Ranger
Base Class: Ranger

You have honed your talent and abilities to near perfection to track down and lay claim to those creatures that have a bounty place against them. You are relentless in the pursuit of your Quarry, and as you become a highly experience Bounty Hunter you are able to anticipate your targets actions and land devastating blows against them. The most experienced Bounty Hunters names as said in hushed whispers as to not draw their attention.

 

Quarry

At 3rd level, as a bonus action, you can designate a creature within 60' as your Quarry. You gain a bonus to hit equal to your Wisdom modifier when attacking your Quarry until it is defeated or for 1 hour, whichever happens first. You cannot use this ability again until you have taken a long rest. You gain a second use of this ability at 7th level, and a third use at 15th level.

Agonizing Strike

At 3rd level you know how to hit your favored enemies in their weakest spots. You can add 1d4 points of damage to any weapon attack against a creature that is the same type as selected by Favored Enemy or Favored Foe. This damage increases to 1d6 at 7th level, and 1d8 at 15th level. The damage type is the same as the weapon type.

Quarry Insight

At 7th level, you begin to learn your Quarry’s tactics and anticipate their next course of action. When designating a creature as your Quarry, make a contested Insight vs Deception check. If your Insight check exceeds the Quarry’s Deception check, you gain your Wisdom modifier (if positive) to AC, Saving Throws, and contested Ability checks versus your Quarry.

Bounty Hunter Tactics

At 11th level, you have mastered how your enemies fight and can employ an array of tactics to bring them down. Once per turn you can employ only one of these tactics. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you complete a short or long rest. The DC for the tactics below is equal to 8 + proficiency bonus + Strength or Dexterity Modifier (your choice).

Bleeding Strike

When using the Attack Action, you can declare one of your attacks to be a Bleeding Strike prior to making the attack. If the attack hits, in addition to dealing normal damage from the attack, the target of your attack will take an immediate extra 1d8 damage from the attack and will need to make a successful Constitution Saving throw or take an additional 1d8 damage at the start of its next turn.

Enfeebling Strike

When using the Attack Action, you can declare one of your attacks to be an Enfeebling strike prior to making the attack. If the attack hits, in addition to dealing normal damage from the attack, the target of your strike deals half damage on its next attack.

Pinning Strike

When using the Attack Action, you can declare one of your attacks to be a Pinning Strike prior to making the attack. If the attack hits, in addition to dealing normal damage from the attack, the target of your attack has it's speed reduced to 0 ft until the start of your next turn.

Quarry Pursuit

At 15th level, you are able to quickly move in on your Quarry, not letting it a chance to escape. As your Move, you can briefly step into the Ethereal Plane and then reappear up to 60 ft closer to your Quarry. You can use this feature a number of times equal to your proficiency modifier, and regain all uses when you complete a long rest. Any spell or effect that blocks planar travel also prevents the use of this ability.

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