Here's my quick attempt to make the ranger into a warlord...
Initiative bonus, healing, movement bonus... though no lazylord.
1:
Tracker: You can cast hunter's mark 1/short rest. All ranger spells are cast at a spell level equal to 1/4 your ranger level or their lowest level is, and use Wis.
Expertise in stealth and perception.
Path of... (sub-class)
Beast: You gain an animal companion(s) who's CR is 1/2 your ranger level. You can also train your beast to a higher CR (see monster manual). Companions acts on your turn and takes concentraion to command it, you can give 1 command a turn. It takes an action to reassert control, otherwise it will defend itself. Beast can know a number of simple commands equal to their Int modifier. For instance, "attack", "come", or "fetch". More complex commands may count as 2 commands. It takes a week of training to teach a command. The beast uses PC's death saves and durring a short rest you can use your your hit dice to heal the beast.
Seeker: You can cast ensaring strike or hail of thorns 1/short rest.
Dervish: Fighting style: TWF. You do not lose concentration of hunter's mark due to damage.
2: Outrider: When traveling, you and 5 others can travel at normal speed and still use stealth, or at fast speed and not take a perception penalty. You also are unhindered by natural difficult terrain.
Plan Ambush: If you study an enemy for 5 minutes without being seen you gain +Wisdom modifier on initive against them. If you spend an additional 5 minutes, you can pass this advise along to your allies, giving them the same bonus. Alternatively, you can spend 10 minutes preparing a location against any enemy for the same bonus.
3: Natures Bounty: You gain proficiency in herbalist and healing kit. When taking a short resting in a natural environment, you can make use of local plants to speed recovery. Allies who spend any hit die durring a short rest gain extra HP equal to Wis + your ranger level. Additionally, you have advantage on any check to find food or water.
Fighting style: Archery
4, 8, 12, 16, 19: ABI/Feat.
5: Multi-attack.
6: Path of ...
Beast: You can cast beast bond or animal friend ship 1/short rest.
Seeker: You can spiked growth or cordon of arrows 1/shot rest.
Dervish: +10 move speed. When you kill an enemy, you can select a new target for hunter's mark as a reaction.
7: Advantageous Terrain: You can spend 10 minutes to plan an escape route. You and your allies can spend 10 minutes to make difficult terrain in a 20' wide, 50' long area. Allies who helped are not slowed by it. The terrain returns to normal after 1 day.
9: Stealth Approach: When you use plan ambush, you and your allies have a minimum stealth roll of your wisdom score against the target. This last until you they are spotted.
10: Advanced Herbalism: During a short rest, you can use mystical plants to cure many more types of illness and curses, as if you cast the lesser restoration spell.
11: Guerrilla Warfare: 1/encounter, you and your allies can make a hasty retreat. They can use an action to disengage and move 1/2 their speed away from the enemy. If you used Plan Assault, they can move twice their speed down a predefined path.
Advanced Tracking: You can track flying, swimming, or creatures hidden by magic such as non-detect or pass without a trace. You have disadvantage on such checks.
...
17: Supreme Tracker: You can find anyone. By spending an hour searching for clues you know the general direction, but not distance, of a specific creature, or the nearest creature of a type who is on the same plain. This takes your concentration.
...
20: Vanish: Allies who use Guerrilla Warfare can use a bonus action to hide hide at the end of their movement. If you successfully use Plan Ambush, their minimum stealth roll is equal to your Wisdom modifier.