Well met “adventurer”!
First and foremost amongst my homebrew is the Complete Martialist Handbook. The Complete Martialist Handbook contains revisions of the Ranger base class, the Beast Master archetype for Ranger, as well as 2 new archetypes for Barbarian, Fighter, Ranger, and Rogue.
For the Barbarian we have the Path of the Skinchanger and the Path of the Sylvan Warden. The Path of the Skinchanger allows you to play a lycanthrope or more mystic / trickster type barbarian while the Path of the Sylvan Warden is meant to more or less bring the Warden class from previous D&D editions into 5e.
For the Fighter we have the Gladiator and the Gunslinger. The Gladiator is, more or less, a pro-wrestler…but flavored a bit differently so people don’t think it’s totally stupid. The Gunslinger is a common homebrew but this take is a bit different in that the archetype diverges into two branches depending on which side of the law the gunslinger falls on.
For the Ranger we have a revision to the base class, a revision (I wanna say improvement?) to the Beast Master archetype, as well as the Geomancer and Monster Heart archetype. The base class revision changes as little as possible while addressing some of the player base’s concerns about the ranger’s niche in the game. The revision to the Beast Master archetype makes it not suck. Not any more complicated than that. The Geomancer archetype plays off of the ranger’s connection to the land, enhancing the ranger’s mystical abilities as they relate to his Natural Explorer feature. The Monster Heart, likewise, shows the ranger’s ability to emulate the creatures he hunts – using the powers of his Favored Enemies.
Finally the Rogue gets the Paramour and Tinkerer archetype. The Paramour is a lover not a fighter (or a thief) and prefers to steal hearts over gold pieces. The Tinkerer learns to craft a variety of devices that help him get by in a pinch.
Now that I’ve told you all about it, check it out for yourself!