And this should be discussed in public.
How about we just use this? It's about as core as you can get, from wizards of the coast.
Combat Superiority
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
((As an Urban Ranger modification, I suggest instead of strictly gathering herbs, the scavenging roll could be expanded story wise to account for Eleen browsing merchants stalls and seeking out good deals in the warrens of the city, as cities tend to lack a lot of plantlife. This will obviously cost a hard currency, so healing is not too OP, depending on the prices you set.))
Primeval Awareness Mod
This ability requires the ranger to expend spell slots to activate the class feature, we can modify that feature to allow the ranger to use it once and regain its use after finishing a short or long rest.
((I suggest this ability be slightly nerfed, as it is not a supernatural ability in this setting-I wouldn't be able to detect an invisible face eating demon a mile away. However, it would account for her bearing wary of the presence of monsters, gangs, guards, or even churchmen, by listening to rumors and keeping an ear our for local gossip-I suggest a a 5 minute duration when Eleen uses this ability, at the end of which it is determined if these sorts of people/things are in the area close to her. WIS and CHA checks maybe will be needed, as well.))
Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Call Natural Allies
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Relentless
((An interesting concept, and I suggest as an Urban ranger this ability actually summons humanoids-Eleens friends and allies from the streets. It will be more complex, since they shouldn't be expendable fodder. The quality and number will depend on who exactly she could call in the era, and her relationships with various factions. Lots of room for GM innovation!))
Beastly Coordination~
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.