This Subclass was made at the request of one of my players who wanted to play a non-spellcasting ranger and may be subject to edits in the future.
Wilderness Warrior
Warden of the Wilds
A Wilderness Warrior feels at ease in the natural world. Wilderness Warriors combine predatory tenacity with survivability in the wilds to deal devastating blows to their prey. Some strive for survival, others strive to protect the natural world, but all are ferocious warriors of the wild.
Level 3: Explorer
You are at home in the natural world, and you react with swift and decisive action when attacked.
Wilds Walker. You ignore natural difficult terrain.
Predator. On your first turn during combat, you have Advantage on attack rolls against creatures that have not yet acted.
In addition, you gain Advantage on Dexterity (Stealth), and Wisdom (Survival) when you are in a natural environment (Forest, cave, etc.). In non-natural surroundings (a musty crypt or city streets) you don't get this Advantage.
Guide. Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
Level 3: Wanderer
You gain proficiency in one of the following skills: Wisdom (Survival), Wisdom (Perception), Wisdom (Medicine), and Endurance (Constitution). If you are already proficient with that skill, you gain Expertise instead.
Level 3: Hunter's Strike
You know how to strike to exploit your foe's weak points. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack roll, as long as you don’t have Disadvantage on the attack roll. The extra damage’s type is the same as the weapon’s type
The extra damage increases as you gain levels as a Wilderness Warrior.
Level 7: Tenacious
Strider. Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 7: Experienced Wanderer
You gain proficiency in one of the following skills: Wisdom (Survival), Wisdom (Perception), Wisdom (Medicine), Endurance (Constitution), and Sealth (Dexterity). If you are already proficient with that skill, you gain Expertise instead.
Level 10: Improved Hunter's Strike
Your Hunter's Strike now deals 2d8 damage.
Level 10: Nature Speaker
You can create the effect of the Commune with Nature spell at will (1 minute). Wisdom is your "spellcasting" ability for it. This does not require any components but does require you to use your eyes and move freely.
Level 15: Natural Cunning
Your quick reflexes and familiarity with nature allow you to move quickly and use your surroundings. On your turn, While in a natural area, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide. While not in natural surroundings you can only take the Disengage and Dash Bonus Actions.
Level 18: Great Hunter's Strike
Your Hunter's Strike now deals 3d8 damage.