
Before I get to the features, I’m not asking if you think the Ranger needs this to be viable and I don’t need to hear that this makes it more complicated. I’m just asking for feedback on the features and if the terrain benefits are balanced against each other and make sense thematically. Thanks!
Deft Explorer (Level 2): Added the following benefit: You can heighten your senses and sharpen your knowledge by expending one use of Hunter’s Mark. For the next 10 minutes, you can add your Hunter’s Mark die to any Intelligence (Nature), Wisdom (Medicine), Wisdom (Perception) and Wisdom (Survival) check your make.
See this post to see what changes I made to Hunter’s Mark. I’ve added the feedback of using a spell slot to restore uses of Hunter’s Mark,so it’s a less limited resource.
Favored terrain (Level 3): You have endured the hazards of an environment while you traversed through it, and are now accustomed to those effects. Choose one of the terrains in which you have traveled. You always have the benefits listed, and while you are in that terrain, you have Advantage on Wisdom (Survival) and Intelligence (Nature) checks. Whenever you gain a Ranger level, you can replace your favored terrain with a different terrain. You gain another favored terrain at level 9.
Favored Terrains:
Arctic. You add your Wisdom modifier to Constitution saving throws. You also don’t suffer the effects of extreme cold and aren’t affected by slippery ice.
Coast. You have a Swim Speed equal to your Speed. If you already have a Swim Speed, it increases by 10 feet. Additionally, you have Advantage on saving throws against being knocked Prone, and you can add your Wisdom modifier to Strength (Athletics) checks.
Desert. Difficult terrain doesn’t cost you extra movement and you have Advantage on saving throws against the Blinded condition. You also don’t suffer the effects of extreme heat and cold.
Forest. You can take the Hide action as a Bonus Action, and can do so while you’re Lightly Obscured. Additionally, you can add your Wisdom modifier to Dexterity (Acrobatics) checks.
Grassland. Your Speed increases by 5 feet, and when you have the Prone condition, you can right yourself with only 5 feet of movement.
Mountain. Your hit point maximum increases by an amount equal to your Proficiency Bonus and you have a Climb Speed equal to your Speed. If you already have a Climb Speed, it increases by 10 feet. You are also acclimated to high altitudes.
Swamp. You have Advantage on saving throws to avoid or end the Poisoned and Restrained condition. Additionally, natural Lightly Obscured areas (such as fog or rain) don’t impose Disadvantage on your Wisdom (Perception) checks.
Underdark. You can add your Wisdom modifier to Dexterity (Stealth) checks, and Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) checks.