Chaosmancer
Legend
Yes, but they aren't going to port over the Revised Beastmaster rules, or rewrite the PHB Beastmaster rules, because the data they've collected is telling them that most players don't see the PHB BeastMaster as having major problems. It's fine as it is written. What you want is a bonus. And that bonus, IMO, is fine to have a cost with it.
But your spells come with that same problem. WoTC isn't going to publish them because they've decided the Ranger doesn't need a fix (I really hope their process weeded out players who were playing the Hunter and the Revised Ranger, because if they decided they didn't need a fix because everyone was playing the Revised Ranger, that'd be kind of stupid) and your spells are straight up a fix to the Beastmaster subclass.
And I am still rather curious, what you personally find in the Revised Beastmaster Rules to be too powerful that you will not allow it at your table? I can imagine some answers to why you wouldn't want the Revised Base Class, but you could rather easily just move the Beastmaster rules in unless there is a particular point you find too powerful. Consider it a bit of Quid Pro Quo, as I've been going over your spells and I'm honestly interested in finding ways to tighten up the Revised Ranger since that is what I shall be using going forward.
2nd Level Ranger Spells
Revivify Beast - Action, Touch - You touch the body of a beast that has been dead for less than 1 minute and it returns to life with 1 HP. (revised to make clear that this does not work if the body of your companion doesn't exist)
4th level
Reincarnate Beast - 1 Hour Casting Time, Permanent - You focus on the spirit of a beast dead for not more than 30 days. The beast is reincarnated, appearing from nearby at the end of the 1 hour casting time. (No change. At higher levels, this spell becomes useful as you may not always have the chance to revivify your companion. If you want to make sure you can bring your companion back, you choose this)
No changes, so need to discuss them
1st Level Ranger Spells
Hunting Party - 8 Hours, Bonus Action, self - When you cast this spell, you gain an additional action that you can use only to command your Beast Companion, additionally, the beast gains Temporary Hit points equal to 5 times your proficiency bonus, these temporary hit points can be restored for the duration of the spell by petting the beast for 5 minutes. Finally, when your companion attacks a creature effected by your Hunter's Mark, it also gains the 1d6 damage on each attack against it.
I'd change "petting" to "caring for", because I just feel like that is more accurate and less chance of someone feeling condescended to (People can be finicky)
But yeah, those changes make this a relatively potent spell, renewable Temp HP (even a small amount) is pretty powerful and benefitting from Hunter's Mark feel right for a Ranger and their soul-bound companion.
2nd Level
Alter Beast - Action, Touch, 1 Hour - You touch a beast and it grows 1 size category, adds 1d4 damage to each of it's attacks and doubles it's speed. It's attacks are also now considered magical.
Some pretty hefty changes here. Not sure why we added the growth to the spell, but I'm torn between wondering why I would bother (being large for an hour might cut into stealth opportunities) and whether it would stack with Enlarge being cast by a friendly wizard (meet Fido, Huge Wolf). Other than that, damage, speed and making things magic are always relatively useful things to put out.
3rd Level Ranger Spells
Find Greater Companion - 1 Hour Casting time - You call out to the wild to find a new beast companion that be Large with a CR of up to 3. The beast must be native to the area that you are in and able to reach your location. If you are in your favored terrain, you pick the beast that appears, otherwise the DM chooses from what is appropriate for the area.
Static CR does mean that this is less confusing, majority of my comments from the first draft still apply. Though, at least now I'm aware a Ranger can retrain this spell after they use it to ditch their former companion for a newer prettier model.
4th Level Ranger Spells
Awakened Beast - 1 Hour Casting Time, Permanent Duration - You forge a permanent telepathic bond with your companion. As long as you are on the same plane of existence, you can communicate telepathically as well as see through each others eyes at will. The beast can also add 6 points to it's ability scores, either all to one or split between several. It also gains your save and skill proficiencies and gains the evasion ability. The awakening lasts until your companion is killed. If later brought back to life, the spell must be cast again.
I wonder if you removed the "add your proficiency to the beasts saves" from Alter Beast because you added Evasion here. Permanently gaining evasion and Dex Save Prof is pretty powerful. I do find it odd though. Here is a spell that a Ranger will learn, cast after learning it, then forget next level and never cast again (unless the companion dies which the Ranger will obviously try and prevent).
I can see just about any Beastmaster doing it, because there are so few downsides, but it almost feels tax like, because just about every 13th to 14th level Ranger is going to do the exact same thing.
5th Level Ranger Spells
Beast Mode - 1 Action, 1 minute, concentration - Your companion goes into a state of primal fury and gains 50 temporary hit points. For the duration of the spell, your beast attacks 3 times when in takes the attack action (or 2 multi-attacks), has advantage on those attacks, does an additional 10 damage on each hit, and can knock prone or shove an enemy back 10' on each successful hit with a DC equal to your spell save DC. Finally, it's speed is doubled and opportunity attacks have disadvantage against it. When the spell ends a wave of lethargy sweeps over your companion, causing it to lose it's next turn.
That two multi-attack thing makes me want to see if I can break this.
Only CR 3 beast is the Giant Scorpion. Stacking Awaken, Hunting Party, and Alter before we cast beast mode. We get this
Ranger Companion Giant Scorpion, Huge Beast
HP: 91+50tmp (max instead of 4xlv, and added Con) AC: 21 Spd 160 ft
Dex Save of +7 with evasion, Strength save of +12
Multi attack with 3 strikes, twice per round (Maxed Strength)
Claw x2 +13 1d8+1d4+21 and Grapple vs DC 15
Sting +13 1d10+1d4+21 DC 13 Con save vs 4d10 poison or half
So, six attacks all with advantage giving us 2d10+4d8+6d4+126, grapple, prone, and two saves versus 4d10 or half
Also, with opportunity attacks at Disadvantage, auto grappling by a huge creature, and a speed of 160 ft, the Scorpion could clearly run in, beat something senseless, and if it isn't dead drag it back to the party, breaking the enemy formation.
I find it a cool thing, but I wouldn't ever want a player to pull that off on multiple turns. That monster might be able to cause serious damage to a mid-level party. Spell is definitely worthwhile if you have a beast powerful enough to make the combat buffs better.