it's not missing the point.
missing the design point is making high level features depend on (not really good) 1st level spell.
even worse on 1st level spell that has Concentration.
it's not a backup spell if later class features and subclass features spend "class points" on using HM.
you either have HM on 24/7 or you waste your "class points".
basically you can throw away your class features that you gain later or you can forget any spell with Cons tag.
it should not be in limited use then.
Here is a rework:
Call it Ranger's Focus:
once on your turn as a Bonus action or as a part of Attack action, you can focus your primal senses on one target that you can sense as your prey: hear, see or smell, or other senses.
You have advantage on...
17th level is simply too little to late for a feature that adds +1d6 damage to an attack.
paladins get +1d8 to every attack, no limited resource cost, no action cost to set up. You just get it.
so with less damage, Bonus action cost set up and limited resource pool, even with bonuses to skill...
I like the idea of casting HM through tracks, but why level 13?
it's really a ribbon feature then. 5th level would also be fine.
It will not come up that often and even if it does, it rewards using Survival, and exploration pillar needs more utility in this game.
I agree that Conc removing tied with spell level is a bad idea.
And I agree that it needs to be ranger's class ability, but not a high level feature.
levels 5-7 are good mark(heh) for removing Conc tag from Hunter's mark.
Level 13: casting HM and moving it is now Free action. once on your Turn...
I play it simple:
extra attack is part of the action that triggered the attack, unless it is specifically stated otherwise.
So Cleave and Horde breaker are part of Attack action, Bonus action or Reaction that triggered it.
number are up to balance,
it was just an example.
also I do not see a problem with 2 attacks per turn at level 1 if that is all that you do for that turn.
and attacking is fun, so 9 or 10 attacks per turn at high levels is also fine.
goes to fantasy about high level fighter dispatches an...
yeah, it's low and unrealiable.
want to rework it as paladins Lay on hands
you get healing pool of 3×prof bonus.
Usage Bonus action.
little more amount on average, but not wasted on overheal.
now we have potions as Bonus actions,
that probably applies to poisons or similar weapon effects.
maybe adding half your speed to movement would also be nice default.
everyone likes more movement.
or "preparation"
use your Bonus action to gain extra Reaction per round.
I would 2nd the Action Points term.
6AP per round.
Maybe 3 AP for single Attack
Attacks:
1 attack for 3 AP
Extra attacks:
1 attack for 2 AP, 5th level
2 attacks for 3 AP, 9th level
1 attack for 1 AP, 13th level
3 attacks for 2 AP, 17th level
Spells can be now balanced from 1 to 4 AP(or...
For spells I agree, there should be Action and Bonus action spells.
Also potions/poison.
rage: free action
bardic inspiration: free action
Polearmastery: part of Attack action
Cleave from GWM: free action once on your turn
Divine smite: free action once on your turn
as for PF2, 6 action would...
honestly, I they all can be merged into "mage" with feat slots(invocations, blessings) to pick features that will make you focus on certain type of spells or playstyle.
the you can pick metamagic or skill expertise or extra attack.
in 3.5e you at least had a difference between spontaneous and...