Since ONE DnD is coming with an entirely new Ranger, this buff/tweak is designed to make the original 5e ranger work without feeling so weak and frustrating. Changes are in red.
Feel free to leave suggestions on how to improve this as they will be greatly appreciated (cuz I intend to use this in some games).
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Extra Favored Enemy
Once per short rest, you can activate your hunter instincts, making one single creature you see an extra favored enemy. That specific creature (not its race) will remain a favored enemy until you change your extra favored enemy or it dies. You don’t learn new languages for your extra favored enemy and you can only have one extra favored enemy at a time.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence, Dexterity or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Extra Favored Terrain
Furthermore, your adept to wilderness and survival skills may grant any natural environment to be your extra favored terrain if you spend at least 7 minus your proficienciy bonus hours in it. If you leave that natural environment, it stops being your extra favored terrain and you can only have one extra favored terrain at a time.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level fr which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Hunter’s Mark
You can merge your hunter instinct to nature’s magical energy, casting the hunter’s mark spell without needing a spell slot, and you can do so a number of times equal to your proficiency bonus. After a long rest, you regain all of your uses.
Furthermore, at the 10th level, your hunter’s mark extra damage scales to a d8, and at the 17th level, it becomes a d10.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Once per use of this trait, while it is active, you can pinpoint the exact location of your extra favored enemy for a brief second.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 10 minutes creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you gain the following benefits:
By pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
You gain advantage on stealth checks when hiding within the same material you used to make your camouflage.
Vanish
Starting at 14th level, you can't be tracked by nonmagical means, unless you choose to leave a trail. Also, you can use the Hide action as a bonus action on your turn.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once per turn, you can make a normal attack roll hit against a favored enemy deal critical damage.
Beginning at 1st level, you can merge your hunter instinct to nature’s magical energy, casting the hunter’s mark spell without needing a spell slot, and you can do so a number of times equal to your proficiency bonus. After a long rest, you regain all of your uses.
Furthermore, at the 10th level, your hunter’s mark extra damage scales to a d8, and at the 17th level, it becomes a d10.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to certain a type of enemy. Choose one type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on any ability checks to interact with, track or perceive, understand or recall information about your favoured enemy.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, or another exotic language of your choice.
You choose one additional favored enemy, as well as an associated language, at 3rd, 5th, 7th, 9th, 11th, 13th, and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Any creature marked by your Hunter's Mark feature, becomes one of you favoured enemies for the duration of the spell, you do not learn an additional languages associated with this creature but you have advantage to interpret it's behaviour.
At 14th level you gain advantage on attack rolls against your favored enemies.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, aquatic, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an ability check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means.
Your group is immune to exhaustion caused by non-magical terrain, weather or similar effects.
You group has advantage on Dexterity (Stealth) checks as long as they are within 60 ft of you.
While you are conscious, you remain alert to danger.
You are unaffected by non-magical difficult terrain.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 5th, 9th, and 13th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level fr which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. If the creatures you attempt to sense are among your favored enemies you learn their number and approximate location relative to yourself (e.g. 4 aberrations are 6 hours travel east of you).
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, you can take the Disengage or Dash action as a bonus action on your turn. Moving through nonmagical difficult terrain costs you no extra movement and causes no damage to you as long as you do not start or end your turn in the hazardous terrain. You have advantage on saving throws against plants or terrain that are magically created or manipulated to impede movement or cause damage (e.g. the Entangle spell)
As a bonus action, you can expend a spell slot of 1st level or higher to attempt to dispel any spell or magical effect causing plants or terrain to impede movement or cause damage. You make a Wisdom check against a DC = 10+the level of the spell (or against the DC of the magical effect if it is not a spell) ending that effect in a 1 mile radius of you on a success.
Hide in Plain Sight
Starting at 10th level, you can spend 10 minutes creating camouflage for yourself or another creature within 5 ft of you. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once they are camouflaged in this way, they gain the following benefits:
If they don't move on their turn, they can make a Dexterity (Stealth) check to Hide even when not behind cover or heavily obscured.
If they are obscured by the same material used to make the camouflage, they gain a +10 bonus to they Dexterity (Stealth) check.
Vanish
Starting at 14th level, you can't be tracked by nonmagical means, unless you choose to leave a trail. Also, you can use the Hide action as a bonus action on your turn, you have advantage on the Dexterity (Stealth) check if you are in your favored terrain.
Universal Skills
At 16th level, your Favoured Enemy and Natural Explorer features apply to all creatures and all terrains.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. You gain Blindsight with a radius of 60 ft as long as you aren't deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once per turn, you can make a normal attack roll hit against a favored enemy deal critical damage.
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Since ONE DnD is coming with an entirely new Ranger, this buff/tweak is designed to make the original 5e ranger work without feeling so weak and frustrating. Changes are in red.
Feel free to leave suggestions on how to improve this as they will be greatly appreciated (cuz I intend to use this in some games).
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Extra Favored Enemy
Once per short rest, you can activate your hunter instincts, making one single creature you see an extra favored enemy. That specific creature (not its race) will remain a favored enemy until you change your extra favored enemy or it dies. You don’t learn new languages for your extra favored enemy and you can only have one extra favored enemy at a time.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence, Dexterity or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 6th and 10th level.
Extra Favored Terrain
Furthermore, your adept to wilderness and survival skills may grant any natural environment to be your extra favored terrain if you spend at least 7 minus your proficienciy bonus hours in it. If you leave that natural environment, it stops being your extra favored terrain and you can only have one extra favored terrain at a time.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level fr which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Hunter’s Mark
You can merge your hunter instinct to nature’s magical energy, casting the hunter’s mark spell without needing a spell slot, and you can do so a number of times equal to your proficiency bonus. After a long rest, you regain all of your uses.
Furthermore, at the 10th level, your hunter’s mark extra damage scales to a d8, and at the 17th level, it becomes a d10.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Once per use of this trait, while it is active, you can pinpoint the exact location of your extra favored enemy for a brief second.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 10 minutes creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you gain the following benefits:
Vanish
Starting at 14th level, you can't be tracked by nonmagical means, unless you choose to leave a trail. Also, you can use the Hide action as a bonus action on your turn.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once per turn, you can make a normal attack roll hit against a favored enemy deal critical damage.
Hunter’s Mark
Beginning at 1st level, you can merge your hunter instinct to nature’s magical energy, casting the hunter’s mark spell without needing a spell slot, and you can do so a number of times equal to your proficiency bonus. After a long rest, you regain all of your uses.
Furthermore, at the 10th level, your hunter’s mark extra damage scales to a d8, and at the 17th level, it becomes a d10.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to certain a type of enemy. Choose one type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on any ability checks to interact with, track or perceive, understand or recall information about your favoured enemy.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, or another exotic language of your choice.
You choose one additional favored enemy, as well as an associated language, at 3rd, 5th, 7th, 9th, 11th, 13th, and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Any creature marked by your Hunter's Mark feature, becomes one of you favoured enemies for the duration of the spell, you do not learn an additional languages associated with this creature but you have advantage to interpret it's behaviour.
At 14th level you gain advantage on attack rolls against your favored enemies.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, aquatic, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an ability check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While in your favored terrain, you gain the following benefits:
You choose additional favored terrain types at 5th, 9th, and 13th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You learn two cantrips of your choice from the Druid spell list and two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level fr which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. If the creatures you attempt to sense are among your favored enemies you learn their number and approximate location relative to yourself (e.g. 4 aberrations are 6 hours travel east of you).
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, you can take the Disengage or Dash action as a bonus action on your turn. Moving through nonmagical difficult terrain costs you no extra movement and causes no damage to you as long as you do not start or end your turn in the hazardous terrain. You have advantage on saving throws against plants or terrain that are magically created or manipulated to impede movement or cause damage (e.g. the Entangle spell)
As a bonus action, you can expend a spell slot of 1st level or higher to attempt to dispel any spell or magical effect causing plants or terrain to impede movement or cause damage. You make a Wisdom check against a DC = 10+the level of the spell (or against the DC of the magical effect if it is not a spell) ending that effect in a 1 mile radius of you on a success.
Hide in Plain Sight
Starting at 10th level, you can spend 10 minutes creating camouflage for yourself or another creature within 5 ft of you. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once they are camouflaged in this way, they gain the following benefits:
Vanish
Starting at 14th level, you can't be tracked by nonmagical means, unless you choose to leave a trail. Also, you can use the Hide action as a bonus action on your turn, you have advantage on the Dexterity (Stealth) check if you are in your favored terrain.
Universal Skills
At 16th level, your Favoured Enemy and Natural Explorer features apply to all creatures and all terrains.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. You gain Blindsight with a radius of 60 ft as long as you aren't deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once per turn, you can make a normal attack roll hit against a favored enemy deal critical damage.