The statblocks of your class features
[block: Ranger:
Favored Enemy: Fiends.
~ You have advantage on Wisdom (Survival) checks to track your favored enemies]
[block: as well as on Intelligence checks to recall information about them.
~ When you gain this feature]
[block: if they speak one at all. (Abyssal).
Natural Explorer: Mountain.
~ When you make an Intelligence or Wisdom check related to your favored terrain]
[block: your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain]
[block: you gain the following benefits:
~ 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]
[block: you remain alert to danger.)
~ If you are traveling alone]
[block: you can move stealthily at a normal pace.
~ When you forage]
[block: you find twice as much food as you normally would.
~ While tracking other creatures]
[block: and how long ago they passed through the area.
Fighting Style: Two-Weapon Fighting. When you engage in two-weapon fighting]
[block: you can add your ability modifier to the damage of the second attack.
Ranger Archetype: Monster Slayer
Hunter's Sense:
~At 3rd level]
[block: or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey:
~ Starting at 3rd level]
[block: it takes an extra 1d6 damage from the weapon.
Primeval Awareness:
~ Beginning at 3rd level]
[block: 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): fiends. This feature doesn't reveal the creatures' location or number.
Monk
Unarmored Defense:
~ Beginning at 1st level]
[block: your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts:
~ At 1st level]
[block: which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
~ You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
~~ You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
~~ You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels]
[block: as shown in the Martial Arts column of the Monk table.
~~ When you use the Attack action with an unarmed strike or a monk weapon on your turn]
[block: assuming you haven't already taken a bonus action this turn.
]