(gained at level 3 automatically on my homebrew wandering ronin subclass, you can opt to take this as a feat whenever. only works for the ranger class though)
This is a comprehensive change to the ranger class as a whole, and i will make a few feats that you can take (ill add them automatically at level 1 in my homebrew subclasses) that completely rework the ranger class to be better and less situational as a whole. If your DM allows you, simply add these feats to your chart so you don't waste a feat slot.
Since you cannot homebrew a class in dndbeyond, this is my solution to add my personal ranger changes.
First is the most massive change of the entire class, the level 1 features "Favored Enemy" and "Natural Explorer", 2 features situational at best and useless at worst.
(Favored Enemy-) {Level 1, 6, and 13}
[Replaces the options of the level 1 feature "Favored Enemy" you get new perks from it at level thresholds. 1st at level 1, 2nd at level 6, and 3rd at level 13.]
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Bounty Hunter (You have proficiency in tracking/Investigation checks, and you get an additional action on the first turn of combat. Stacks with anything that grants extra actions, such as haste and action surge.)
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Keeper of the Veil (You have proficiency in Arcana checks, and any enemy you fight loses a tier of resistance/immunity against you ONLY. if they have immunity, it becomes resistance. if they have resistance it becomes nothing.)
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Mage Breaker (Gain proficiency in History and Religion checks, gain the ability to cast true strike, blade ward, and dancing lights as a bonus action or reaction on yourself or on allies once per turn, and if an enemy misses you with a spell or fails a spellcast within 50 feet of you, you can make a free attack against them once per turn)
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Ranger Knight (You gain proficiency in heavy armor, shields, and all martial equipment and you gain 2 Battlemaster superiority die. Which you can use to invoke any of the Battlemaster [or my homebrew Improved Battlemaster] maneuvers with this. The die recharge on a short or long rest. The die is a base 1d8, and if you take levels in battlemaster it can upgrade to 1d10 or 1d12 along with the others.)
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Shadow Stalker (You gain proficiency in Sleight of Hand and Stealth, you can hide as a bonus action, and you can cast hunters mark as a ritual, meaning it only takes a bonus action and never costs a spell slot)
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Horde Cleaver (If you kill a creature with a weapon attack and overkill, the overkill damage continues and the rest is given to another enemy you choose within 5 feet. If you kill an enemy with an attack, you get a charge. The charge can ONLY be used to make a main hand weapon attack right after gaining it. The attack is not affected by your strength or dexterity modifier, or charisma if you are a cheeky multiclass hexblade. If you kill an enemy with this special charge you recharge it again and can use it again. Does not benefit from two weapon fighting fighting style or any modifier, the attack roll is affected by your stats as usual though. Additionally, if you kill a target with a critical hit you will get 5 temporary hit points alongside the special charge.)
(Natural Explorer-) {Level 1, 6, and 13}
[Replaces the options of the level 1 feature "Natural Explorer" you get new perks from it at level thresholds. 1st at level 1, 2nd at level 6, and 3rd at level 13.]
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Beast Tamer (You can re roll a failed Animal Handling check 3 times per short rest and cast Find Familiar as a ritual without consuming a spell slot)
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Urban Tracker (You can re roll a failed Investigation check 3 times per short rest, and if you successfully track the beast or person you were looking for, your team's first round has advantage on everything. Including for non combat such as persuasion, insight, intimidation, and strength to restrain or talk to them.)
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Cave Stalker (You get to add your dexterity modifier to Perception checks and you get 30 feet of dark vision.)
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Frigid Explorer (Gain resistance to cold damage and cold conditions. Additionally you are immune to icy and cold difficult terrain as well)
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Scorching Survivor (Gain resistance to fire damage and hot conditions. Additionally you are immune to hot and humid difficult terrain such as quicksand)
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Scavenger (You automatically can detect poison in any food item or plant you come across [basically auto detect poison] and you have resistance to poison damage and poison conditions. Lastly you can add your wisdom or dexterity modifier to Nature or Survival checks when scavenging for resources or food)
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