.

The first page gives a more detailed overview, and revision notes are included throughout. I'm particularly interested in feedback on overall balance, feature density, and whether the revisions feel cohesive.

Cheers! LongJumper

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/wkCqAbcYSz6M)\*\*

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u/Longjumping_Lemon257 — 2 days ago

Skirmisher Fighting Style for the Ranger

The official 2024 Ranger gives the 'Level 2: Fighting Style' where you pick a Fighting Style feat or Druidic Warrior. The homebrew Focused Ranger by DracoDruid adds the following Skirmisher option:

**Skirmisher.** You can take the Dash or Disengage action as a Bonus Action. [Focused Ranger version]

I'm a big fan of features that impact play style as opposed to just giving attack bonuses, so I really like this idea. Keep in mind that this option really only shines if Hunter's Mark is also homebrewed to reduce the Ranger Bonus Action jam, which is almost always true.

However, I have two minor concerns. First, it feels a little like a Rogue feature. Second, I'm not sure it's powerful enough compared to the Fighting Style feats to get much attention. A potential solution is to add a second sentence:

**Skirmisher.** You can take the Dash or Disengage action as a Bonus Action. In addition, your movement ignores nonmagical Difficult Terrain. [version 2]

or

**Skirmisher.** You can take the Dash or Disengage action as a Bonus Action. In addition, your movement ignores Difficult Terrain. [version 3]

The additions in versions 2 and 3 give more Ranger flavor to Skirmisher and also give buffs that make it more attractive while not being overpowered in my opinion.

I'm curious what others think. Is the Skirmisher option interesting enough that it'll be used? If so, which version do you prefer? Are there any other *simple* changes you'd propose?

My answers are 'yes', 'version 3', and I haven't come up with any other changes yet.

Side note: I've noticed that Ranger homebrews often already include some variant of 'movement ignores Difficult Terrain'. I generally dislike that because I feel it steps on the +10 Speed already given to the official 2024 Ranger in Level 6 Roving. +10 Speed improves Ranger movement in Difficult Terrain and is much better overall than ignoring Difficult Terrain because it also applies in normal terrain. Rant over! :) That said, I'm fine with the Skirmisher ignoring Difficult Terrain because the Fighting Style is a core feature.

Thank you in advance for any thoughts you have!

LongJumper

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u/Longjumping_Lemon257 — 3 days ago

Homebrew Ranger Spell: Tree Hop

The official Tree Stride spell is very flavorful and fun for the Ranger but as a level 5 spell it comes late and is expensive to cast.

The homebrew Tree Hop spell described below is meant to be a low-cost knockoff. It's analogous to Misty Step except it's situational (requires trees) with a little longer range, so I made it a Level 2 spell.

However, I'm a little leery of giving the Ranger such a cheap means for teleportation. Teleportation feels overly available in 2024 DND and I'm not sure it should be such a routine ability for Rangers. One way to address this issue is to delete Tree Hop and pretend it never happened. Another solution is to make it a Level 3 spell. That's a little unfair since Misty Step is only Level 2 but martials don't deserve cheap teleportation in my opinion.

Any thoughts are appreciated!

### Tree Hop (Homebrew)

*Level 2 Conjuration (Ranger)*

**Casting Time:** Bonus Action\

**Range:** Self\

**Components:** V, S\

**Duration:** Instantaneous

You step into a living tree of your size or larger that you can touch and emerge from another living tree of your size or larger that you can see within 60 feet. You appear in an unoccupied space of your choice within 5 feet of the second tree.

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u/Longjumping_Lemon257 — 4 days ago

Watchful Awareness homebrew spell update

I got a lot of good feedback below on the homebrew Watchful Awareness spell. Thank you!

A major issue was whether the Initiative bonus should be +2, +3, or Advantage. This is a tricky question, so I actually did some number crunching (monte carlo simulations).

The results are too cumbersome to summarize at the moment, but the biggest takeaway is simple and obvious in hindsight: The initial version of the spell scales heavily with party size. Giving +2 to 6 players is much stronger than to 3 or 4 players. I don't like that!

Instead, I think the spell works better if the number of allies is limited to 3. This cap is consistent with the Bless spell, for example. In addition, I think the required decision makes casting the spell more interesting.

In the case of 3 allies, when you crunch the numbers, it becomes clear that +3 or Advantage is necessary for significant benefits to overcome the small number of allies. +3 gives more reliable benefits while Advantage gives bigger swings. I went with Advantage because it's consistent with Surprise = Disadvantage.

I also increased the duration to make sure the spell is active for a combat encounter, keeping in mind that it'll rarely last beyond 1 encounter.

Here's the updated version of the spell:

Watchful Awareness

Level 2 Divination (Ranger)

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 8 hours

Your scouting instincts heighten the awareness of yourself and your companions, preparing them for imminent danger. Choose yourself and up to two willing creatures within range. Until the spell ends, each target has Advantage on Initiative rolls and can’t be Surprised while conscious.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Note 1: I went with immunity to surprise over +5 passive perception (PP). I prefer +5 PP in a lot of ways, but that benefit is clunkier and can be DM dependent. When in doubt, keep it simple.

Note 2: I'm not worried about multiclass dips. This spell broadens the Ranger's options (and is thematic), but it isn't a big gamechanger.

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u/Longjumping_Lemon257 — 18 days ago

Homebrew Ranger Spell

I'm trying to create homebrew Ranger spells that are thematic, but not simply weapon attack buffs. What do you think of this one? How would you adjust it to improve it?

I suspect the concentration requirement won't be popular, but I view this as a spell that will apply only to the next combat encounter.

Watchful Awareness
2nd-Level Divination (Ranger)

Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour

You heighten the awareness of yourself and your companions, preparing them for imminent danger. Choose yourself and up to five willing creatures within range. Until the spell ends, each target gains a +2 bonus to Initiative rolls and can't be Surprised while conscious.

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u/Longjumping_Lemon257 — 20 days ago

Should Druidic Warrior be revised?

Is Druidic Warrior good as is, or does it need a boost to make it more appealing??

For example, make it more like Magic Initiate Druid:

Druidic Warrior. You learn two Druid cantrips of your choice. Wisdom is your spellcasting ability for them.

In addition, choose a level 1 Druid spell. You always have that spell prepared. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. Wisdom is your spellcasting ability for it.

Whenever you gain a Ranger level, you can replace one of those cantrips or the chosen spell with another Druid spell of the same level.

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u/Longjumping_Lemon257 — 24 days ago

2024 Ranger Full Homebrew -- 2026-07-26

Here's my updates based on the feedback to my post a few days ago in case anyone is curious. It's not perfect, but a few issues have been ironed out.

Notes about this version:

- Gives an alternate use for Favored Enemy. It's minor -- casting Entangle -- but at least it gives another option for the resource if Hunter's Mark isn't part of your play style. Think of it as a poor man's version of the Treantmonk revisions.

- Provides features meant to make the Ranger more thematic. Many of the features are ribbons but I expect some to have occasional utility. I particularly like the enhanced Level 6 feature which gives some distinctive passive ability not tied to Hunter's Mark.

- Addresses Bonus Action jam by allowing Hunter's Mark to be transferred with a Reaction.

- Addresses Concentration jam by allowing Hunter's Mark to be cast without Concentration, but with substantial nerfing (mark can't be transferred) to avoid overpowering. This feature is designed to allow Hunter's Mark to be used as a weaker supplement when you're focused on higher level spells. I don't think removing Concentration from Hunter's Mark is actually necessary but losing Favored Enemy utility -- the core Ranger feature -- when you move on to higher level spells seems like poor design.

- Increases the general power of the Ranger, partly by scaling Hunter's Mark abilities and also by buffing the subclasses.

Potential issues:

- This version is more powerful than the official version. It needed a power up but is it overpowered now? If so, the level 10 or 13 features could be dialed back.

- This version has more features than the official version. It needed more thematic flavor and distinctive abilities but is the result too bloated?

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/wkCqAbcYSz6M)\*\*

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u/Longjumping_Lemon257 — 26 days ago

2024 Ranger Full Homebrew -- 2026-07-23

I posted my Ranger homebrew a month or so ago, and have made significant revisions based on the feedback. I'd appreciate more review.

### Goals of the Revisions

  1. Build on *Hunter's Mark* in thematic manner as Ranger level increases.

  2. Provide option that reduces concentration constraints of *Hunter's Mark* spell without overpowering it.

  3. Add more nature/wilderness/tracker/skirmisher utility ability and flavor to the Ranger class.

  4. Improve Ranger class scaling in Tiers 3 and 4. Tried to accomplish by improving the *Hunter's Mark* features and buffing of the subclasses.

**Design notes** have been added where most revisions were made.

##### Most notable base class revisions:

- Level 1: Favored Enemy: Added option to cast *Hunter's Mark* without Concentration, but with significant nerfs: Duration reduced to 1 minute and spell ends immediately when marked creature has 0 Hit Points (mark can't be transfered).

- Level 2: Deft Explorer: Added a couple ribbons.

- Level 3: Primal Awareness: New feature that allows nature utility spells to be chosen and cast without limiting use of more powerful spells; adapted from Tasha's Ranger that turns the Ranger into a true wilderness savant.

- Level 3: Hunter's Insight: Moved Hunter's Lore from Hunter subclass to main class and renamed. Did this because it's highly thematic, distinctive, and has utility that scales naturally.

- Level 6: Adept Scout: Expanded the official Roving feature to make it more impactful and give the Ranger more options supporting a skirmisher flavor.

- Level 9: Hunter's Prowess: New feature that builds on *Hunter's Mark* to give the spell more capability that is more thematic than simply increasing its damage die.

- Level 13: Empowered Mark: Buffed *Hunter's Mark* for tiers 3 and 4.

- Level 17: Boundless Stride: New feature meant to build on skirmisher flavor.

- Level 20: Apex Ranger: New capstone feature. Not particularly creative, but it's level appropriate and I think it's fairly satisfying.

##### Most notable subclass revisions:

- Generally buffed the subclasses to improve Ranger scaling in Tiers 3/4.

- Added spell lists to Beast Master and Hunter. Note that Hunter gets Find Familiar. Also note that revised Find Familar spell is nerfed a bit because I find the combat flavor of the official version to be too strong and annoying.

- Beast Master: Adjusted mechanic for commanding beast without making it free.

- Fey Wanderer: Buffed a couple features. Added a few wrinkles for thematics.

- Gloom Hunter: Removed invisible in Darkness ability because it was either way over-powered (and boring to play) or useless depending on the situation. Added Hide action abilities as less situational and hopefully more interesting mechanics.

- Hunter: Enhanced Hunter's Lore since the official version was moved to the main class. Buffed many features while trying to keep it simple. Thess buffs plus the Find Familiar spell may make the Hunter a popular subclass.

Thanks!

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/wkCqAbcYSz6M)\*\*

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u/Longjumping_Lemon257 — 28 days ago

2024 Ranger Full Homebrew -- 2026-06-28

I'd appreciate more feedback on my Ranger homebrew. Posted it a while back, but it's evolved since then.

### Goals of the Revisions:

- Reduce action and concentration constraints of *Hunter's Mark* spell without overpowering it.

- Reduce reliance of Ranger class on *Hunter's Mark* spell. Tried to accomplish by allowing the casting of additional spells with Favored Enemy, following proposal by Treantmonk's Temple.

- Add more nature/wilderness/stalker/tracker utility ability and flavor to the Ranger class.

- Improve Ranger class scaling in Tiers 3 and 4. Tried to accomplish by improving the *Hunter's Mark* spell and buffing of the subclasses.

Revisions were made to the base class, subclasses, and spells. **Note that 'Favored Enemy' is renamed as 'Primal Strike' in this revision.**

### Summary of the Revisions:

Started with the Treantmonk's Temple revisions and worked from there. **Design notes** have been added where most revisions were made.

##### Most notable spell revisions:

- Hunter's Mark spell: Mark now moved using Reaction to improve action economy. Casting with higher spell slot increases the damage to improve Tier 3/4 scaling.

- Swift Quiver and Swift Blade (new): Adjusted so they can be cast as level 2 spells.

##### Most notable base class revisions:

- Level 1: Primal Strike (formerly Favored Enemy): Can cast several martial spells using Primal Strike instead of just Hunter's Mark to make class less one-dimensional. Can expend more than 1 Primal Strike use to increase the spell slot level to improve Tier 3/4 scaling.

- Level 3: Primal Wayfinder: New feature that allows nature utility cantrips and spells to be chosen and cast without limiting use of more powerful spells. Flavor ribbon adapted from Tasha's Ranger that turns the Ranger into a wilderness savant.

- Level 6: Second Nature: New feature that allows Primal Strike spells -- including Hunter's Mark -- to be cast without Concentration. Allows spell stack, which improves scaling in Tiers 3/4.

- Level 10: Primal Tactics. New feature that allows Ranger to split Attack action between weapon attacks and spell casting. Provides a distinctive Ranger ability that better enables it to use support spells during combat. Was wondering if I should allow Entangle and Spike growth to be cast with it.

- Adjusted existing features to reduce reliance on Hunter's Mark.

##### Most notable subclass revisions:

- Generally buffed the subclasses to improve scaling in Tiers 3/4.

- Hunter is the most buffed, with a new, distinctive Level 11 feature.

- Gloom Hunter ability to use Hide action was improved to give it more capability during Bright and Dim light conditions. It's abilities in Darkness were adjusted to make it less overpowered and more interesting to play.

- Added spell lists to Hunter and Beast Master.

- Note: Hunter subclass is the only subclass that makes significant usage of *Hunter's Mark*.

Thanks!

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/J56dtk8XM9Gk)\*\*

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u/Longjumping_Lemon257 — 2 months ago

2024 Ranger Full Homebrew -- 2026-06-07

I'm new to homebrewing but couldn't resist trying to clean up the '24 Ranger class after reviewing a lot other ideas. I started with the revisions proposed by Treantmonk's Temple and went from there, hoping to make the class less one dimensional. A summary of the revisions is on the first page. I recommend looking at the revised Hunter's Mark spell (Reaction to move the mark, Option for avoiding concentration) before going thru the revised class. Let me know what you think!

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/J56dtk8XM9Gk)\*\*

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u/Longjumping_Lemon257 — 2 months ago
▲ 2 r/DnD5CommunityRanger+1 crossposts

2024 Ranger Gloom Master Homebrew - 2026-06-05

The '24 Gloom Stalker Ranger subclass is great in concept, but it doesn't quite hit home.

The Dreadful Strike feature doesn't give many uses, making it sort of dull. The Umbral Sight hide in Darkness from Darkvision is great when Darkness is available, but pointless when it's not, which can be often.

In this revision, I adjust the Dreadful Strike uses so they are available more often and aren't based on Wisdom, while hopefully keeping it balanced. I also replaced the hide in Darkness feature with a Shadow Blend feature that should be more widely useful while providing good flavor. I also made some other minor adjustments. I think the resulting subclass provides more useful features and options.

Curious if people think these revisions are on the right track. I'm also curious if you have any thoughts on the Gloom Stalker spells, which I haven't adjusted yet.

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/DdLY\_RarF3TW)\*\*

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u/Longjumping_Lemon257 — 3 months ago