Thanks to [u/rezeakorzs](u/rezeakorzs) I’ve made a v2 of my Ranger rework, and this time, it’s not gonna be a massive wall of text
The idea is simple: It’s very dumb that 5.5e Ranger is built around Hunter’s Mark, and the capstone feature is extremely disappointing
The solution: Spend hours reading flavor into the Ranger like trying to fix a bad soup. Hopefully, you end up with something different
The Result?
Ranger: Main changes
Level 1: Favored Enemy
You can mark an enemy as a bonus action, or a group during a Short or Long Rest, such as an organization, military, or cult, and may add a d4 when tracking them with Survival, Perception, Investigation checks, or attacking them.
The number of Marks you can keep active is equal to your Wisdom Modifier + Proficiency (Minimum 1)
The mark gets cleared when the creature is dead, the group is dismantled, or you choose to release the mark, and you regain the mark after a Short Rest, regaining all of them after a Long Rest.
Added at Level 1: Favored Terrain
After spending enough time in a region, via a Long Rest, you ignore difficult terrain there, may sneak with a group with a +3 bonus, with a group size of up to 10, and double your proficiency bonus within it.
Level 2: Deft Explorer
Thanks to traveling, you gain the following benefits
Movement: Gain a climb and swim speed equal to half of your speed
Expertise: Choose one of your skill proficiencies in which you lack Expertise. You gain Expertise in that skill.
Languages: You know 2 languages of your choice
Decrease Exhaustion: Whenever you finish a Short Rest, your exhaustion level, if any, decreases by 1
Added fighting style to Ranger Fighting Style options:
Spiritual Warrior: Learn 2 cantrips from the Cleric spell list; they are treated like your other Ranger Spells. You can replace them with different Cleric cantrips at each level. At 8th level of Ranger, gain a third.
*note: last sentence also applies to Druidic Warrior
Added Arcane Archer as an option to Ranger Subclass at level 3 (It’s dumb that it is a Fighter subclass, and I’ll die on this hill)
Replaced Tireless at Level 10 with Heightened Sense:
Gain Blindsight within 10ft of you if you're in favored terrain or if it’s for sensing a marked enemy.
Replaced Relentless Hunter with another Subclass feature
Moved Nature’s Veil from level 14 to 17, put in place another extra attack
Increase the number of attacks with an attack action from 2 to 3
Note for Feral Senses: Works the same as it did before, 30ft of blindsight, no strings attached
Replaced Foe Slayer at Level 20 with Weave Weaver:
As part of the attack action, you may replace one attack with the casting of a Level 0-2 spell.
Ranger:Beast Master Changes
Added language for non-inherently magical beasts
Added Level 3: Mark of the Beast
When marking a creature or a group consisting of creatures your size or larger, or marking an individual or group of Beasts, increase the bonus die to a d6.
Changed Level 7: Exceptional Training
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
Additionally, your beast gains double your Proficiency Bonus in 2 skills that use Strength, Dexterity, or Wisdom.
Changed Level 11: Beastial Fury
Whenever your Beast takes the Beast’s Strike action, it can attack twice.
In addition, your Beast can now benefit from the extra die from Mark of the Beast
Added Level 13: Scar of the Beast
Your Beast gains advantage on checks to track your marked targets
Changed Level 15 to Hold the Line:
As a Magic Action, once per Long Rest, you can give your beast 2d8 + Ranger Level of temporary hit points
Ranger:Fey Wanderer changes
Replaced Dreadful Strikes with Mystic Mark:
When you mark a target and hit it with an attack, deal an extra 2d6 damage, once per round, once per target.
When a target dies, you feel a pulse of magic rush back into you; as a reaction, you can redirect it immediately to a creature you can see within 90 ft of you to mark that creature.
Changed Level 11: Fey Reinforcement
You can cast Summon Fey without material components. You can also cast it once at 3rd level without a spell slot. Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for the casting.
Added Level 13: Devious Mark
When you attack a marked target, you can add 2d6 to the damage to each hit, instead of only once per round per target.
Ranger:Gloom Stalker Changes
Changed Dreadful Strikes to Dreadful Mark:
Once per turn, when you hit a marked target, you can deal an extra 3d6 Psychic damage. You can only do this once per turn, and only a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11 changed Sudden Strike:
Make another attack with the same weapon against a different creature that is within 5 feet of the original target and within the weapon’s range. When rolling damage, don’t add flat modifiers
Level 13: Shadows Study
Choose 2 skills you aren’t proficient in and become proficient, and choose 1 skill you are proficient in that isn’t one of the previous 2 skills and gain Expertise.
Ranger:Hollow Warden Changes
Changed Level 3 prepared spell to Shield of Faith
Changed Level 3: Wrath of the Wild
You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a Bonus Action, you can expend a use of Favored Enemy to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the Incapacitated condition, die, or end the transformation (no action required).
Ancient Armor: You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11.
Prowling Retribution: Immediately after a creature you can see within 5 feet of you deals damage to you or one of your allies, you can make an Opportunity Attack against that creature.
Unnerving Aura: When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn. Your marked targets reduce their saving throws by 1d4.
Level 13: added Ancient Mark
Your die against Marked targets is upgraded to 1d6. Additionally, when rolling intimidation against a marked target, you may add your Mark die.
Level 15 changed Persistent Wrath:
If you are reduced to 0 but not killed outright while using Wrath of the Wild, wild power surges around you to defend you. An armored dome surrounds your prone body that has 35 HP, an AC of 15, and has an aura when a hostile creature enters its 10ft radius or starts its turn there, taking 3d8 Slashing damage. You can’t use this feature again until you finish a Long Rest or burn a level 3+ spell slot (No action required).
Ranger:Hunter changes
Changed Hunter’s Lore to use Favored Enemy
Changed Colossus Slayer:
You can wear down the most resilient of foes. When you hit a creature with a Weapon, your weapon deals an extra 1d8 of damage if the target is missing any health, 2d8 if the target is marked. You can deal this damage only once per turn.
Changed Level 11: Superior Hunter’s Prey
Once per turn, when you deal damage to a marked target, you can also deal 1d8 damage to a different creature that you can see within 30ft of the first creature.
Added Level 13: Tracking Mark
Upgrade your die for favored enemy to a d8
Changed Level 15: Superior Hunter’s Defense
When you take damage, you can take a reaction to make yourself resistant to that damage type until the end of your turn
Ranger:Winter Walker changes
Changed Level 3: Hunter’s Rime
The ice begins to rime you and your prey, protecting you and hindering them. When you use Favored Enemy to mark a target, you gain Temporary Hit Points equal to 1d10 plus your Ranger level. Additionally, while a creature is marked, it can’t take the Disengage action.
Added Level 13: Winter Zephyr
You can use your Polar Strike feature on a target twice per turn, instead of once.
Changed Level 15: Frozen Haunt
When you mark a target, you can adopt a ghostly, snowy form. This form lasts until you kill a marked target, or 5 minutes pass, whichever is sooner. While you are in this form, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
Frozen Soul: You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d6 Cold damage.
Partially Incorporeal: You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
Arcane Archer
Level 3: Arcane Archer Spells
It’s the same as always when it comes to subclass spell tables
Ranger Level
Spell
3
Witch Bolt
5
Misty Step
9
Counterspell
13
Spellfire Storm
17
Synaptic Static
Level 3: Arcane Shot
You learn to unleash special effects with your shots
Arcane Shot Options: You learn 2 Arcane Shot options of your choice from the ‘Arcane Shot Options’ section later in this subclass’s description. You learn an additional Arcane Shot option when you reach Ranger level 7, 11, 13, and 15. Each time you learn a new Arcane Shot option, you can also replace 1 option you know with a different one.
Using Arcane Shot: Once per turn, when you make a ranged attack using a weapon with the Ammunition property, you can apply one of your Arcane Shot options to that attack. You decide to use the option when you hit a creature and deal damage to it, unless the option doesn’t involve an attack roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Arcane Shot Die: Arcane Shot options refer to your Arcane Shot Die, which is a d6 at level 3. At level 11, it’s a d8; at level 13, a d10; and at level 15, a d12. When affecting a target marked by Favored Enemy, use the next die size up for the Arcane Die (i.e d6 -> d8).
Saving Throws: If an Arcane Shot option requires a saving throw, the DC is your Spell Saving Throw.
Curving Shot and Magical Ammunition are the same, being at Level 7
Changed Level 11: Ever-Ready Shot
When you roll Initiative, you can regain one expended use of Arcane Shot. You may also add your Wisdom bonus to Initiative.
Moved Level 13: Masterful Shots
You employ agility in your sharpshooting. When a creature you can see misses you with an attack roll, you can take a Reaction to move up to half your Speed away from the attacker without provoking Opportunity Attacks. You can then make a ranged attack roll against the attacker as part of this Reaction if the attacker is within the weapon’s range.
Added Level 15: Arcane Mark
When your marked targets attempt to cast a spell on you that requires a save from you, they must roll a d6. On a 1, you automatically gain the effects of successfully saving on the throw.
Arcane Shot Options that were changed
Bursting Shot: You imbue your ammunition with explosive magical energy. Immediately after you deal damage to the creature, your target and each creature within a 10-foot Emanation originating from the target take Force damage equal to two rolls of your Arcane Shot Die. You only use the larger Arcane Shot die if the original target was marked.
Enfeebling Shot: Your ammunition saps your target’s strength. The creature you hit takes extra Necrotic damage equal to two rolls of your Arcane Shot Die. The target must also succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn. Whenever a target is Poisoned in this way and hits with an attack roll, it subtracts an amount equal to one roll of your Arcane Shot Die from the total damage of that attack. No matter the target, use your normal Arcane Shot Die.
Piercing Shot: You give your ammunition an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the ammunition shoots forward in a 30-foot-long, 1-foot-wide Line originating from you, then vanishes. The Line ignores cover, as the ammunition phases through solid objects. Each creature in the Line makes a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit, plus extra Piercing damage equal to two rolls of your Arcane Shot Die. On a successful save, a creature takes half as much damage. When hitting marked and unmarked targets, keep the base damage total, and roll each of the set of 2 Arcane Shot Dice separately.
So that’s the changes, half sure that some of this is broken, but I do need people to give feedback