Thanks very much indeed Jaelommiss for your thoughtful analysis and helpful feedback. I will definitely take another pass at it and try to clean up those areas you have identified.
First, I noticed was that Extra Attack wasn't listed with the other features. After reading the whole document I wondered why the ranger only got one attack. It wasn't until I looked back at the chart I saw it.
Ah yep oversight - I'll definitely add that in!
Second, the damage added by the animal companion could be written clearer. Does it function similarly to Sneak Attack, where the damage is automatic if the prerequisite (companion adjacent to target) is met? What is "within melee range" defined as? Is it 5 feet, the companion's reach, the target's reach, or something else entirely?
My thinking was the damage is automatic, similar to sneak attack, as long as the companion is within range to attack the target (which i guess will usually adjacent, or its own reach). I'll go back and make that clearer, good point.
It mentions that the companion moves towards the target with no action required if the ranger uses ranged attacks. Does this mean that this triggers on taking the attack action, but no additional actions are required, or that the beast will automatically move towards the target in case you decide to attack it? I assume that this movement occurs before the attack takes place, however it reads as though it is simultaneous.
My intention was if you use a ranged attack, as long as your companion is within movement range of the target, the companion automatically co-ordinates with you, and moves to within reach of the target (if possible) before your attack occurs. Both things happen on your turn.
Lastly, the way that the companion may be used to boost someone else's attacks seems rather powerful. The ranger is limited to two attack, making a cap of 4d6 damage. Spells that grant multiple attacks, such as Scorching Ray, suddenly becomes extremely powerful if each attack is dealing an additional 1d6 or 2d6. Possible solutions are to require the triggering attack to be a weapon attack, increase damage but limit it to once per round or using the beast's reaction, or place an action cost on it. Personally, I would make it only work on weapon attacks, and require the ranger to use a bonus action to direct the beast if it is to help someone else. This way a TWF can trigger it three times for their own attacks, but it requires the ranger to give something up for someone else to gain the bonus. There might still be problems with a 20th level champion with four attacks and expanded criticals, but that's about the worst I can see it being (and also rather unlikely).
I must confess I didn't think about scorching ray and so on, and was only thinking about weapon attacks. I think balance wise it would probably be ok adding to spells with attack rolls, but I also like your suggestion about keeping it simple and just adding to weapon attacks (esp in Thule).
How the animal companion interacts with the action economy could also be clearer. Right now I'm not sure if it acts as an independent NPC at all times, or only moves and grants bonus damage until the ranger is rendered unconscious.
My intention was the pet only becomes a fully independent NPC when the ranger is incapacitated or sends it away on a task of some kind.
My initial thought for the pet damage was it could replace the hunter's mark spell (but doesnt require concentration), and could also be shared with other party members if desired.
Changing spellcasting to a form of herbalism is a great idea that I support fully. It seems to roughly follow the UA Artificer in how it creates them. It might be a good idea to say how long it takes to create a mixture and when a mixture slot is available again. For instance, if I create a Cure Wounds mixture one day and on the nest I choose not to prepare any mixtures because I already have what I want. When later that day I use the Cure Wounds mixture, could I then create another one immediately since I didn't prepare any earlier that day? If mixtures were created over the duration of a long rest because they require time to mix fully (or whatever other reason) then this can be avoided. It is not stated anywhere whether or not mixtures can be made at higher slot levels.
I didn't intend for mixtures to be able to be made outside of a long rest. I suspect it would be too powerful if you could effectively use twice as many slots as normal because you didnt use any slots the previous day. And yes I will insert something confirming being able to use mixtures in a higher slot for stronger effects!
Veteran Scout seems rather powerful, especially when the ranger has four favoured terrains. Double proficiency with advantage will result in almost certain success. This is more my own personal preference for hazardous wilderness exploration, however, and I recognize that letting all that fall into the background after around level 6 is ideal for most tables. It also seems more appropriate than suddenly learning how to navigate new environments or gaining an intimate knowledge of new races.
Yeah it is probably borderline OP in combination, but I think as you say that survival aspect will tend to move into the background more at that level for most tables. Also there will be times when the ranger is exhausted or suffering some other disad imposing setback, and this will cancel that out.
Apex Predators is a big improvement over the default 20th level ability. My only question is whether the improved critical damage applies to the bonus 2d6 granted by the animal companion. I am leaning towards yes, though I'm not certain.
My intention was it also applies to the 2d6. Overall I figure the 20th capstone is an ability you only get to use for a short period of time before your PC retires.... Might as well make it big!
Parting thoughts:
This ranger seems like a master of the wilderness, unlike the PHB version who is a master of a couple of wild areas. Removing spells and instead granting mixtures is a great way to preserve the feel of Thule without needing to tinker with a key class ability. Giving the ranger a useful animal companion is great, and its implementation through an ability similar to Sneak Attack is interesting. Other than a couple of rough spots that need to be clearer, the ranger seems unique and powerful enough to hold its own. Although it can fight alone (well, excluding its best fuzzy buddy), its strength is in helping others find their way and supporting them. I can easily picture this ranger's companion helping the party fight more effectively while the ranger uses mixtures to help the party or hinder enemies.
Edit: That was far more than I was planning on writing. It just sorta came out once I started. Sorry.
Not at all - thanks for taking the time, I really appreciate your insight and very helpful comments Jaelommiss.