At 7th ranger level, choose one enemy of choice:
Undead
Moonkin (Werewolves, wendigos, and creatures with a strong association with the moon or night)
Aberrations
Dragonids (Dragons, pseudodragons, kobolds, and draonborn)
Insectoids
Elementals (elementals and ginasi)
Constructs (golems, clankers, crystal creatures)
You deal 1d4 extra damage and a +1 bonus to DCs vs creatures of the chosen kind (Subject to GM.)
You dont need to spend a bonus action when making maneuvers vs your enemy of choice.
At 7th ranger level, choose one monster slayer lodge to belong to (Subject to GM):
Axe-brothers - You can spend 2 rest dice while under focus to increase a melee attacks damage dealt by 3d6 damage, and boost all it's damage dice by 1 dice size category. This is increased by 1d6 and a further size boost if it is against an enemy of choice.
Cult of steel - You can wield weapons 1 size category larger than your normal wielding limit, but while doing so you have 1 less reaction per round. Gain medium armor proficiency, or heavy ir already proficient. Reduce bulk by 1.
Owlseye - You gain 120ft of darkvision, and a +1 bonus to perception and arcana checks. While under the effects of focus, you have echosight at 90ft range. Learn 1 minor and 1 major hex of choice. Upgrade one hex you know once. You can use wisdom as the casting modifier for hexes. Gain +1 max rest dice.
Snakescale - Gain a +1 bonus to dexterity, +1 bonus to ac, +5 movement speed, and +1 to block checks. Choose one:
Two fang method - You can perform the same maneuver with two light weapons you wield by spending a bonus action and an action.
Hydra style - You can choose to allow your off-hand weapon attacks to scale with wisdom, and to add your wisdom bonus to your off-hand weapon damage.
Lying in wait - You have a +1 bonus to d20 rolls while hidden, or when having stood still for at least a round.
Thunder servants - You gain a +1 bonus to arcana and religion checks. You can spend 2 rest dice as an action to invoke the the aspect of storm and make a weapon attack. The attack requires 2 extra instance of block to negate, and deals 3d8 extra lightning damage. The lightning damage is halved on a block. On a critical strike, the target is stunned for 2d3 rounds. This ability has a 1d4<2 cooldown chance dice when used. The damage is increased to 6d8 when exposed to the elements during a storm (Subject to GM.)
Wolfsfang - You gain 60ft of darkvision, keen scent, and a +2 bonus to insight and survival checks. You have an extra attack.
At 8th ranger level you can butcher a monster or creature to get AP (alchemy points) when you use prep. You can have a maximum amount of AP equal to your wisdom bonus.
You can spend 1 rest dice to convert a creature that is your enemy of choice, or 2 rest dice for creatures in the other categories, and obtain between 1,2,1d3, 3, and 1d4+1 alchemy points, depending on the creatures rarity, utility, and quality (Subject to GM.)
You can use 1 alchemy point during a rest to use prep or triage without spending a rest dice. Can be done up to 3 times per rest.
At 8th ranger level, choose 2 upgrades:
Greater monster dissection - Using target dissection now costs 1 less rest dice. Your AP maximum is increased by 1. You can spend 1 AP to grant an item you create (during prep or otherwise) a +2 bonus anywhere in the item description.
Monster lore - Choose a second enemy of choice. Gain a +1 bonus to wisdom. Gain a +2 bonus to intelligence checks made vs your enemy of choice creatures. Can be taken multiple times.
Exterminator - Your enemy of choice damage bonus is increased by 1 dice size. You do not suffer disadvantage from maneuvers vs your enemy of choice.
Forced adaptation - You gain a +3 bonus to saves vs poisons, and resistance to poison damage. Choose 2 other types alongside your enemy of choice. Gain a +2 bonus to saves vs natural or innate abilities of such creatures and your enemy of choice. Gain an extra feat.
Mentorship - When you use triage, you can grant another creature your enemy of choice benefits until rest. Gain a +1 bonus to history, religion, arcana, and nature checks.
Big game hunter - Your enemy of choice damage and DC bonuses are doubled against creatures that are larger than you.
At 8th ranger level, gain an extra ranger training (ranger 3) upgrade.
At 9th ranger level, choose one:
Special preservation method - Gain the following:
You can lock 1 rest dice when performing target dissection, allowing you to extract the eye, head, gland, or organ (Subject to GM) of a slain creature of choice, granting you a preserved trophy, which retains a single breath, ray, sight-based, spit, or glob attack from the slain creature, if applicable (Subject to GM,) and allows the wielder to invoke it in the direction of their choice as a bonus action while wielding it. The retained ability/attack cannot deal more dice of damage vs any creature than your ranger level, and it has either 20ft or half its original range (whichever is higher.) A baseline trophy has a 1d6>5 cooldown chance once used. Large trophies incur 1 bulk.
Gain a +3 bonus to medicine checks.
Veteran monster slayer - Gain the following:
Choose an extra monster slayer lodge.
Choose an extra monster slayer trait.
Choose an extra enemy of choice.
Rare materials expert - Gain the following:
Whenever you create an item, any damage dice, healing, and temporary health is increased by 1 dice of the highest value, if has any. The duration is increased by 2 unit(turns, rounds, minutes, or hours.)
Your max AP is increased by 1.
Your rest dice maximum is increased by 1.
Gain a +1 bonus to nature checks.