At 7th ranger level, gain proficiency with handle animal. If already proficient, gain expertise. If already expert, gain a +3 bonus to checks made to tame, hold on-to, steer, or ride animals.
At 7th ranger level, choose one: handle animal, accrobatics, athletics, intimidation, stealth. Your focus bonus applies to the chosen skills rolls.
At 7th ranger level, choose an upgrade to your focus (ranger 1) ability:
Bow barrage - While wielding a bow, you gain 1 extra attack. Is negated for the turn if you make any melee attacks.
Daring swordsman - You can make 1 extra attack with a dagger, light blade, or medium blade while wielding one. Your movement speed is increased by 5ft.
Forceful draw - You can powerdraw a crossbow after shooting it, loading another bolt instantly after a ranged attack on a successful chance dice. The chance dice corresponds to reload (reload I - 1d4 < 3, reload 2 - 1d6 <3, reload 3 - 1d8 <3, reload 4 - 1d10<4, reload 5 - 1d12<4).
Sweeping slice - You can reduce your remaining focus by 1 turn to make a sweeping cleave with a weapon with the cleave property, or a slashing damage polearm weapon, dealing its damage to all creatures in a cone at a range equal to the weapons reach. This attack deals an extra 1d6 damage of the weapons type. Your focus still applies to the attacks if this ends focus.
Axe raider - Your attacks with axes of any kind have their critical strike range increased by 1. You can spend 2 turns of focus to gain an extra attack with an axe if wielding it two-handed, or 2 attacks if wielding two axes or wielding an axe one handed. Your focus still applies to the attacks if this ends focus, but you take 1 damage to fatigue if this consumes more rounds than you have remaining.
Earth scorcher - Whenever you deal fire damage while under focus, deal 1 dice extra of the largest size of damage dice used in the weapons attack. This is not multiplied on a critical hit. You can spend 1 rest dice or 1 turn of focus to blow fire in a 15ft cone while wielding a flaming weapon or torch, forcing creatures in hit to make a dexterity save (DC 12 + proficiency + wis/con/dex bonus, whichever is highest,) taking 4d6 + wis/con/dex (whichever is highest) fire damage on a failure, and half on a success.
At 8th ranger level choose one skill:
Outrider fernbrew - Gain a fernbrew flask, which can be replaced by spending 3 rest dice during a long rest. The flask itself is the secret to fernbrew. You refill your flask with 2 doses of outrider fernbrew every time you use prep. You can take a sip as a bonus action to gain the following for 1 minute: +1 to saves, +1 to wis and cha skill checks. You can take a sip once per focus to extend the duration of focus by 1 round.
Outrider Moonfern pipe - Every time you use prep, you can prepare a dose of moonfern. You can consume a dose of moonfern over a minute, gaining the following for 1 hour: Focus or similar beneficial emotional conditions last 2 rounds longer, you gain a +2 bonus to charisma based skill checks but a -1 to intelligence checks.
At 9th ranger level, your focus lasts 1d3 rounds longer.
At 9th ranger level, choose one:
Skirmish+ - Gain an extra skirmish upgrade to focus
Personal training - Gain an extra feat, gain an extra ranger training (range 3) upgrade.
At 9th ranger level, you can spend 3 turns of focus to immediately take an action while outside your turn.