Base Class: Ranger
Rangers are the greatest trackers in the Planes, and some have chosen to walk a path that leads them to hunting individuals for gold or justice. Donning a mysterious helmet or mask, bounty hunters use a full arsenal of devices, heavy armor, and magic to track their prey and deliver them to their employers with maximum efficiency. Whether motivated by greed, survival, duty, or adherence to a creed, a bounty hunter is a living weapon, and an ally that any party would appreciate.
Bounty Hunter Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Bounty Hunter Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | shield |
| 5th | warding bond |
| 9th | fly |
| 13th | locate creature |
| 17th | hold monster |
Armored Warrior
Your training in hunting your targets includes defending yourself against their retribution. You gain proficiency in heavy armor if you don’t have it already.
While wearing armor, you gain a +1 AC bonus at 7th level, and an additional +1 AC bonus at 15th level.
Additionally, when wearing your helmet or mask, you gain a +1 bonus to Charisma (Intimidation) checks.
Rain Fire
Also at 3rd level, you may spend a long rest to modify any ranged weapon that uses ammunition to deal fire damage instead of piercing damage. You may spend another long rest to undo this modification.
Additionally, you learn the burning hands spell, which you may cast a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. You may also cast this spell with any spell slots you may have.
Optional: If your DM allows firearms, you are proficient in using firearms.
Arcane Helm
At 7th level, you have enchanted your helmet or mask to function as a second set of eyes. Your helmet or mask offers two modalities to perceive your surroundings: ”Awareness” and “Thermal.” You may use a bonus action to switch between these modalities.
Awareness. Due to the magic enchanting your helmet or mask, you are immune to being surprised if you are both awake and conscious.
Thermal. The magic enchanting your mask or helmet displays the heat signatures of creatures within 30 feet of you. In this modality, you can locate creatures within 30 feet even in complete darkness, and you gain advantage on finding creatures using the Hide action. When using this mode, you cannot see the details of a creature beyond their size, shape, and heat signature. Creatures with cold blood or who are hiding behind 1 foot of wood or three inches of metal are still hidden from you.
Close Quarters Brawler
At 11th level, you have modified your armor to include a cable formed from 15 feet of tense rope. If you are able to make multiple attacks with the Attack action, this Attack replaces one of them. While utilizing the cable, you may only make one-handed attacks against all targets until the cable is broken or retracted.
You may shoot the cable from your wrist at a creature within 15 feet of you. The target must make a Dexterity saving throw against your spell save DC, and is restrained on a failure until they are freed. Additionally, the target is pulled to a space 5 feet away from you. On a success, the cable misses. The creature automatically succeeds this saving throw if it is more than one size larger than you or formless. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 2 slashing damage to the cable (AC 10) also frees the creature without harming it, ending the effect and destroying the cable. You may also use a bonus action to retract the cable.
If destroyed, the cable attack cannot be used again until you spend a long rest to repair it. Repairing the cable requires 15 feet of hempen rope.
At level 15, you can equip a second cable on your other wrist, and the cable's range increases to 30 feet. Repairing the cable now requires 30 feet of hempen rope.
Superior Flight
Also at 15th level, you do provoke opportunity attacks when you fly out of an enemy's reach. Additionally, you gain advantage on Constitution saving throws that you make to maintain your concentration on the fly spell.
Whistling Birds
At 15th level, you have become a walking arsenal. You can cast the magic missile at 3rd level twice per long rest. You may also cast this spell with any spell slots you have, at the appropriate level.
You also gain advantage on saving throws against being knocked prone or moved by the effects of a spell or attack.
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