Favored terrain: Underdark.
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more:
-Difficult terrain doesn't slow your group's travel.
-Your group can't become lost except by magical means.
-Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
-If you are traveling alone, you can move stealthily at a normal pace.
-When you forage, you find twice as much food as you normally would.
-While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
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.
You can spend 1 minute creating camouflage for yourself.
You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are.
You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain):
- aberrations,
- celestials,
- dragons,
- elementals,
- fey,
- fiends,
- undead
This feature doesn't reveal the creatures' location or number.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it.
You must use this feature before you know the outcome of the attack roll.
Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature does't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Darkvision = 90 feet.
You are also adept at evading creatures that rely on darkvision.
While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.
If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.
If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
You gain proficiency in Wisdom saving throws.
If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
When you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.