Taking off from this thread around page 8 or so, we're piecing together a spell-less ranger overhaul.
This will be edited as we progress.
Level Proficiency Bonus Quarry Die Class Feature 1 +2 1d4 Quarry, Trailblazer 2 +2 1d4 Fighting Style, Nature's Boon 3 +2 1d4 Clade, Keen Eye 4 +2 1d4 Ability Score Increase 5 +3 1d6 Extra Attack, Expertise 6 +3 1d6 Quarry Improvement 7 +3 1d6 Clade Feature 8 +3 1d6 Ability Score Increase 9 +4 1d8 Nature's Boon 10 +4 1d8 Clade Feature 11 +4 1d8 Quarry Improvement 12 +4 1d8 Ability Score Increase 13 +5 1d10 Feral Senses 14 +5 1d10 Clade Feature 15 +5 1d10 Unfettered Movement 16 +5 1d10 Ability Score Increase 17 +6 1d12 Nature's Boon 18 +6 1d12 Clade Feature 19 +6 1d12 Ability Score Increase 20 +6 1d12 Capstone
Hit Die: d10
Saving Throws: Strength, Dexterity
Weapons: Simple, Martial
Armor: Light, Medium, Shields
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Quarry (1)
Once on your turn, after making an attack against a creature you can see, you may designate that creature as your Quarry. This effect lasts until the end of your next turn, or until you mark another creature as your Quarry.
When you make an attack against a marked Quarry, you deal an extra 1d4 damage of the same type as the attack. This damage increases at higher levels as shown on the Ranger table.
Starting at level 6, when a creature marked as your Quarry hits you with an attack or targets you with an effect that has you making a saving throw, you can use your reaction to either reduce the damage taken or gain a bonus to your saving throw equal to the result of your Quarry die.
Starting at level 11, once on each of your turns when you miss your marked Quarry with an attack, you can make another attack against that creature.
Trailblazer (1)
You gain your choice of either a Climb or Swim speed equal to your movement.
In addition, while travelling for an hour or more you can add your Wisdom modifier as a bonus to any Strength, Dexterity and Wisdom ability checks or saving throws you or your allies make.
Fighting Style (2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You cannot take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Nature's Boon (2)
At level 2, and again at levels 9 and 17, choose one option from the list below:
Land's Stride: Your movement speed increases by 5 feet and you can ignore nonmagical difficult terrain. If selected a second time you gain a further 5 foot increase to your speed and can also ignore magical difficult terrain.
Camouflage: When you take the Hide action you become invisible until you move more than 5 feet, make an attack or cast a spell. If selected a second time you can remain invisible until you move more than your movement speed instead of more than 5 feet.
Healing Salves: As a part of a long rest, you can prepare a number of healing salves equal to your Wisdom modifier. Each salve restores HP equal to 1d8 + Ranger level and can be applied to a creature using an action. If selected a second time each healing salve applied a creature also provides the benefits of a Lesser Restoration spell or removes one level of exhaustion.
Keen Eye (3)
You can take the Search action as a bonus action
Extra Attack (5)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise (5)
Choose two of your skill or tool proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Feral Senses (13)
When making an attack against a creature you cannot see you do not do so at a disadvantage, and creatures that you cannot see do not gain advantage on attacks against you.
Unfettered Movement (15)
Spells and magical effects cannot reduce your speed and you gain advantage on saving throws against being Paralysed, Restrained or Stunned.
Foe Slayer (20)
When you hit your marked Quarry with an attack you can choose to deal an extra 50 damage of the same damage type as the attack. In addition, the marked quarry is either blinded or poisoned until the end of its next turn.
Once you use this feature you cannot do so again until the end of a long rest.
Spoiler: Beastmaster
Animal Companion (3)
You acquire a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower (appendix D of the PHB presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC and attack rolls, as well as to all saving throws and one skill of your choice of Athletics, Acrobatics, Insight, Intimidation, Perception, Stealth and Survivial. The beast's hit point maximum is increased by 4 for every ranger level you have. Its hit die is a d8, and it has the same number of hit dice as you do. It also gains the bonus damage from your Quarry feature when attacking a marked quarry.
The beast obeys your commands as best as it can, taking its turn on your initiative. You can use a bonus action to verbally command it to take an action, or it can use the Dodge action if not issued a command. It may use its movement and reaction freely, with or without a command. Your beast can only make one attack using its action.
If you fall unconscious your beast will attempt to move and remain within 5 feet of you, attacking enemies that approach within 10 feet of you. If the beast dies you can obtain another during a long rest.
At Ranger level 7 you can choose a beast of CR 1/2 or lower, and at Ranger level 14 you can choose a beast of CR 1 or lower.
Beast link (3)
You can cast Speak With Animals and Beast Sense spells without expending a spell slot or material components.
Beastcall (7)
By spending one minute you can call up to twelve beasts of up to CR 1/2 to you from the surrounding area, determined by the DM. Upon arrival these beasts are friendly to you and will assist with one task for up to one hour before dispersing.
Once you use this feature you cannot do so again until you finish a long rest.
Bestial Fury (10)
Your beasts attacks are considered magical for the purposes of overcoming damage resistance and immunity. In addition, your beast companion gains the following reaction:
Defensive Pounce: The beast companion imposes disadvantage on the attack roll of one creature it can see that is within its reach, provided the attack is against a creature other than the beast companion.
Beast's Defense (14)
When your beast uses its Defensive Pounce ability your beast companion also gains resistance to bludgeoning, piercing and slashing damage until the start of your next turn.
Greater Beastcall (18)
You can use your Beastcall feature as an action instead of taking one minute, and call up to CR 1 beasts to assist you. In addition, you regain use of your Beastcall feature when you finish a short or long rest.
Spoiler: Hunter
Focused Target (3)
When you mark a creature as your Quarry you can also add your Quarry die to the damage dealt from the attack. In addition, when you roll damage for an attack against a marked Quarry, you can roll the Quarry damage die twice and use either result.
Survivalist (3)
You gain proficiency in your choice of Investigation, Perception, Survival or one tool of your choice. Your Proficiency Bonus is doubled for any ability check you make that uses the chosen proficiency.
Terrain Adaption (7)
When you finish a long rest you gain resistance to one damage type according to the terrain you finished your rest in, which lasts until your next long rest.
Coast/Aquatic: Thunder or Lightning
Arctic: Cold or Force
Desert: Fire or Radiant
Plains/Forest: Piercing or Poison
Highland: Fire or Cold
Swamp: Acid or Poison
Underground: Necrotic or Bludgeoning
Urban: Psychic or Slashing
Multiattack (10)
As an action you can make one attack that targets all creatures you choose within reach. Alternatively if you are using a ranged weapon you can make one attack against all creatures you can see within a 10' radius and within range. When you make this attack you can mark all creatures you hit as your Quarry.
Seasoned Explorer (14)
As long as you are not incapacitated, you and up to five creatures you choose within 30 feet of you cannot be surprised.
Eternal Hunter (18)
When you designate a creature as your Quarry the creature remains marked until you choose to end the effect, which requires no action on your part. In addition, when you score a critical hit against a marked quarry that creature gains vulnerability to the damage of your attacks until the end of your next turn.
Spoiler: Warden
Ranger Level Cantrips Known 1st 2nd 3rd 4th 3 2 2 - - - 4 2 3 - - - 5 2 3 - - - 6 2 3 - - - 7 2 4 2 - - 8 2 4 2 - - 9 2 4 2 - - 10 3 4 3 - - 11 3 4 3 - - 12 3 4 3 - - 13 3 4 3 2 - 14 3 4 3 2 - 15 3 4 3 2 - 16 3 4 3 3 - 17 3 4 3 3 - 18 3 4 3 3 - 19 3 4 3 3 1 20 3 4 3 3 1
Spellcasting and Ritual Casting (3)
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
The table shows how many spell slots you have to cast your spells. You regain all expended spell slots when you finish a long rest.
You prepare the spells that are available to you from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Wildsense (3)
As an action you can detect the presence and direction of Aberration, Monstrosity, Fey, Dragon and Undead type creatures within one mile of you for up to one minute. This can be used to track down a specific creature type or determine safe routes within the area. Once you use this feature you cannot do so again until you finish a short or long rest.
Invigorating Ley (7)
When you cast a spell you can choose one creature you can see, including yourself, to gain Temporary Hit Points equal to three per level of the spell slot expended. These temporary hit points last up to one hour.
Rapid Spell (10)
When you cast a spell with a casting time of one action and that targets only a creature you have marked as your Quarry you can choose to cast it as a bonus action instead. Using this feature ends the mark on your quarry, and this spell cannot then mark the creature as your quarry.
Primeval Ward (14)
When you use your reaction to reduce the damage taken from an attack your Quarry makes, your marked Quarry takes damage equal to that reduced by your quarry die.
Instinctive Recovery (18)
When a creature succeeds on a saving throw against a spell you cast or you miss with a spell attack from a spell you cast you can choose to regain the spell slot you expended to cast the spell.
Once you use this feature you cannot do so again until you finish a short or long rest.
Spoiler: But what about the Ranger spells?
Hunter's Mark is added to the Druid spell list dealing a bonus d8 of damage once per turn instead of a d6 on every hit
Ensnaring Strike is added to the Druid spell list
Hail of Thorns is added to the Druid spell list
Zephyr Strike is added to the Druid spell list
Cordon of Arrows is added to the Druid spell list and also includes bullets and darts among the ammunition usable
Conjure Barrage is added to the Druid spell list as a 2nd level spell
Lightning Arrow is added to the Druid spell list as a 2nd level spell dealing 3d8 lightning damage on the initial hit instead of 4d8
Conjure Volley is added to the Druid spell list as a 3rd level spell dealing 5d8 damage instead of 8d8
Steel Wind Strike is added to the Druid spell list as a 3rd level spell dealing 4d10 damage instead of 6d10
Swift Quiver is added to the Druid spell list as a 4th level spell with a casting time of one action instead of one bonus action.