Maybe the best would be to add that number of 1st level slots to ranger that can be used ONLY ON RANGER spells.
to prevent multiclass dip cheese.
Rangers already have plenty of 1st level slots. 4 of them at 5th level as opposed to 4 of them at 3rd level on a full caster. Rangers, unlike paladins, have a lot more room to cast those other ranger spells because they gain free castings of Hunter's Mark. Hunter's Mark also lasts long enough for multiple fights.
Smites on a single attack burn through spell slots so paladins are the class that ends up short on other spells.
Up to 10 1st level spell slots seems rather excessive in comparison to other classes whether they can only be spent on ranger spells or not.
after a few spells of a given level rest is just maybe contingency.
after a 1st spell known, a slot is worth much more.
Yes, a slot is worth more. That's why the standard is 4 1st level slots. Giving rangers 2.5x that standard seems excessive.
as it is not tied to prof bonus, every instance of +1 usage at levels 5,9,13,17 is using your class resource pool that could be used on something else. even if trivial as +1 skill or few extra tools/languages.
That's arguing semantics. Rangers gain a free use with every PB increase. The value of the ability doesn't change whether it's explicitly tied to that PB bonus or not outside of multi-class leveraging.
Seems like an eat your cake and have it too approach.for me in 5E and it's variants, best version is from Scout class from SW5E:
RANGER’S QUARRY
Scout: 1st, 5th, 9th, and 17th level
You learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:
You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.
- Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry column of the scout table.
- You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
The duration increases to 8 hours at 9th level and 24 hours at 17th level.
Honestly, I would add Insight to the list as it represents primal sense when someone is afraid/nervous/twitchy.
add that as base feature and bonus spellcasting per Long rest can go to Cure wounds or similar utility.
Ranger's Quarry doesn't look bad. I see pros and cons compared to Favored Enemy. Loading up on 1st level slots beyond other classes isn't something I would agree with.