At 3rd level, a ranger gains the Ranger Archetype feature. The following homebrew option is available to a ranger in addition to those provided by the Player's Handbook.

Wastelander

Wastelander rangers wander places ravaged by war, magic, and plague. They protect survivors of disaster from the threats of barren, apocalyptic lands where only the fiercest and most disturbing creatures survive.

Wastelander Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wastelander Spells Table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Wastelander Spells Ranger Level Spells 3rd purify food and drink 5th alter self 9th stinking cloud 13th death ward 17th contagion

Harsh Conditioning By 3rd level, you are immune to disease and the poisoned condition. You have advantage on Intelligence (Nature) checks to identify natural diseases and poisons as well as Wisdom (Medicine) checks to treat them. You also gain proficiency in improvised weapons.

Hit and Run At 3rd level, you've adapted your fighting style to escape tight situations unscathed. When you hit an enemy with a weapon attack, you can move through its space and you do not provoke opportunity attacks from it for the rest of the turn. If you move through or adjacent to an enemy's space this way, you may make an additional attack against it or another enemy as a bonus action.

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Artwork - "Dark Sun" by daarken for Dungeon #181

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Feedback by the Discord of Many Things

Mutated Blood By 7th level, life in the wastelands has altered your physicality to be more resilient. You gain proficiency in Constitution saving throws. In addition, you ignore the effects of extreme heat and extreme cold (p. 110 DMG).

Dirty Fighting At 11th level, you learn to use underhanded tactics and the wasteland's infectious nature to weaken your adversaries. Once per turn when you hit an enemy with a weapon attack you can choose to apply one of the following effects: Raking Wound. The target of your attack bleeds, taking 1d4 necrotic damage every time it uses an action, bonus action, reaction, or more than half its movement until end of your next turn.

The target of your attack bleeds, taking 1d4 necrotic damage every time it uses an action, bonus action, reaction, or more than half its movement until end of your next turn. Virulent Injection. The target of your attack takes an additional 1d4 poison damage and must make a Constitution saving throw. On a failed save, it is poisoned and its movement speed is reduced by 10 feet until the end of your next turn.

The target of your attack takes an additional 1d4 poison damage and must make a Constitution saving throw. On a failed save, it is poisoned and its movement speed is reduced by 10 feet until the end of your next turn. Caustic Gas. The target of your attack takes an additional 1d4 acid damage and must make a Constitution saving throw. On a failed save, it is blind until the end of your next turn.

The target of your attack takes an additional 1d4 acid damage and must make a Constitution saving throw. On a failed save, it is blind until the end of your next turn. Scare Tactics. The target of your attack takes an additional 1d4 psychic damage and must make a Wisdom saving thow. On a failed save, it is frightened until the end of your next turn.