In place of selecting a monster type as a favored enemy, you can instead chose this more general version called Hunter’s Eye. You gain the following ability.
You study a creature, making it your quarry and analyzing with a careful eye. Your study allows you to anticipate the creature’s moves, making it easier to anticipate and counter its tactics.
As a bonus action, you can designate a creature you can see within 100 feet of you as your favored enemy. Alternatively, when you attack a creature, you can choose the target of the attack as you favored enemy. Regardless of how you designate a favored enemy, you can use this ability once during your turn. The target remains your favored enemy until you use this ability again.
You gain advantage on all Wisdom (Perception) checks to detect your favored enemy and Wisdom (Insight) checks to determine its motives. You also gain advantage on all checks made to discover and follow its tracks.
Once during your turn, you can make a melee or ranged weapon attack against your favored enemy. You gain a number of uses of this ability equal to half your ranger level (minimum 1) and regain all expended uses when you complete a long rest.
Starting at 6th level, you gain advantage on all saving throws made against your favored enemy’s spells, abilities, and effects.
Starting at 14th level, once during your turn if you miss a weapon attack against your favored enemy you can make an additional weapon attack against it.
When you select a terrain type for the Natural Explorer feature, you can instead gain the following benefits based on the terrain type. If you are proficient in Nature and you choose this option, your proficiency bonus is doubled for any ability check you make that uses it.
You gain resistance to cold damage.
You gain a swim speed equal to your speed.
You gain resistance to fire damage.
If you are proficient in Perception, your proficiency bonus is doubled for any ability check you make that uses it and when determining your passive Perception.
Your speed increases by 10 feet.
You gain a climb speed equal to your speed.
You gain resistance to poison damage and are immune to disease.
You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain “blindsight” with a range of 5 feet.
Presented here is a new option that Rangers can select for Fighting Style class feature.
When you engage in two-weapon fighting while wearing light or no armor, you do not expend your bonus action and add your ability modifier to the second attack. You can still gain the benefits of two-weapon fighting once during your turn.
Gift of the Wild
Starting at 2nd level, you can opt to replace your Spellcasting feature with either the Beast Companion or Mighty Slayer class features.
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills in which it is proficient. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast acts as you wish. It rolls initiative like any other creature. If the beast has a multiattack option, it cannot use it.
Your companion understands your speech, and you can intuit basic concepts and statements as long as you can see or hear it.
If you are incapacitated or absent, the beast acts as you wish.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast die, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.
Starting at 5th level, the beast’s attacks count as magic weapons for purposes of overcoming resistances or immunities.
Starting at 2nd level, you gain the ability to use your tactical acumen and physical prowess to achieve astounding feats of martial skill.
You gain the ability to use martial exploits. You gain uses of martial exploits based on your ranger level, as shown in the Martial Exploits table. You retain all expenses uses when you complete a long rest. The Martial Exploits table also shows the die type you roll when using an exploit.
You can apply the benefits of only one exploit to any given attack. If more than one exploit applies to an attack, you select which one to use.
Some exploits require a creature to make a saving throw. The DC for such a save is 8 + your proficiency bonus + your Wisdom modifier.
You gain the Adamantine Bones, Crippling Blow, and Masterful Strike exploits.
Adamantine Bones. You focus your mind and grit your teeth, pushing aside pain and drawing on wellsprings of energy that blot out the pain of your wounds.
During your turn, you can expend a martial exploit to gain temporary hit points. You gain temporary hit points equal to 5 times your proficiency bonus.
Crippling Blow. You take careful aim at your foe’s head or other sensitive point, unleashing a brutal attack that knocks the target senseless.
When you make a weapon attack, you can expend a martial exploit when you hit with a melee weapon attack. You increase the weapon’s damage by a number of martial exploit dice equal to half your proficiency bonus. The target of the attack must make a Constitution saving throw. If it fails, its speed is reduced to 0. At the end of each of its turns, it can make a Constitution saving throw to end this effect.
Masterful Strike. You strike with overwhelming strength and accuracy, battering aside your foe’s defense to deliver a deadly strike.
When you make an attack, you can expend a martial exploit and roll a number of d6s equal to your proficiency bonus.
If the attack misses, you learn the target’s AC and can use the result of one or more d6s of your choice as a bonus to your attack roll, possibly turning the miss into a hit. Any remaining dice are used as a bonus to your weapon’s damage roll.
Add the following to this ability:
You can use this ability without expending a spell slot. If you do so, you gain its benefit as if you expended a 1st-level spell slot. Once you use Primeval Awareness without expending a spell slot, you cannot use it again in this manner until you complete a short or long rest.
Alternate Subclass Features
If you selected the Beast Companion option for the Gift of the Wild class feature, the following beast master features work differently for you.
You do not gain the Ranger’s Companion class feature. Instead, your beast companion’s challenge rating can be 1/2 or lower, instead of 1/4 or lower.
Beginning at 7th level, you can use a bonus action to allow your beast to take the Dash, Disengage, or Help action on its turn as a bonus action.
If you did not select the spellcasting option for the Gift of the Wild class feature, the following gloom stalker class feature works differently for you.
Gloom Stalker Magic
Starting at 3rd level, you gain the ability to cast a spell of your choice from the Gloom Stalker Spells table. Your ranger level must beat least equal to the level listed alongside the spell. Once you cast a spell in this way, you cannot do so again until you complete a long rest.
If you did not select the spellcasting option for the Gift of the Wild class feature, the following horizon walker class feature works differently for you.
Horizon Walker Magic
Starting at 3rd level, you gain the ability to cast a spell of your choice from the Horizon Walker Spells table. Your ranger level must beat least equal to the level listed alongside the spell. Once you cast a spell in this way, you cannot do so again until you complete a long rest.
If you did not select the spellcasting option for the Gift of the Wild class feature, the following monster slayer class feature works differently for you.
Monster Slayer Magic
Starting at 3rd level, you gain the ability to cast a spell of your choice from the Monster Slayer Spells table. Your ranger level must beat least equal to the level listed alongside the spell. Once you cast a spell in this way, you cannot do so again until you complete a long rest.