Base Class: Ranger
Where most rangers have more in depth knowledge of some creatures, the specialist goes even further in its hunt for their favored enemies. They adapt to the creatures they hunt by specializing in certain gear or techniques. This allows them to be extra efficient against those they hunt most. With more experience comes more knowledge about the creatures and more creatures to be knowledgeable about. In order to be more prepared against their enemies they broaden skill base, learning from cleric to barbarians, selecting the right skills to bring down their prey.
Being Prepared
Starting at 3rd level, you become more prepared to face your favored enemy, based on certain groups of enemy types. You gain the benefits as described below, based on you favored enemy. When you gain additional favored enemies, you gain the benefits of that group or, if you already have a favored enemy in that group, increase the benefits you gain. Humanoids fall into two groups and everytime you choose your two humanoid races as Favored enemies, you choose 1 of these groups (both of the races belong to that group but it still counts as only 1 favored enemy in that group until you choose the same group again with your next humanoid races).
Heavy Hitters (Favored enemies: Giants, Celestials, Fiends): These creatures are strong and hit hard, so you need a good defense. You gain Heavy Armor proficiency. If you have 2 creature types from this group as favored enemy your AC increases by 1 while you are wearing Heavy Armor. If you have 3 creature types from this group as favored enemy you can make an attack as a bonus action when you take the disengage or dodge action.
Though (Favored enemies: Dragons, Constructs, Elementals): These creatures are made out of strong material and have a lot of health, so you need to deal a lot of damage. You gain the Great Weapon Fighting fighting style. If you have 2 creature types from this group as favored enemy, you can add +2 to you damage rolls when you hit a creature with a melee weapon you are wielding with 2 hands. If you have 3 creature types from this group as favored enemy you deal your strength modifier as extra damage when you score a critical hit with a melee weapon you are wielding with 2 hands.
Arcane Marvels (Favored enemies: Fey, Aberrations, Undead): These creatures have powers beyond the natural world, so you need greater magical knowledge to defeat them. You learn two level 1 spells of the cleric, druid or wizard spell lists, they count as ranger spells for you but they don’t count towards your spells known. If you have 2 creature types from this group as favored enemy you learn 2 additional level 2 spells from these lists. If you have 3 creature types from this group as favored enemy you learn a level 3 spell and a level 4 spell from these lists.
Hidden Dangers (Favored enemies: Oozes, Plants, Humanoids): These creatures are stealthy and hard to spot, so you need good senses. You gain get a +5 to your passive perception and investigation checks and gain Expertise in the Insight skill. If you have 2 creature types from this group as favored enemy you can no longer be surprised. If you have 3 creature types from this group as favored enemy, you can add your Wisdom modifier to your initiative rolls.
Clever Hunters (Favored enemies: Beasts, Humanoids, Monstrosities): These creatures are smart and have good senses, so you need special tactics to use against them. You gain proficiency with the Poisoner’s Kit. If you have 2 creature types from this group as favored enemy, you gain Expertise in the Stealth and Survival skills. If you have 3 creature types from this group as favored enemy you can take the disengage or dash action as a bonus action.
Rivals
Starting at 7th level, you become more experienced in fighting your favored enemies. When you fight against a favored enemy of yours, you weapon damage increases b +1. In addition, you gain the benefits as listed below.
Aberrations: You have advantage on all Wisdom, Intelligence and Charisma saving throws against effects of Aberrations or their spells.
Beasts: When you deal poison damage against a Beast you deal double the amount.
Celestials: Celestials have disadvantage on saving throws against your spells.
Constructs: Your attacks against constructs get a +1 to hit and count as magical for overcoming resistances of constructs.
Dragons: You have advantage on saving throws against dragon’s breath attacks/weapons and frightful presence.
Elementals: If an elemental would enter your space, you can use your reaction to move up to your movement speed.
Fey: You can add your wisdom modifier to any saving throw you make against magic cast by a fey creature.
Fiends: Fiends have disadvantage on attacks against you except on the first attack of their turn.
Giants: When a giant attacks you, you can use your reaction to add +4 to your AC against that attack and move 15ft.
Humanoids (for chosen races): When you roll for initiative for an encounter against a favored humanoid race, choose 1 of the fighting styles you know. The bonus it gives is increased when it interacts with a humanoid; Archery gives +3 to hit when attacking a humanoid, Defence gives +2 to AC when being attacked by a humanoid, Dueling gives +3 to damage when attacking a humanoid, Two-weapon fighting gives the bonus attack +4 to damage and Great weapon fighting also lets you reroll a second time if the reroll was a 1 or 2 again but you then must use that roll.
Monstrosities: When you take the hide action to hide from a Monstrosity you do so with advantage and you are hidden from all its senses. Monstrosities have disadvantage on any check to notice you, even when you are not actively hiding.
Oozes: If an ooze attacks you or tries to enter your space or touch you in any way, before you had a turn in an encounter against it, you can use your reaction to make an initiative check contested by the oozes initiative check. If you win you can take a turn before the ooze, changing the initiative order if there was one. If there was no initiative order in can now be made, but you always go first and the ooze goes second, then the rest in order.
Plants: The plants blindsight doesn’t work on you unless you attacked it since its last turn.
Undead: When you hit an undead creature with an melee weapon attack, you deal additional radiant damage equal to your wisdom modifier.
Extra Favored Enemy:
Starting at 11th level, you choose another favored enemy. As ever your choice should reflect the types of monsters you have encountered on your adventures.
humanoid
two races of humanoid
monstrosities
monstrosities
aberrations
aberrations,
Beasts
Beasts
celestiais
celestiais
constructs
constructs
Dragons
Dragons
elementals
elementals
fey
fey
fiends
fiends
giants
giants
oozes
oozes
plants
plants
undead
undead
Nemesis
Starting at 15th level, you have all but mastered fighting your favored enemies. When you fight against a favored enemy of yours you gain +1 on your weapon attack rolls. In addition, you gain the benefits as listed below.
Aberrations: Aberrations have disadvantage on saving throws against you spells and you have advantage on any spell attack roll or attack roll that are enhanced with a spell (Lightning arrow for example).
Beasts: When a beast attacks you, you can use your reaction to make an attack against it before its attack would hit.
Celestials: You gain resistance against radiant damage dealt by celestials.
Constructs: Your attacks against constructs score a critical hit on rolls of 19 and 20 an you can roll an additional weapon die when you crit against a construct.
Dragons: Your are resistant against any damage from a dragon’s breath attacks/weapons and immune to being frightened by dragon’s.
Elementals: You deal an additional 5 damage of your weapons type when you hit an elemental with an weapon attack.
Fey: You are immune to being charmed or frightened by Fey creatures.
Fiends: You can use you reaction to add you dexterity modifier to your AC when attacked by a Fiend. Each time an attack hits you de bonus decreases by 1 and they disappear at the end of the current turn.
Giants: When you hit a giant with an melee weapon attack, you can choose to knock it down. If you do, the damage of that attack is decreased by 8.
Humanoids (for chosen races): You don’t provoke attacks of opportunity from favored humanoid races.
Monstrosities: When making an attack against a Monstrosity you can choose to take a -3 to the to hit roll to deal an additional +5 damage of your weapons type, or +3 to the to hit roll and -5 on your damage roll. In Addition, once per turn you can reroll a 1 on a to hit roll or damage roll.
Oozes: Your weapons and armor do not corrode when coming in contact with an ooze and your attacks do not split an ooze.
Plants: You have advantage against being grappled by plants and have resistance against poison and necrotic damage from plants.
Undead: You have advantage on all saving throws against effects and spells from undead and cannot be frightened by undead.
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