Maybe more of a synergistic combo then?
I.e.
Step of the fey: Telport 10' as a bonus action at-will.
Shadow Hop: Teleport 10' by spending 15' of movement once per turn.
Teleport Control: All all your teleport can go an extra 10'. And if you would be randomly teleported, you can choose the...
dunno about that. It doesn't take your bonus action, and is unlimited.
cartographer 3, paladin X can teleport and smite.
Or cartographer 3, wild heart 3, can dash and telport 4 times.
I made suggestion for both ways.
Origin feat (restricted teleport) + general feat (30' no restrictions)...
Share Mark, level 1.
Reaction, when the target of your Hunter's Mark gets hit by someone besides you.
The target takes damage equal to twice your Hunter's Mark die.
At higher levels
Increases the damage delt by one die per level above 1.
Wolf Pact Mark, level 2
Bonus action when you are...
I don't see why that couldn't be a spell.
Slay the Prey
Level 3
Action:
Make 4 weapon attacks against a single target.
At higher level.
Make 1 addition attack against the target for each spell level above 3.
Stacks nicely with Hunter's Mark which already gives + damage and advantage at level...
LIke I said, it's better than a single character level could give. It needs to be a multi-level feature.
Rogues don't suddenly nget 10d6 sneak attack. The power adds up over multiple levels.
No. And misty step can't cross a 40' ravine.
Flying can though.
That's conflicts with your previous...
I think something like warlock slots would work well.
I.e.
Long rest: prepared the ball of disco (Hypotic Pattern).
Recharge it on a short rest.
Also, it kind of feels like it wouldn't take concentration. Which could be managed by keeping the number of prepared spells limited.
Cloud Goliath
Or Eladrin
Misty step doesn't get you out of prone either, and you can absolutely jump as a barbarian (Advantage on Str).
And while those are more things, those things don't come up very often. You could go several sessions before Misty Step is used for more than Disengageing...
Tracking Shot
Level 4 divination.
Action
Duration: 24 hours.
Make an attack roll as part of this spell with a +10 bonus to hit. If you hit the target, you place a magical tracker on it allowing you to find it. While this spell lasts, you always know it's distance and direction, gain a +5 bonus...
So one of the reasons paladin works and rangers don't, is because smites are in addition to weapon attacks. Not replacing them.
So it seems to me the best way to fix rangers is to have spells that add to weapon attacks. Bonus points if it also somehow stacks with Hunter's Mark.
Sure.
It's equivalent to
The mobile feat + a little.
The wild heart barbarian + a little.
The shadow monk + a little.
The Cartographer + a little.
It's more than any other mobility feature, but not a huge amount more.
I.e. 2 levels worth.
IMO, multiply the DC and add the results.
I.e.
DC 15, with 4 people = DC 60.
Then add up the 4 rolls.
Effectively turns it into the average, but no division.