Base Class: Ranger
The occupation often calls for capturing rather than killing, meaning most bounty hunters are equally skilled at armed and unarmed combat. Because bounty hunters must take work where they can get it, they often range far afield to enter dangerous and hostile territory in pursuit of their targets. Many of them enjoy working in pairs or on teams, increasing their chances of capturing valuable targets while minimizing occupational hazards. Several prominent mercenary companies in the Iron Kingdoms receive a significant portion of their revenues from regularly collected bounties.
WANTED: DEAD OR ALIVE
At 3rd level, you are seasoned at the art of negotiating bounty claims, tracking your prey, and bringing them in alive if necessary. When you reduce a creature to 0 hit points with any type of attack, you can choose to knock the creature out.
You can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. In addition, you gain proficiency in the Persuasion skill, and you have advantage on Charisma (Persuasion) checks when negotiating a bounty-hunting contract. Once you have accepted a contract, you gain your favored enemy benefits against the contract’s targets until either you are no longer actively hunting them or the contract has been fulfilled. If you accept multiple contracts, you can apply this benefit to only one contract each day. Choose a contract each time you finish a long rest, but no more than once every 24 hours.
INEVITABILITY
Starting at 7th level, you can maintain your concentration on the hunter’s mark spell indefinitely, including while you are unconscious. While a creature affected by hunter’s mark is on the same plane of existence as you, you know the creature’s general cardinal direction, and you can make a Wisdom (Survival) check to begin tracking the creature. If you succeed, you can track the creature from anywhere on the plane.
HUNTING STYLE
At 11th level, you gain one of the following features of your choice.
Ambusher. Your first weapon attack roll against a surprised creature scores a critical hit if you successfully hit the target.
Deceiver. You gain proficiency in the Deception skill. As an action, you can attempt to charm a nonhostile humanoid within 30 feet of you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you succeed, the target is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. Each hour, unless the creature is unconscious, you must make a new Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed, you maintain the charm. If you fail, the creature knows you have deceived it and immediately becomes hostile. You can charm up to three creatures at a time with this feature.
Trapper. When you use an action to set a hunting trap, any creature that steps on the plate must succeed on a DC 17 Dexterity saving throw instead of a DC 13 Dexterity saving throw to avoid taking damage, and the trap deals 1d10 piercing damage on a failed save instead of 1d4 piercing damage. Additionally, a creature that uses its action to free itself or another creature from the trap must succeed on a DC 17 Strength check instead of a DC 13 Strength check, and each failed check deals 1d6 piercing damage to the trapped creature instead of 1 piercing damage.
HUNTING STYLE - Ambusher
Ambusher. Your first weapon attack roll against a surprised creature scores a critical hit if you successfully hit the target.
HUNTING STYLE - Deceiver
Deceiver. You gain proficiency in the Deception skill. As an action, you can attempt to charm a nonhostile humanoid within 30 feet of you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If you succeed, the target is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. Each hour, unless the creature is unconscious, you must make a new Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed, you maintain the charm. If you fail, the creature knows you have deceived it and immediately becomes hostile. You can charm up to three creatures at a time with this feature.
HUNTING STYLE - Trapper
Trapper. When you use an action to set a hunting trap, any creature that steps on the plate must succeed on a DC 17 Dexterity saving throw instead of a DC 13 Dexterity saving throw to avoid taking damage, and the trap deals 1d10 piercing damage on a failed save instead of 1d4 piercing damage. Additionally, a creature that uses its action to free itself or another creature from the trap must succeed on a DC 17 Strength check instead of a DC 13 Strength check, and each failed check deals 1d6 piercing damage to the trapped creature instead of 1 piercing damage.
HUNTER’S PREMONITION
At 15th level, your senses are so keen that almost no one can escape your detection. You gain the following benefits:
• You gain a +8 bonus to your Intelligence (Investigation) and passive Wisdom (Perception) scores.
• You do not have disadvantage on attack rolls against invisible creatures.
• You have advantage on Intelligence (Investigation) checks against illusion spells.
• Enemy creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks.
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