Or treat knacks (pet, fighting styles, expertise, faster movement, special senses, special movement, enhancements to any of those, etc) like spells, and let the ranger change them with a long rest.
So like a hybrid of invocations and infusions.
Hell, even spells could at least be partially put here, with little groups of bonus spells per knack
The biggest issue is page space.
If you aren't doubling up and reusing the text of spells via the references the ranger section balloons in size. WOTC would
never. Even more 3pp don't give the ranger the room.
Look at 2014's Natural Explorer.
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
That's 6 bullet points. 6 sentences. And
Natural Explorer is a Tier 1 Feature. So you'd have to do it 3 more times.
Favored Enemy is 4 long sentences. So 4 tiers of that is 7-16 sentences.
Nonmagical healing is at least 4 sentences. 10 more sentences.
Beast Companion. HA. 3 stat blocks and at least 2 pargraphs.
Favored Foe, Tireless, Deft Exploror, Nature's Veil, Feral Sense, Vanish.
You are hitting 3 pages easy. And 5 if you do it right and add art.
This is my biggest gripe with most ranger knack homebrews. It's usually a page and a half of "weak" Tier 1 stuff that becomes irrelevant at level 6 if your party has a full spellcaster.
Warlocks manage because a lot of Invocations are "You can cast SPELL at will" or "You can cast SPELL once pr long rest".