My fixes :
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose
2 types 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 gain the following benefits when dealing with your Favored Enemies:
- You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies. (a little broader in application)
- You have advantage on Intelligence checks to recall information about them.
- You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them. (mimic the Firbolg ability)
You choose one additional favored enemy at 6th and 14th level.
At the end of a long rest in your Favored Terrain, you can change one of your Favored Enemy for another if you've encountered them before. (light restriction ala druid's wildshape).
Natural Explorer
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,
caverns, coast, desert, forest, grassland, mountain, swamp or
urban. When you make an Intelligence 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:
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger.
- You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot you are made at disadvantage while traveling.
- When you forage, you automatically know if the food or water gathered is poisoned or diseased and you and your allies regain 2 more Hit Die at the end of a long rest.
- When you end a long rest in your favored terrain, you can change one of your known spell for another from the Ranger's list.
- As long as you are in a favored terrain, you are always considered as carrying a component pouch for the purpose of your Spellcasting feature.
- 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.
At the end of a long rest, you can change one of your favored terrain for the type of terrain where you finished your rest.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. F
or 1 minute, you can sense through supernatural sight or hearing whether your favored enemies are present within 100 feet of you (or within up to 1 miles if you are in your favored terrain) if they are not behind total cover. You know the location and alignment of any being whose presence you sense (but not its identity). Within the same radius, you also detect the presence of any place, beast or plant that has been desecrated or enchanted by magic or is blighted by poison or diseases.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Hide in Plain Sight
Starting at 10th level,
you and your allies can spend 1 minute creating camouflage. 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 can try to hide 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 and
+10 to Initiative roll as long as you remain there without moving or taking actions. Once a creature camouflaged moves or takes an action or a reaction, they must camouflage themselves again to gain this benefit,
but have advantage on Dexterity (Stealth) checks for 1 minute.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies and t
he creature cannot regain hit points until the start of your next turn. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.