There’s been a lot of conversation online about the Ranger in the 2024 Player’s Handbook. Some players are disappointed with how the class turned out, especially around its core feature — Hunter’s Mark.
Before diving into the mechanics, though, I want to make one thing clear: I love the Ranger.
Why I Love the Ranger
Flavor-wise, the Ranger is one of my favorite archetypes in all of Dungeons & Dragons.
When I play one, I imagine myself as Aragorn from The Lord of the Rings, Geralt of Rivia from The Witcher, or Drizzt Do’Urden, the legendary drow ranger from the Forgotten Realms.
When I play a Ranger, that fantasy comes alive. Even before touching the mechanics, I’m already excited about who this character is. And honestly, that’s a huge part of what makes D&D fun — stepping into a fantasy that feels right.
For me, the Ranger hits that fantasy 10 out of 10.
The Core Issue: Hunter’s Mark
Most of the criticism online focuses on Hunter’s Mark, the Ranger’s signature spell.
It’s a 1st-level spell that:
Takes a bonus action to cast.
Requires concentration.
Lets you deal an extra 1d6 damage to the target whenever you hit it.
Can be moved to another enemy when the marked target drops to 0 HP.
At first glance, it seems fine. In the 2024 version, Hunter’s Mark is always prepared for Rangers, and you can cast it a limited number of times per day without spending spell slots with the Favored Enemy feature.
But here’s where things get tricky.
The Concentration Problem
A big portion of the Ranger’s spell list relies on concentration — things like Spike Growth, Conjure Animals, or Pass Without Trace.
Because Hunter’s Mark also requires concentration, it competes directly with your other core abilities.
If you want to maximize your class features, you’re forced into a choice that feels bad: either deal your bonus damage or use your cool spells — but rarely both.
And since many of the Rangers’ upgrades tie into Hunter’s Mark, ignoring it means ignoring your own class design.
Community and Homebrew Fixes
Plenty of homebrewers and players have tried to solve this. I’ve come across a few interesting options — and I’ve thought of a few myself.
1. Remove Concentration Entirely
The simplest solution is to just remove the concentration requirement from Hunter’s Mark.
That instantly fixes the main frustration and makes the class feel smoother.
However, it does create one issue: at level 13, Rangers gain the Relentless Hunter feature, which prevents you from losing concentration on Hunter’s Mark when you take damage.
If Hunter’s Mark no longer requires concentration, that level effectively becomes a dead level, which isn’t ideal.
You’d either need to redesign that feature — or just accept the tradeoff for better gameplay overall.
2. Allow Dual Concentration (for Hunter’s Mark Only)
Another idea I like is to keep concentration, but make Hunter’s Mark an exception.
Basically, you can concentrate on Hunter’s Mark and one other spell at the same time.
You’d still risk losing Hunter’s Mark if you fail a concentration check, but it wouldn’t block you from using other great spells.
This keeps the feature’s risk-reward element intact while freeing up the Ranger’s flexibility.
3. Make It Work Through Favored Enemy
This is my favorite fix.
When you cast Hunter’s Mark through your Favored Enemy feature, it doesn’t require concentration.
Outside of that feature, it functions as normal.
It feels balanced, thematic, and clever — and it doesn’t break the level 13 feature.
Plus, it gives Favored Enemy a more tangible impact on gameplay.
4. Give Players a Choice
A more dynamic version of the above idea would be to let Rangers choose how they cast Hunter’s Mark:
With concentration: You can move it freely to a new target when one drops.
Without concentration: It lasts the full duration, but you can’t move it to another creature when it hits 0 HP.
This introduces a nice bit of tactical choice.
If you’re facing one big boss, cast it without concentration.
If you’re fighting multiple smaller enemies, cast it with concentration so you can move the mark around.
Final Thoughts
Overall, the Ranger in the 2024 Player’s Handbook still nails the fantasy I love — the tracker, the wanderer, the beastmaster. But mechanically, it could use a little fine-tuning.
Hunter’s Mark is iconic, but it shouldn’t hold the class back.
I’ll personally be trying out the Favored Enemy = no concentration fix in my next campaign. It keeps things flavorful, balanced, and most importantly — fun.
What about you?
How do you handle Hunter’s Mark in your games?
Have you homebrewed your own fix, or are you happy with the official design?
Let me know in the comments — I’d love to hear your thoughts.
Cheers! 🏹
Thanks for this; your point about the Ranger making 'that fantasy comes alive' really rezonated. Do you think there's a practical way to mechanically capture that 'fantasy' without relying on a problematic core spell?
Couldn't you say this same thing about other classes, like the Paladin for example. It sounds like people just want to min/max without having to make any concessions, trade-offs, or to think tactically about what they want to use.