I think my biggest problem with Natural Explorer is that there is just so much stuff crammed into it. I mean, yes, they have a thematic connection, but it really doesn't match other class' initial features.
I mean, some other classes get full spellcasting and an archetype at level 1, so I'm not sure I agree on that.
That said, I really like your thoughts here, and I think that even if we don't find a compromise, our end results will be better for the discussion.
Level 1
Wilderness Expertise:
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, Coast, Desert, Forest, Grassland, Mountain, Swamp.
- When you make Intelligence or Wisdom checks relevant to your favored terrain add your proficiency bonus whether or not it is a skill with which you are proficient. Your proficiency bonus is doubled if using a proficient skill.
- In your favored terrain, you can not be slowed by mundane difficult terrain. If desired, you can automatically move as normal with Stealth when traveling alone in your preferred terrain(s).
- While tracking other creatures (Survival), you also learn their exact number, their sizes, and how long ago they passed through the area.
- When you forage (Survival or Nature check), you find twice as much food as you normally would
- When the DM calls for a group check related to survival or travel in your favored terrain, you can replace the lowest result of the group check with your own.
You choose additional favored terrain types at 6th, 10th, and 15th, level. At 6th level you can add Aquatic/Marine, Subterranean, and Urban favored terrain options. At 10th and/or 15th you add a single Planar realm (Fae, Shadow, one Elemental Plane, one layer of the Abyss, etc...) with which you have experience as a favored terrain.
Natural Explorer:
- While traveling for an hour or more in any wilderness, you can scout a safe path through/around it (Survival), allowing you and your allies to ignore the mundane difficult terrain. In your favored terrain you have advantage on these checks.
- When you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Your proficiency bonus is added to any Passive Perception rolls, and doubled in your favored terrain.
I don't think these need to be separate features. I'd just keep the name Natural Explorer, and make Wilderness Expertise a subheading, just like ritual casting is under spellcasting. I also wouldn't gate mundane terrains. Why not let a dwarf or gnome or whatever ranger start out with subterranean, or let a ranger start out knowing settlements and cities and the roads between them?
I do like gating the fantastical realms, though I would add them as early options for characters like Fey Wanderer Rangers and Horizon Walker Rangers.
It's possible that we have different outlooks on how "regular" and mundane characters should be at level 1, though.
Favored Enemy -Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: Beasts, Fey, Monstrosities, Plants, or Undead. Alternatively, you can select two races of Humanoids (such as gnolls and orcs) as favored enemies. You gain the following benefits related to your choice;
- You have advantage on Wisdom (Survival) checks to track your favored enemies, Intelligence checks to recall information about them, and Charisma checks to interact with them.
- You can understand and communicate simple ideas with members of your favored enemy with animal or higher intelligence, even if you do not share a language.
- You learn to apply bonus damage against your favored enemies. This Prey's Bane could be a special technique or weak spot you learn, a particular poison or irritant you know they have a vulnerability to, imbuing some of your magical energies into your attack, or other means). At 1st level this additional damage is d6 damage to a weapon (melee or ranged) attack. At 5th level the damage increases to 2d6 and can be applied as non-lethal damage and with unarmed strikes. At 9th level the damage increases to 3d8 and the ranger's Bane damage is considered "magical" for the purposes of bypassing resistances or immunities to mundane damage.
You choose one additional favored enemy category (or two humanoids), as well as an associated language, at 6th and 14th level. At 6th level you can add Constructs, Elementals, Giants, Dragons, or Oozes as favored enemies. At 14th level you can select Aberrations, Celestials, or Fiends as favored enemies. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
I don't like having 3 tiers of creatures like that. In many campaigns, fiends or aberrations would come up
much sooner than that, potentially having been solved by the time 14 is reached. In my friend's campaign, we have been fighting undead and fiends since the first session, and our rangers both picked up fiend at level 6 as a result.
I also think that either favored enemy or natural explorer should have such level gating, not both, and creature types come in much wider range of CRs than fantastical terrains do, IME, so I'd keep terrain as the one with some amount of level gating, and leave enemy to a single list.
On Bane: As I said in my last post, I didn't plan on a damage bonus at all, but I think maybe a simple Bane that could be a "You gain the Hunter's Bane and a bane from the list for your favored enemy. You gain 2 more Bane options every time you choose a favored enemy, which can be chosen from any of the options for any of your favored enemies." type option, that simply makes your attacks count as magical as long as the target is under the effect.
Other Banes would be stuff like hobbling flight, reducing regeneration or later negating it entirely, and other debuffs that make anyone who attacks the target more effective by bypassing a defense or crippling a powerful strategy of a type of creature.
I have a theme here, though, which I haven't explicitly expressed, which is to make the Ranger a team enabler as a secondary role. When I work out new spells, many of them will be team buffs, and my ideas for my changes to Natural Explorer are largely about making the team as a whole more effective while still requiring rolls to do things.
Level 2 -
Spellcasting- Prepared caster spellcasting writeup. Expanded spell list from tasha's.
- Favored Terrain Spells - Each Favored Terrain comes with additional spells, which you always have prepared, and do not count against your number of prepared spells.
- Arctic - Ice Knife, Heat Metal (Continual Flame doesn't actually produce heat)
- Coastal - Fog Cloud, Calm Emotions
- Desert - Create or Destroy Water, Blur
- Forest - Entangle, Animal Messenger
- Grassland - Longstrider, Find Steed (fight me)
- Mountain - Featherfall, Spiderclimb
- Wetlands - Detect Poison and Disease, Lesser Restoration
- Subterranean - Faerie Fire, Darkvision
- Urban - Disguise Self, Pass with Trace
Okay, I like some of the changes here, and some I don't.
- Arctic - Heat Metal is really powerful, but it does make sense. Fair enough. It's weird that there isn't an Endure Elements in 5e. Perhaps there should be.
- Coastal - Why calm emotions? Gust of Wind I chose because it can be used to help with sailing, but I don't see what Calm Emotions has to do with being from a coastal region. I had thought Alter Self for like, diving and such?
- Desert - I like it
- Forest - Fair enough, though I feel like that is sort of generic to all terrains, it feels most iconic here.
- Mountain - Featherfall rather than Jump is interesting. More about surviving, rather than moving quickly,which spiderclimb also covers, and featherfall can be used on others and upcast to more targets, potentially saving the whole team. Done.
- Wetlands - Lesser Restoration makes sense here, yeah. More general than just poison.
- Subterranean - Darkvision makes sense, I just wish 5e had less proliferated darkvision in the playable races. Low-light vision would have been perfectly easy to include. Oh well. Yeah, barring an "aha!" moment for something else, yeah, makes sense.
- Urban - Perfect. I really wish there was like a...group parkour spell, but since there isn't, yep, makes sense.
- Ritual Casting: You can cast any spell from the Ranger spell list with the ritual tag as a ritual. You also use any spell with the ritual tag from the Druid spell list that is a spell level you could cast. Your ritual expertise expands and increases as you gain experience as follows. At 9th level you can use any ritual spells from the Ranger or Druid list, and spells with the ritual tag from the Wizard spell list of a spell level you can cast. At 13th level you can use any ritual spell from the Ranger or Druid lists, and ritual spells from the Wizard or Cleric spell lists of a spell level you can cast. At 17th level you can use any spells from the Ranger, Druid, Wizard or Cleric spell lists that have the ritual tag as a ritual.
So stealing the Bards magical secrets, and applying it to ranger ritual casting. Not a bad idea, though perhaps it could be simpler. Did you not like the idea of the Ranger being able to cast ritual spells as rituals above their normal spellcasting level? I thought it was a rather good idea.
Fighting Style - as phb+tasha's
...I'm getting confused by/wrapped up in my own things...somehow...Natural Explorer or Favored Enemy need to be wrapped up into Wilderness Expertise so there are only 2 features at first level, not three.
I am also, now, thi nking mayhaps the bonus spells might be good presented for terrain and favored enemies as Minigiant originally posted, then let the rangers choose their two bonus spells each day -always prepared, not taking slots for preparation- or make it 1 bonus spell per castable spell level? So if you give 2 terrain spells and 2 favored foe spells, they could eevntually have all 4 prepared, all of the time, without taking any prep slots.
I really don't like the idea of having that many decision points that each do that few things all at low level, and I don't like the idea of favored enemy giving specific spells.I relaly think it's better for the player to just pick a favored terrain and get an extra spell at level 2, and then another at level 5.
So, right now, with my proposal mixed with what we agree on in yours, you'd pick favored terrain and enemy, and one of two Bane options (the second being a generic Bane that temporarily conveys magical status to weapon attacks against the target, and at higher level probably upgrades to creating a vulnerability or reducing an immunity to resistance) at level 1. Then, at level 2, you pick a fighting style and your spells prepared, and at level 3 you pick your archetype. I think that is a good amount of choices at low level.