I've spent the past few months breaking down the Ranger and trying to find some common ground across different fan expectations. Here's what I've got.

It's funny you should mention this - I actually changed the recharge to be "end of turn" is encourage tactical usage instead of just blowing them all on damage. Damage is a much more appealing option that is much less situational, so I wanted to make it more likely for people to spend SD on reaction-based stuff (like the Beast Master) than it would other be.

Its funny how we're both used the same reasoning to justify opposite choices. My player's will be levelling up soon and the ranger in the party is going to retcon from the Unearthed Arcana spell-less ranger to your version, we'll play couple of sessions and try it both ways and let you know what the consensus is. My party is quite RP minded though, and that may be the crux of it; player's who are more RP-centric could find more depth in SoNT, while those that are more combat orientated would probably have tougher choices with EoNT.
 

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A little incongruity I came across; the Spellstrider's Quarry feature refers to itself as a spell a couple of times in the text. I realise this is just a missed bit of editing from when you ported hunter's mark. :)

Also, Spellstrider's Focus seems a little lacklustre for an archetype's ultimate feature to me. Most the PHB archetype's final features are more thematically tied to the archetype, and tend to either be more situational, or are only usable once per rest. I don't think your feature is particularly underpowered; as you are already receiving a second druid spell at the same level, it just seems to be lacking any wow factor.
For my setting I think I would substitute this feature for the Bard's battle magic feature, as there are no Bard characters in the setting. I feel that it fits thematically as the spellstrider is a spell using combat class, and it keys off character actions.
 
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A little incongruity I came across; the Spellstrider's Quarry feature refers to itself as a spell a couple of times in the text. I realise this is just a missed bit of editing from when you ported hunter's mark. :)

Ah, thanks! It took me longer than I should have, but I found the offending text. I'll post an updated version in a week or so - it's got several changes to features to address feedback, as well as editing catches.

Also, Spellstrider's Focus seems a little lacklustre for an archetype's ultimate feature to me. Most the PHB archetype's final features are more thematically tied to the archetype, and tend to either be more situational, or are only usable once per rest. I don't think your feature is particularly underpowered; as you are already receiving a second druid spell at the same level, it just seems to be lacking any wow factor.
For my setting I think I would substitute this feature for the Bard's battle magic feature, as there are no Bard characters in the setting. I feel that it fits thematically as the spellstrider is a spell using combat class, and it keys off character actions.

I might very well add Battle Magic in - I think the proficiency with Wisdom saves is thematically important, and I might even push Spellstrider's Focus up to 11th level to make room for Battle Magic.
 

This part of Favoured Enemy seems a bit out of place and potentially confusing;
When you roll your survivalist dice as a part of an effect targeting your favoured enemy that you haven’t gained from this feature, you can roll twice and use the higher result.

I think I get what you're trying to achieve, but as Favoured Enemy in and of itself doesn't let you roll your survivalist dice with attacks, I don't feel that this is where it should be. Rather, features that give you the ability to roll your survivalist dice for an attack or damage bonus (such as the hunter's Skirmisher), should state something like; "If the target creature is your favoured enemy, you may roll your survivalist dice twice and use the higher result."
 

This part of Favoured Enemy seems a bit out of place and potentially confusing;


I think I get what you're trying to achieve, but as Favoured Enemy in and of itself doesn't let you roll your survivalist dice with attacks, I don't feel that this is where it should be. Rather, features that give you the ability to roll your survivalist dice for an attack or damage bonus (such as the hunter's Skirmisher), should state something like; "If the target creature is your favoured enemy, you may roll your survivalist dice twice and use the higher result."

Doing so would also open up some flexibility in the design space.
 

A lot of people want Favored Enemy to give direct bonuses to the ranger, and it's something I strongly disagree with. If Favored Enemy becomes too much of a focus, then it makes the ranger far too powerful and other features have to compensate as a result, ultimately leaving the effectiveness of the ranger at the hands of the DM - and that's just not fun. This is one of the few things about the ranger that I am adamant about, and WotC's team did well to call it out and stick with it.

Situational effectiveness when you can't influence the appearance of that situation isn't fun.
 

A lot of people want Favored Enemy to give direct bonuses to the ranger, and it's something I strongly disagree with. If Favored Enemy becomes too much of a focus, then it makes the ranger far too powerful and other features have to compensate as a result, ultimately leaving the effectiveness of the ranger at the hands of the DM - and that's just not fun. This is one of the few things about the ranger that I am adamant about, and WotC's team did well to call it out and stick with it.

Situational effectiveness when you can't influence the appearance of that situation isn't fun.

I think you've misunderstood me; I'm not proposing any rule changes, simply an editorial one.

Your write up of Favoured Enemy is thus:
Have your cake and eat it ranger said:
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favoured 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 humans and Mobals) as favoured enemies.
When you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.
When you make a Wisdom or Intelligence skill check related to your favoured enemy, you can spend one or more of your survivalist dice to gain a bonus to the check equal to the number of dice you spend.
When you roll your survivalist dice as a part of an effect that targets your favoured enemy that you haven't gained from this feature, you can roll twice and use the higher result.
You choose one additional favoured enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

I'm saying that the text in bold seems a bit clunky, and to players that are not that well versed in 'rulespeak', it may be a little confusing.
I feel that the intent would be much clearer if you removed this text and instead included it in the description of the features to which you are referring.

For example, this change to the Hunter's Hunter Tactics:
Skirmisher
You dash in and out, striking enemies in a vicious assault before fleeing beyond their reach. When you hit a creature with a melee attack, you can roll one or more of your survivalist dice and add them to the damage of that attack, provided you started your turn at least 15 feet away from the target creature. If the target creature is your favoured enemy, you may roll your survivalist dice twice and use the higher result.
Also, you gain proficiency with the Acrobatics skill, and can take the Disengage action as a bonus action.
 
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I think you've misunderstood me; I'm not proposing any rule changes, simply an editorial one.

Your write up of Favoured Enemy is thus:


I'm saying that the text in bold seems a bit clunky, and to players that are not that well versed in 'rulespeak', it may be a little confusing.
I feel that the intent would be much clearer if you removed this text and instead included it in the description of the features to which you are referring.

For example, this change to the Hunter's Hunter Tactics:

To ass to that, doing so means you have much more flexibility. Skirmisher, for instance, might state "If the target creature is your favoured enemy, it can't take reactions until the end of your turn."
 

Ah, I see now - it's not the mechanics, it's just the wording that's the problem.

I would do what you suggested, but I'm worried about space issues - just the class itself is more than 8 full pages.
 

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