Base Class: Ranger
A ranger who's dabbled into the arcane, using it to bolster it's ranged prowess to greater heights.
Level 3: Arcane Ritual
You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Level 3: Elemental Affinity
At the end of a long rest, you can choose between Fire, Ice, Lightning, or Thunder. The first time on each of your turns that you hit a target with an arrow from a longbow or shortbow, it takes an extra d6 of damage of the element you chose. You can choose a different element after a long rest. The damage from this goes up to a 2d6 at 11th level.
Level 3: Arcane Affinity
- You gain proficiency with Arcana.
- Your spellcasting ability modifier can be either Wisdom or Intelligence.
- You gain access to new spells. Also, certain ranger spells are changed to a new version (noted on spell with an asterisk)
Lvl 1
- Find Familiar
- Bursting Arrow
- Grasping Arrow
- Seeking Arrow
Lvl 2
- Shadow Arrow
- Enfeebling Arrow
Lvl 3
- Beguiling Arrow
- Conjure Barrage*
- Lightning Arrow*
Lvl 4
- Banishing Arrow
Lvl 5
- Swift Quiver*
Level 7: Magic Arrows
You no longer need to supply your own arrows, as when you pull the bowstring back a magically constructed arrow springs into place. These arrows count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic arrow fades immediately after it hits or misses its target.
Level 7: Curving Shot
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Level 11: Elemental Acumen
You can now change the chosen element from Elemental Affinity on a short rest. Also, the damage goes up to 2d6.
Level 11: Counter-Shot
You are well-versed enough in arcane magic to know what to look out for. When you can see a creature that begins casting a spell, you can use your reaction to make an attack roll against them with your bow. On a hit, the attack does no damage, but they are forced to make a concentration check against your spell save DC. On a failure, the spell fails.
You can use this ability once per short rest.
Level 15: Mage Slayer
You can now use Counter-Shot twice between short rests.
I'm the creator, I meant to add as a lvl 3 add-on, I allow my Rangers to just know their entire spell list, and they prepare spells similar to a Paladin.