Skill training: gain proficiency in two skills, pickable again at 6th level, 3rd time at 12th level, 4th time at 18th level
Expertise: gain expertise in two skills, can be taken again at 7th level, 3rd time at 13th level, 4th time at 19th level.
Tools of the trade: gain proficiency in any combination of 4 tools and languages. Can be taken 2 times.
Survivalist: you have advantage on saves vs hot and cold climate, weather exposure and lack of food and water
Night training: requires expertise in perception; gain darkvision of 60ft or improve darkvision by 60ft, can be take 2nd time at 10th level. If taken 3rd time at 20th level, you have unlimited darkvision in color and treat darkness as bright light.
Daylight adaptation: remove sunlight sensitivity
Eagle eyes: you can see clearly and without penalty to Perception/Investigation at distance of 1 mile
Favored terrain: pick one favored terrain, this can be picked any number of times
Favored enemy: pick one favored enemy, this can be picked any number of times
Juggernaut: requires 13+ Str; gain proficiency in heavy armor and ignore stealth penalties of armors
Primeval awareness: by concentrating for 1 minute, you can sense presense of dragons, aberrations, celestials, elementals, feys, fiends or undead within one mile. For every minute after you can expand the radius by one mile. Max radius in miles is equal to your proficiency bonus. You can do this a number of times per day equal to your proficiency bonus. You learn what type is present, but not direction or numbers or size.
Sentry; increase numbers of hrs you can spend in light activity during long rest by your proficiency modifier. No Perception penalty while sleeping.
Forager: advantage on Survival for gathering food and water, find double amount with success. Remain alert while foraging.
Trailblazer: you can move at fast pace and have no penalty for Perception, Stealth and Survival.
Endurance: halve effective exhaustion levels(halve down), remove one exhaustion level at short rest.
Poisoner: requires poisoners kit proficiency, Ranger level 3; you can create simple poisons during Long rest. You can create a number of doses equal to your proficiency bonus.
Poisons created this way stay potent for 24hrs or until you prepare them again.
Applying the poison to weapon is a Bonus action. Poison once applied stays potent for 1 minute.
Poison deals 1d4 damage per proficiency bonus and gives poisoned condition to your target until the start of your next turn.
Target can halve the damage and negate condition with Con save. DC is 8+2×your proficiency bonus.
Natural healer: requires Medicine proficiency, Ranger level 2; you can prepare a number of healing potions equal to your proficiency bonus during a Long rest
potions stay potent for 24hrs or until you prepare them again.
potions heal for 1d4 per your proficiency bonus and remove one disease and poison.
Using these potions is a Bonus action.
Darkstalker; Requires Darkvision, Requires expertise in Stealth, Ranger level 3: you can Hide from darkvision without cover or concealment
Though: requires Endurance, Rangerlevel 6; you can spend a HD as a bonus action and regain HPs equal to your roll plus your Con mod. You can do this a number of times equal to your prof mod per long rest. During short rest you heal max amount from your HDs.
Nature's step: Requires Ranger level 6; You leave no tracks and move normally through natural difficult terrain.
Stealthy: Requires Natures step, Ranger level 7, while you move at half speed or less, or travel at a slow pace you have advantage on Stealth check.
Deepstalker: requires Darkstalker, Ranger level 7; you are immune to detection to blindsight, blindsense, tremorsense, scent, echolocation, etc, while you beat creatures passive perception with your Stealth.
Vanish: requires Stealthy, Ranger level 7: you can use Hide as Bonus action and when only lightly obscured.
Camouflage: requires Vanish, Ranger level 9, while you remain motionless for 1 minute, you gain +10 to your Stealth, you lose this bonus when you move.
Animal companion: gain a small companion, take this talent again at 3rd level for medium companion, take this talent again at 9th level for large companion, take this talent again at 17th level for Huge companion.
Animal fury: requires, Animal companion, Ranger level 11; your companion gains 2nd attack, , take this talent again at 17th level for 3rd attack.
Magical companion: Requires Animal companion, Ranger level 7; your companions attacks are treated as magical and once on your turn your animal companion deals extra 1d6 damage. Damage is acid, cold, fire, lightning, poison or thunder.
Twin companion: Requires Animal companion, Magical companion, Ranger level 20; you can have two companions summoned at the same time.
Druid training, basic: gain two druid cantrips, this talent can be taken 2nd time at level 10.
Druid training, 1st level: requires basic training, Ranger level 2; learn 2 druid 1st level spells, gain two 1st level slots. Can be taken two times.
Druid training, 2nd level: requires 1st level training, Ranger level 5, learn one druid cantrip, learn 2nd level druid spell, gain one 2nd level spell slot. Can be taken 3 times
Druid training, 3rd level: requires 2nd level training, Ranger level 9, learn one 3rd level druid spell, gain one 3rd level spell slot, Can be taken 3 times. 3rd time must be at 11th level or higher.
Druid training, 4th level: requires 3rd level training, Ranger level 13, learn one 4th level druid spell, gain one 4th level spell slot, Can be taken 3 times. 2nd time must be at 15th level. 3rd time at 17th level or higher.
Druid training, 5th level: requires 4h level training, Ranger level 17, learn one 5th level druid spell, gain one 5th level spell slot, Can be taken 2 times. 2nd time must be at 19th level or higher.
Druid training, 6th level: requires 5h level training, Ranger level 20, learn one 6th level druid spell, gain one 6th level spell slot.
Elemental attacks; requires Ranger level 17: all your attacks deal extra +1d6 damage. Damage is picked from Acid, Cold, Fire, Lightning, Poison or Thunder damage.
Extra attack(3): requires Ranger level 20: gain 4th attack in your Attack action