What are your thoughts on the optional Ranger class features from Tasha's Cauldron of Everything? When I designed my first Ranger character I decided to use those optional features instead of the ones provided by the PHB. They are much better than the originals IMO. Less niche and situational.
Favored Foe is absolutely worse than nothing. It’s an active detriment to the character. A ribbon feature about vaguely knowing about monsters would be several times more useful. It’s one of the worst features the 5e Ranger has ever had. It’s literally never worth using instead of any other concentration spell or feature.
Deft Explorer is good, but I would like it a lot more if it were broken into at least 3-4 “environments” that each give a different primary benefit that is broadly useful but still feels themed to its environment, along with 1-2 ribbons like “you are acclimated to high altitudes and extreme cold”, or “you can hold your breath for 10x con score minutes”, for each enviroment.
Pair that with a very universal benefit like expertise in 1 ranger skill and 1 of a list of tools (navigators, herbalist kit, cartographers, vehicles, etc).
Hell, or just take the tool section of Xanathar’s and give Ranger-specific versions of those uses and advantage situations and whatever for a collection of tools and give rangers jack of all trades.
My replacement feature for natural explorer is a list of invocation style Wilderness Knacks.
The higher level replacement features are all improvements. Primal Awareness is good but also kinda dumb like…just take Primeval Awareness and remove the spell slot expenditure.
My Favored Enemy is instead Ranger’s Bane. You get a Quarry Die that you can pick a target and apply the die to damage against them as part of the attack action or reduce thier saving throw or attack roll by the number as a reaction, and you learn a number of Banes, which are poisons that target creature traits in order to be effective against either a wide range of enemies or a smaller range of more powerful enemies.
anything above Bonus action is same as current favorite enemy, you cannot count on it 100% in combat.
Incredible level of hyperbole.
Being able to change your favored enemy on a long rest is a vast improvement on “cannot change ever” or “can change when you gain a level”.
Not being relevant every combat every day guaranteed forever is not a serious design consideration.