Introduction
This guide is part of the D&D 2024 Spell Guides hub.
The 2024 Ranger is a half-caster whose spells need to earn limited prepared choices and spell slots. Hunter's Mark is always prepared and Favored Enemy provides no-slot casts, but it still requires Concentration and a Bonus Action. That makes it a strong single-target tool rather than a spell to layer on top of every control effect.
This guide rates Ranger spells by their Concentration cost, Bonus Action conflict, expected targets, and campaign value. A stealth campaign can justify Pass Without Trace every day; a combat-heavy campaign may need Spike Growth or Ensnaring Strike more often.

Casting Basics: Half-Caster Rules
Rangers gain spell slots more slowly than full casters and cap at 5th-level slots. Slots return after a Long Rest, so a prepared spell should either affect a consequential fight or solve a recurring campaign problem.
Hunter's Mark requires Concentration, so it competes directly with Spike Growth, Pass Without Trace, summoned allies, and other sustained effects. Its Bonus Action can also conflict with Two-Weapon Fighting and other bonus-action options.
Favored Enemy makes Hunter's Mark always prepared and grants two no-slot casts at level 1; the class table increases that number at later Ranger levels. Use a no-slot cast when a fight will last long enough for repeated weapon hits to matter. Every other recommendation in this guide is measured against that resource and the Ranger's limited prepared spells.
Cantrips
Rangers do not begin with cantrips. At level 2, the Druidic Warrior option can replace the Fighting Style feat and teaches two Druid cantrips that use Wisdom. Druidcraft ● handles small nature and camp tasks. Guidance ● supports frequent exploration or social checks. Prepared spells remain the Ranger's larger tactical decision.
Spells by Level
1st-Level Spells
Hunter's Mark ●: A 1d6 Force-damage rider on attack-roll hits against one target that can move when that target falls. It uses both Concentration and a Bonus Action. Use no-slot Favored Enemy casts against targets expected to survive several hits; skip it when a short fight or a competing Concentration effect makes the setup cost poor.
Ensnaring Strike ●: It turns a weapon hit into a chance to restrain the target while you maintain Concentration. The Restrained condition can give the party a strong opening against one important foe. It is better against a single durable threat than a crowd, and it should replace Hunter's Mark rather than accompany it.
Goodberry ●: Ten berries each restore 1 HP. It is useful for stabilizing allies or managing recovery when the party lacks other healing. Prepare it when that problem recurs; it is less valuable in a group with abundant healing and little travel pressure.
Longstrider ●: Adds 10 feet of movement for an hour per slot. Excellent value on a class that wants to stay mobile. Put it on yourself or your fastest party member before combat when you expect to need positioning.
Fog Cloud ●: Dense obscurement can block line of sight for enemies and allies alike. Prepare it for a retreat or an enemy caster, not as a default damage option.
Cure Wounds ●: Prepare it when the group lacks an emergency recovery option. Compare it with Goodberry for the kind of recovery and travel pressure the campaign actually creates.
Speak with Animals ●: Ritual and utility only. Worth having as a ritual caster option if your campaign has meaningful animal interaction, but not worth a prepared slot in a combat-focused build.
Alarm ●: Ritual only. Cast as a ritual for free camp security.
2nd-Level Spells
Pass Without Trace ●: Gives you and nearby willing creatures a +10 bonus to Stealth checks and prevents tracking except by magical means. It requires Concentration and is strongest before combat, when the party can choose an infiltration, ambush, or retreat instead of fighting on unfavorable terms.
Hot Take: Pass Without Trace can be more valuable than Hunter's Mark in a stealth-focused campaign. The +10 bonus can make an approach possible for the whole party; Hunter's Mark is stronger once the group expects a long fight against one priority target.
Spike Growth ●: A 20-foot-radius area of difficult terrain that damages creatures for every 5 feet they move through it. Lock down a chokepoint, push enemies into it, or make retreat expensive. Its Concentration cost means it replaces Hunter's Mark, but it can change more enemy turns in the right terrain.
Silence ●: Use it to deny verbal components in a critical area or to support a quiet approach. It can disrupt a caster, but it is not a guarantee that a creature loses a turn: read that creature's available spells and actions before treating it as a shutdown.
Aid ●: Adds 5 hit points to three creatures' maximum HP for 8 hours. It scales with upcasting and can buffer the party before an expected run of encounters.
Summon Beast ●: A Concentration spell that gives the Ranger a predictable summoned ally. Prepare it when an extra body materially changes the encounter and the class is not already using its Concentration for Hunter's Mark, terrain control, or stealth.
Lesser Restoration ●: Removes disease, blindness, deafness, paralysis, or poison from a target. Prepare it for a campaign where those conditions are expected; otherwise another daily preparation may fit better.
3rd-Level Spells
Conjure Animals ●: The 2024 version uses a revised effect. Read the current spell entry and compare its Concentration cost with your other control spells; do not rely on the 2014 multiple-beast version when deciding whether to prepare it.
Lightning Arrow ●: Convert an attack into a lightning strike with a secondary area burst. Prepare it when your campaign produces clustered enemies and a single high-damage turn matters; a control spell is often better when the party can exploit difficult terrain or a chokepoint.
Nondetection ●: It protects a willing creature from divination magic for 8 hours. It is niche, but in a campaign where magical tracking matters, it can be the right preparation for an infiltration or scouting mission.
Speak with Plants ●: Ritual-quality utility. Animate plants to create difficult terrain, get information from plant life, or clear a thorny area. Better in exploration-heavy games than dungeon crawls.
Water Breathing ●: Lets up to ten creatures breathe underwater for 24 hours. It earns a prepared choice in an aquatic campaign or before a known underwater expedition, not as an all-purpose combat spell.
4th-Level Spells
Freedom of Movement ●: The target ignores difficult terrain and can't be paralyzed or restrained by nonmagical effects. More importantly, they can escape grapples with 5 feet of movement. Put this on your tank or your party's biggest damage dealer before fights with creatures that grapple. No concentration required.
Dominate Beast ●: Charms and controls one beast for the duration. Narrow, since it only works on the Beast creature type, but a solid answer when the campaign puts a dangerous beast in the party's path and taking it over solves the encounter outright.
Conjure Woodland Beings ●: The 2024 spell uses its current printed effect rather than the old open-ended creature-selection approach. Read that entry before preparing it, then compare its Concentration cost with the control or mobility spell that would occupy the same slot.
5th-Level Spells
Swift Quiver ●: While concentrated, your quiver generates its own ammunition and your Bonus Action lets you make two additional ranged weapon attacks. It supports an archery Ranger in a long fight when its Concentration and Bonus Action costs fit the encounter.
Steel Wind Strike ●: A no-Concentration burst option for a high-level fight with several viable targets. It is most useful when the encounter rewards immediate damage more than sustained archery, movement, or a Concentration spell.
Conjure Volley ●: Fire a piece of ammunition, conjure a volley that hits a 40-foot cylinder. It deals 8d8 damage on a failed Dex save, half on success. Prepare it for a clustered group when an area-damage option matters.
Tree Stride ●: Teleport between trees once per turn during Concentration. It fits forested outdoor adventures and has little use in a dungeon-heavy campaign.
Build Your D&D 2024 Character
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Start BuildingStrong Prepared Spells
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Pass Without Trace: Prepare it when the group regularly relies on stealth, infiltration, or avoiding fights. It gives a +10 Stealth bonus, not advantage, and it is less urgent in a campaign that resolves most problems in open combat.
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Hunter's Mark: Use free Favored Enemy casts first against a target expected to survive several weapon hits. It is a poor opening when the fight will end quickly or another Bonus Action matters more.
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Spike Growth: Prepare it when the party can hold chokepoints, push enemies, or force movement through the area. Its Concentration cost is justified when terrain control will affect more than one enemy turn.
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Freedom of Movement: Prepare it before a known grapple-heavy, restraining, or difficult-terrain encounter. It is a targeted answer, not a default fourth-level slot in every campaign.
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Swift Quiver: An archery Ranger can use it for sustained ranged damage at high levels, but it occupies both Concentration and a Bonus Action. It fits a long fight better than an encounter where repositioning or another concentration spell is decisive.
Hot Take: At a combat-focused table, prepare spells that change the encounter rather than filling every slot with narrow utility. In an exploration campaign, Speak with Animals or Water Breathing can be the right prepared choice because they solve recurring obstacles the party cannot otherwise address.
Hunter's Mark Alternatives: When to Skip It
Hunter's Mark is not always the right cast. Skip it in these situations.
Short combats. If your GM runs fights that end in three rounds or fewer, a marked target may die before the spell adds enough damage to justify a slot. Keep the Bonus Action for Two-Weapon Fighting, movement, or another feature.
When you have Favored Enemy uses left. The class gives no-slot Hunter's Mark casts that increase at specified Ranger levels. Spend one before a slot when the fight is likely to reward the mark.
Gloom Stalker Rangers. A strong opening turn can make immediate control or positioning more valuable than setting up a mark. Compare the expected number of later hits with what Ensnaring Strike, movement, or a pre-combat Pass Without Trace has already accomplished.
When the party is approaching rather than fighting. On a dungeon approach, social infiltration, or planned ambush, Pass Without Trace solves a different problem from Hunter's Mark. Prepare for the obstacle the party expects to face.
When a higher-level spell changes the fight. At high levels, a fifth-level spell may solve an encounter that Hunter's Mark cannot. Keep Hunter's Mark for sustained single-target damage, but do not spend a slot automatically when control, mobility, or area damage is the immediate need.
What Changed in 2024
Hunter's Mark remains a Concentration spell in the 2024 Player's Handbook. The important preparation changes concern access, prepared spells, and the class features around the list.
Favored Enemy restructured. The 2024 feature makes Hunter's Mark always prepared and supplies no-slot casts through the class chassis. This makes repeated single-target damage more resource-efficient without making the spell free of its Concentration or Bonus Action costs.
Spellcasting starts at level 1. Choose two 1st-level Ranger spells, then replace one prepared Ranger spell when you finish a Long Rest. Always-prepared spells from class features do not count against that prepared total.
Druidic Warrior is a level-2 option. A Ranger who wants cantrips trades the usual Fighting Style feat choice for two Druid cantrips, so it is a real build choice rather than free extra utility.
Subclass spells are separate access. An always-prepared spell from a subclass can expand the character's choices without reducing the base Ranger prepared-spell total. Check the current subclass text and the campaign's approved books before treating an expansion spell as part of the default list.
Bottom Line
The 2024 Ranger has limited slots, one Concentration slot, and valuable Bonus Actions. Prepare spells for the decisions your campaign creates: Hunter's Mark for repeated attacks against a durable target, Pass Without Trace for an approach, Spike Growth for terrain control, and Freedom of Movement for mobility threats.
Approved Expansion Spell Access
The approved expansion books add a few Ranger options. Treat each as campaign-gated content, verify the printed entry, and compare it with the core spell it would displace.
- Arcana Unleashed: Dueling Ground (2nd) and Summon Plant (5th) are Ranger spell-list entries.
- Heroes of Faerun: Alustriel's Mooncloak is a 5th-level Ranger spell. The Winter Walker subclass adds always-prepared Ice Knife, Hold Person, Remove Curse, Ice Storm, and Cone of Cold at Ranger levels 3, 5, 9, 13, and 17.
- Ravenloft: The Horror Within: the Hollow Warden subclass adds always-prepared Wrathful Smite, Alter Self, Phantom Steed, Dominate Beast, and Steel Wind Strike at Ranger levels 3, 5, 9, 13, and 17.
The D&D 2024 Spell Guides hub shows which classes share sourcebook entries, while the Arcana Unleashed overview, Forgotten Realms overview, and Ravenloft overview provide the larger sourcebook context.
Related D&D 2024 Class Guides
For the full Ranger class breakdown, including ability scores, subclasses, feats, and level-by-level features, see the Ranger Class Guide.
Other D&D 2024 Spell Lists
Each 2024 class has its own defined spell list, so comparing lists is the fastest way to see what a multiclass dip actually buys you, or what you give up choosing one caster over another: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard.
Start from the D&D 2024 Spell Guides hub for what changed across every list in 2024.


