Ranger Archetype: Pathfinder Conclave*
Some people who tread the path of the ranger do so out of the desire to guide and protect others, using their skills and expertise to make the wild lands a little bit safer for any who might be travelling through. The purest exponents of this goal are the rangers of the pathfinder conclave, who are sworn to do everything they can to support their companions, both in and out of battle.

Slayer's Guidance
When you join this conclave at 3rd level, you are able to advise your allies so that they can benefit from your combat experience. You can use a bonus action to provide this guidance to one friendly creature within 60 feet of you, as long as they can hear you and see one of your favoured enemies. They gain a bonus equal to your Wisdom modifier (minimum of +1) on the next damage roll they make against one of your favoured enemies before the start of your next turn.

Clear the Way
Also at 3rd level, you can use an action on your turn to clear all nonmagical difficult terrain within 15 feet of you, enabling creatures and vehicles to move over it normally.

Combination Attack
At 5th level, your attacks can create openings for your allies. When you use the Attack action on your turn, if a friendly creature can see you, they can use their reaction to make a weapon attack with advantage against the same target. Only one ally can react to this ability on any given turn.

Cripple
By 7th level, you have mastered the art of disabling enemies in order to protect your allies. When you hit a creature with a weapon attack, you can inflict one of the following effects on it.
  • It must make a Dexterity saving throw against your ranger spell save DC or drop one item that it is holding.
  • Its base movement speed is reduced by 10 feet until the start of your next turn.
  • It has disadvantage on the first attack roll it makes before the start of your next turn.

Follow Up
When you reach 11th level, you are able to support your allies' attacks by following them up with your own. When a friendly creature makes an attack against a creature that you can see and that is within the range of your current weapon, you can make a weapon attack against the same target.
You can use this ability a number of times equal to your Wisdom modifier (a minimum of 1) and regain expended uses on a long or short rest.

Saviour
At 15th level, your desire to protect your allies extends far enough that you would throw yourself in front of an arrow for them. When a friendly creature within 10 feet of you is targetted by a ranged attack, you can use your reaction to leap in front of them, immediately moving into the nearest unoccupied space between the attacker and the target and causing the attack to be resolved against you instead. You have half cover against this attack. If there is no viable unoccupied space to leap into, this ability fails.

*This archetype is built for the UA Revised Ranger.