An Additional Ranger Archetype: Arcane Half-Caster

Natural Arcana

At 3rd level when a ranger chooses this archetype, they gain proficiency in Intelligence (Arcana) checks and they learn three 1st level spells from the wizards spell list. They then learn a new spell from the wizard spell list whenever they learn a new ranger spell. Whenever you have the option to replace an old ranger spell you know with a new ranger spell, you also have the option to replace an old spell from the wizard spells list you know for a new wizard spell. The spells you know through natural arcana counts as ranger spells for you.

From now on, you must prepare spells. Out of all the spells you know, you can prepare an amount of spells equal to half your ranger level (rounded up) plus your Wisdom modifier. Doing so takes an hour and is done after a long rest. If you don't prepare spells, you have the same spells as yesterday prepared for that day.

Additionally, you learn the cantrips Prestidigtation and Eldritch Blast. You learn a new cantrip from the wizard spell list at 7th, 11th and 15th level. You must choose the damage type for Eldritch Blast. Choose a type of damage: Fire, Cold or Lightning.

Preparation Arcanum

At 7th level you learn to perform perform a ritual that takes 1 hour to complete. The ritual can be performed during a short rest. During the ritual, you can gain levels of exhaustion in exchange for bonuses. You can gain as many levels of exhaustion as you want through this ritual during the 1 hour. You lose your bonuses when you finish a long rest but you lose your levels of exhaustion as you would normally. Your options are:

You gain one level of exhaustion and gain resistance to one of the following damage types of your choice: Acid, Fire, Cold, Poison, Necrotic, Radiant, Lightning, Psychic, Thunder or Force

You gain two levels of exhaustion and gain resistance to one of the following damage types of your choice: Slashing, Piercing or Bludgeoning.

You gain one level of exhaustion and you choose one specific type of creature and a damage type. That creature can no longer benefit from resistance against attacks or effects you make dealing that type of damage.

You gain one level of exhaustion and you choose two specific types of creatures that are your favored enemies and a damage type. Those creatures can no longer benefit from resistance against attacks or effects you make dealing that type of damage.

Specialized Techniques

At 11th level, you gain one of the following benefits of your choice.

The Nature of Magic. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Ranger table, or a cantrip.These spells count as Rangers spells for you.

Improved Preparation. The levels of exhaustion you have from preparation arcanum are halved (rounded down).

One with Nature. You no longer have to prepare spells.

Call of Magic. When you cast Eldritch Blast, add your Wisdom modifier to the damage it deals on a hit.

Hunter of the Pack. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Big Game Hunter. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature.

Adaptable Combatant. You learn a fighting style from the fighter's list that you do not already know.

Battle Magic

At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a ranger spell, you can make one weapon attack as a bonus action.