Base Class: Ranger
Predators are a term use for a beast or creature that is proficient in hunting and killing their preys, it's no different from you. The Predator Archetype is the rangers who have dedicated most of their lives in hunting their enemies and gaining abilities to do so, they take almost every advantage they can get.
Observant Killer
Starting when you take this archetype at level 3 you gain the ability to tell and find your favored enemy easier, you'll recognize the type of monster of the enemy that you're facing if it's one of your favored enemies. In addition you also will also know how far or how many of them if detected with Primeval Awareness, but you can only choose 1 and not the other, the DM will tell you how many or how far they are.
Additionaly, you gain advantage with checks to tell if you're favored enemy is in disguise, invisible, or is nearby
Extra Killing Capacity
You're dedication to your studies and hunting abilities has given you an additional Favored enemy and terrain
Predator Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Predator Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Predatory Instincts
After quite a long time learning and hunting your enemies, you've learn new ways on how to swiftly kill them by gaining additional benefits to your attacks
When picking this Archetype at level 3, you can choose to have an additional effect to your attacks made against your favored enemy, choose 1 of the following:
You gain an additional Predatory Instinct on level 11
Damaging Blow
Whenever you deal damage to a favored enemy of yours with an attack, it deals an additional 1d4 Damage
Hunting Barrage
By expending a reaction, you can get an additional attack against any of your Favored Enemies
Manuevering Hit
Using a bonus action, you grant yourself advantage on attacks made against any of your favored enemies
Field Advantage
When you reach 11th level, you gain benefits based on your Favored Terrain, choosing one of your Favored Terrains you'll be an expert at navigating that terrains and gain certain benefits that'll come in handy both in and out of combat.
Once you've chosen a Favored Terrain you can't go back and change it again, the benefits you gain are permanent, and are as following:
Arctic. You have resistance to Cold damage, you automatically succeed Stealth (Dex) checks in the snow, and you don't gain Exhaustion from freezing temperatures.
Coast. You gain 20 ft of swimming speed, you can hide in the water, and attacking a creature under the water is with advantage.
Desert. You don't gain Exhaustion from hot temperatures, you automatically succeed Stealth (Dex) checks in the Desert, and you can blind your enemies by throwing sand in their eyes.
Forest. You have advantage in saving throws against any effects that is impose by plants or vegetation in the forest, you can safely climb trees and not costing extra movement speed, and you can find and make foods from beasts and fruits.
Grassland. You gain an additional 20 ft of movement while in an open field, invisible creatures won't have advantage on attacks against you and your allies, and you can find an empty spot to rest that's more safer than others that is near.
Mountain. You automatically succeed in checks to climb the mountains safely and your companions have advantage on their checks in traversing the mountains, enemies have disadvantage on attack rolls made with throwing rocks at you, and you gain 15 ft of climbing speed.
Swamp. You have resistance against Poison damage, You have advantadge in saving throws against effects that requires breathing, and you automatically succed in Stealth (Dex) checks in dark or murky places.
Underdark. You gain 20 ft of Darkvision (If you already have Darkvision you gain an additional 10 ft), you don't have disavantadge in attacks made in the dark, and you can traverse dark places without getting surprised or ambushed.
Hunting Ground
Using an action, you can expend a spell slot to create a hunting ground fit for both you your companions to fight in, choose any space within 5 ft of you that's not occupied by a creature other than you, it then creates a 20 ft cube that has a height of 40 ft, whenever a creature other than you enters or is in the area of effect when Hunting Ground is summoned must make a Wisdom save against your Ranger Save DC, if they succeed they are immune to the effects of the Hunting Ground for the next 24 hours, alternatively you can choose any creatures equal to your Wisdom modifier to automatically succeed on the save, on a failed save, you get to impose one of the following effects to them, while within the Hunting Ground:
Give them disadvantage on all saving throws and checks
Reducing their movement speed by half
Give them disadvantage on all attacks
Prohibit any creature from non-magical flight
While you're in the Hunting Ground, you gain the following effects:
Advantage on all Strength, Dexterity, and Constitution based saving throws and checks
You can hide in dim litted and lightly obscured places
You gain 15 ft of climbing and swimming speed
The radius of Hunting Ground increases by 10ft for every spell slot higher than level 1 that is use for it. Whenever a creature is trying to leave the range of Hunting Ground, you get to do an attack to them. The Hunting Ground last for 10 minutes and requires concentration.
Once you use this feature you can't use it again until the next long rest.
Senseless Killing
When you reach 15th level, you gain the ability to drop all of your sense and concentration on anything else and focus all of your attacks on your enemies. By using a bonus action, you drop your concentration on all spells (Apart from Hunting Ground), and will get advantadge on all of your attacks against any of your favored enemies, they have disavantadge on attacks against you, you are immune to the effects of being frightened, stunned, and charmed as well as psychic damage, you have advantadge on checks and saving throws made against you, you have resistance to piercing, bludgeoning, and slashing damage, you deal an extra 1d10 damage to your favored enemies.
However, all attacks made against you by creatures that is not of your favored enemies will have advantadge on you.
While using this ability, Hunting Ground does not drop, but it will only last for 1d4 turns.
This ability will end when you either fall unconcious, not dealing at least 1 points of damage to your favored for 4 turns, or there is no other favored enemies near you.