At 4th ranger level, you gain 3 upgrades from the list below (you may take the same one multiple tames):
proficiency with skill of choice and 1 language of choice.
proficiency progression with medium armor > heavy armor and/or heavy shields > +1 temporary block at the start of combat.
proficiency with 1 weapon group of choice.
proficiency with 1 tool of choice and a +1 bonus to that tools checks.
learn a cantrip of a class of magic that you know the least cantrips from. Use wisdom as the casting attribute. If you know equal amounts of cantrips from all classes, you may learn a major hex instead.
At 4th ranger level, you have access to prepared moves. You can have a maximum of your wisdom bonus +1 prepared moves that you can make. You reset all uses every rest. A prepared move is a maneuver that can be done as a free action at any time, if it is appropriate. A prepared move does not have to be specified when prepared. The following prepared moves are available:
Dash - immediately move 10 feet, without provoking reactions. Can only be done once per turn.
Emergency potion - immediately regain 1d8 health. Can only be cone once per turn.
Hidden blade - Immediately swap to a light piercing weapon and make a basic melee attack with it, and leave the blade in the target on a successful unblocked hit. Can only be done once per turn.
Interrupt - Cause a spell caster within 15 ft to make a concentration check. Can only be done once per round.
Resist - Gain advantage on a block check.
Smoke bomb - Make a stealth check, allowing you to become hidden in plain sight for 1 turn, and cause a smoke cloud that blinds for the next 1d4 turns in a 15ft sphere.
Take cover - all ranged attacks against you until the next turn have disadvantage. Fall prone if necessary and move up to 5 ft to do so. Can only be done once per round.
You cannot use more than two prepared maneuvers in one turn, and you cannot use the same maneuver more than once per turn.
At 5th ranger level you are proficient with all saves vs traps, and if a trap would have an effect on a successful save, you ignore it.
At 5th ranger level, pick 2 upgrades from the list below:
Barrier-breaker - You gain advantage on checks made to break open or dismantle chains, restraints, doors, and portals. You gain a +2 bonus to saves made while in crumbling or breaking structures or environments.
Armor prep - While wearing armor, you gain 1 extra block at the start of combat.
Always ready - Your maximum amount of prepared maneuvers is increased by 3.
Contract experience - You gain a +3 bonus to checks made to examine or construct contracts or documents of negotiation.
Countermeasures - Gain a prep option: bounty hunter toxins - prepare 1d3 special bounty hunter toxin consumables, or enhance an existing poison, weapon oil, or similar substance, to cause it to deal 2d6 extra damage to one of: Beasts, Undead, Eldrich, Fiendish, Fae, Elementals, specific groups of monsters, or specific groups humanoids (your choice when creating) The baseline consumable lasts for 1d6 turns when applied to a non-light weapon or two light weapons, and can be applied to 1d4 pieces of ammunition. The damage is increased to 3d8 at 9th character level.
Fire cask - You learn 2 new prep options:
fireflask - create a 25/50 throwing weapon that deals 4d6 fire damage on hit, ignite on crit, and afterwards also requires a dex save from creatures in a cone outwards from the target hit, or the area hit, taking half damage on a success.
Enhance oils - you can enhance a fire damage dealing consumable, or 1d3 bolts that deal fire damage, granting it an extra die of fire damage. This can be done to an item up to twice.
For gold - If you are contractually obliged to capture or find a target, your attacks and attempts to track them gain a +1 bonus. You gain a +1 bonus to significant(subject to GM.) checks made to fulfill bets or deals.
Grit - You can grit damage received as a prepared maneuver, reducing it by half. If you are reduced to 0 HP while using this maneuver, you are instead reduced to 1 and lose an extra prepared maneuver.
Immediate reload - You can do an immediate reload of your weapon once per turn as one of your prepared maneuvers.
Rapid maneuvers - You can use up to three prepared maneuvers per turn. Your maximum amount of prepared maneuvers is increased by 1.
Suckerpunch - If you have at least one hand free, you may immediately perform an unarmed melee attack against the target as a prepared maneuver. The damage is doubled, and if unblocked, the target must make a constitution save. On a failure the target is stunned for 1 turn. Can only be done once per round.
Tactician - Your max prepared maneuvers are increased by 1. If you act first in combat, you grant all allies a +1d4 bonus to initiative. Otherwise, if you are above an ally in the initiative order, you can grant one ally a 1d3 bonus to initiative. You can bring one ally to act in the surprise round if you act in the surprise round.
Weapon specialist - You can add a +1d3 to hit when failing an attack as a prepared maneuver. Choose a weapon group you are proficient with, you can now perform weapon maneuvers without expending a bonus action by spending a prepared maneuver instead. Gain 1 extra bonus depending on the weapon properties of that group, chosen per weapon: For ranged weapons, bows gain a +1 to block DC and crossbows reduce reload property by 1. For melee weapons, one-handed weapons grant a +1 to AC, versatile melee weapons gain a +1 to hit, and two-handed weapons gain a +1 to damage.
At 6th ranger level, gain an extra bounty hunter trait from the lvl 5 list.
At 6th ranger level, you can spend 1 rest dice during a rest while in a large, relatively diverse, or populous enough settlement, establishment, or outpost(Subject to GM) for guaranteed leads to a target that you know of and have a good description of.
Gain a +1 bonus to insight, perception, and investigation checks.
Gain a +1 bonus to checks made to examine maps, charts, and diagrams.