Base Class: Ranger
You've traveled to various environments and familiarized yourself with them, tracking down and hunting all sorts of creatures and game, as a result gaining excess amounts of knowledge on how to deal with those creatures. With your skills, you've become a True Survivalist, a ranger who's an expert in a variety of terrains and become more accustomed to tracking more monstrous creatures. Such rangers do not have a terrain they favor more than others, but have become more accustomed to living in certain terrains and familiarizing themselves with the lifeforms local to that area, studying them like a hawk with the memory of an elephant.
Expert's Game
Starting 3rd level, you have knowledge of a wider variety of non-humanoid creatures. Choose 3 types of favored enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
You have advantage on attack rolls against your favored enemies, as well as dealing additional damage to them equal to your Wisdom modifier.
You choose one additional favored enemy, as well as an associated language, at 7th, 11th, and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Abberations
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.
Beasts
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Celestials
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Constructs
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
Dragons
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Elementals
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Fey
Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
Giants
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
Monstrosities
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
Oozes
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
Plants
Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
Undead
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
Veteran Explorer
At 3rd, you have become more familiar with the environments and know how to traverse through them. Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
You have advantage on Initiative rolls made in your favored terrain. In addition, you are immune to movement penalties in your favored terrain.
You choose additional favored terrain types at 7th and 11th level.
Arctic
You are particularly familiar with harsh cold climates of the arctic and are adept at traveling and suriving in the snow.
Coast
You are particularly familiar with coastal environments and are adept at traveling and surviving in such climates.
Desert
You are particularly familiar with the harsh sunlight and sandstorms of the desert and are adept at traveling and surviving in sandy terrains.
Forest
You are particularly familiar with the tropical environments of the forests and are adept at traveling and surviving in the jungles.
Grassland
You are particularly familiar with the wide horizons of the plains and grasslands and are adept at traveling and surviving in those regions.
Mountain
You are particularly familiar with the mountain ranges and are adept at traveling and surviving in the mountains.
Swamp
You are particularly familiar with the marshy and groggy terrain of swamps and are adept at traveling and surviving in those marshlands.
Underdark
You are particularly familiar with darkness and unruly creatures of the domains that lie beneath caverns and are adept at traveling and surviving in the Underdark.
Extraordinary Tracker
By 7th level, you have learned to track down a variety of creatures and objects, as well as being able to sense the presence of things within your surroundings. You have proficiency in Perception and Survival checks. If you already have proficiency in any of those skills, you can instead choose to double your proficiency bonus for those checks.
Invisible Hunter
At 11th level, you have become an elusive hunter and know how to strike at enemies' weak points. You gain proficiency in Stealth checks. If you already have proficiency in Stealth, you can instead choose to double your proficiency bonus for those checks.
Once on each of your turns when you make a weapon attack against a creature, you can make another weapon attack against that creature as part of the same action. In addition, the creature takes an extra 2d6 force damage for each successful hit made in that second attack .
Signs of the Hawk
Starting at 15th level, you've ascertained yourself in the arts of speed and insight, like you were a hawk watching its prey and waiting to strike. Your Dexterity and Wisdom scores are increased by 4, as does your maximum for those scores.
When you make an attack against a creature, you can choose to add your Dexterity modifier to the damage roll. You can only use this feature a limited number of times per long rest equal to your Wisdom modifier.
Previous Versions
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