Beginning at 2nd level, you have significant experience tracking and fighting a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You gain a bonus equal to your proficiency bonus on damage rolls with weapon attacks against creatures of that type. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

You are unequaled in your ability to survive in the wilds. You gain the following benefits:

You start with the following equipment, in addition to the equipment granted by your background:

Intrepid masters of the woodland, rangers stalk foes in the dark of night, tracking them relentlessly, living off the land as they work to keep the realm safe. They are unparalleled in their skill at tracking, hunting, navigation, and survival. As such, they often serve as guides for travellers, and any party intending to venture into the wilderness would do well to bring one along. Rangers can serve both as front-line warriors and as deadly archers. Rangers can be as silent as a stalking panther, and as sharp-eyed as a hawk. In an adventuring party, rangers take on the role of scout and warrior. Not quite as stealthy as rogues, nor quite as powerful in combat as a fighter, rangers stride the middle ground between, with a peerless expertise at wilderness survival to round them out.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter or the Warden. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Beginning at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Vanish

Starting at 6th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Woodland Stride

Starting at 9th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, when you attempt to hide on your turn, you can opt to not move. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone. You are automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Evasion

Beginning at 13th level, whenever you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Iron Will

By 14th level, your willpower becomes all but unbreakable. You gain proficiency in Wisdom saving throws.

Feral Sense

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can roll the damage dice twice and add them all together for an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.