We're going to make a Ranger I feel like playing. This is an American Ranger.
First of all, let's get a new fighting style just for rangers.
Natural WeaponryMy rangers don't get spells. They can get them at level 3 as a class option, the same way they can get a wolf friend or extra murder power, and the same way fighters and thieves can get spells. You have to pick. I know Bobby S. didn't have to pick when he made Purple Rain: Fanciest Spider Boy but hey that's a book and also I don't care. Take a wizard level.
You do not have claws and shit. Instead you are considered proficient with improvised weapons but you cannot do damage with them. Instead you may create makeshift traps and weapons using the surrounding environment. A successful attack with these allows you to impose the Blinded, Deafened, Prone, or Restrained condition on the target of your attack for 1 round.
So without spellcasting or primeval awareness I want to make some additions to keep the ranger versatile without getting bogged down in a whole bunch of stuff. You still get to choose a path at level 3 and apart from spellcasting and primeval awareness everything else in a ranger is the same. You also get these:
Guerrilla
At level 2 you get +1 to your Initiative, +1 to your AC, and +1 to your Stealth when stalking or fighting your Favored Enemy. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.
Second Nature
At level 2 you get +1 to your Initiative, +1 to your Perception, and +1 to your Saves against natural phenomenon and Druid spells when in your Favored Terrain. These bonuses increase by +1 at levels 5, 9, 13, and 17, for a maximum of +5 at level 17.
The Back Of Your Hand
At level 3 you double your proficiency bonus when tracking your own allies, even without regard to bonuses from Favored Enemy or Natural Explorer. However, within your favored terrain you know the distance and direction of your allies for 500' x your ranger level
Follow My Lead
At level 9 you can use your reaction or a bonus action on your turn to allow an ally to make a save against the Charmed, Frightened, Stunned, Grappled, or Restrained condition. This can be explained as offering words of wisdom, throwing an ally a timely dagger to aid their escape, coaching them on the time to shift their weight, etc. They may do this multiple times in a round but may only do so a number of times equal to their Wisdom bonus. This ability refreshes after a short or long rest.
I've Been Around
At level 13 if you so choose whenever you make a Charisma roll to obtain information from an individual (or about an individual) you can force the subject of your check to make an Intelligence save. If they fail the save then they have heard of you, or heard something about you, and you get to decide what it is.
Greatly Exaggerated
At level 17 you gain an additional strike on your death saving throws before expiring. Also, you never suffer an automatic death saving throw failure from one of your favored enemies, unless you are unconscious. Also, you have advantage on death saving throws in your favored terrain.
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Finally, my rangers get an option whenever they would receive an ability score enhancement. They may take this instead of an ability score increase, and in lieu of other feat options. They may take this feature multiple times, giving them a maximum of 5 potential uses by level 19.
Begin the Hunt
You are so invigorated by the beginning of a hunt, the preparation for a mission, that pain cannot catch you, the stone cannot cut you. You gain half your max HP in temporary hit points. While you still have temporary hit points you can elect to roll 1d10 after a successful hit, reducing your THP by that amount and dealing that amount in bonus damage.