Base Class: Ranger
There is no escape.
Bounty Hunter Rangers thrive in the dense, chaotic landscapes of cities, where their skills in tracking, capturing, and incapacitating their targets are unmatched. Unlike their wilderness counterparts, these rangers are adept at navigating urban environments—whether it’s scouring the back alleys of a crime-ridden district or cornering a fugitive in the shadows of towering spires. Their expertise lies in neutralizing targets without unnecessary bloodshed, using specialized techniques to inflict conditions like grappled, restrained, or silenced, making it nearly impossible for their prey to escape.
Driven primarily by profit, Bounty Hunters have a natural affinity for pursuing criminals and anyone with a price on their head. They have access to extensive networks of information, allowing them to track down anyone with a warrant out for their arrest, and they’re seldom far behind their quarry. While they are often motivated by coin and contracts, a sense of justice—albeit selective—guides them. They are relentless in their pursuit, knowing the streets better than any common thief and leveraging every resource to bring in their mark. Efficient, pragmatic, and sometimes morally flexible, a Bounty Hunter Ranger knows that in their world, everyone has a price—including themselves.
Level 3: Criminal Database
3rd-level Bounty Hunter feature
You have access to details about the life and capabilities of known criminals, which is updated upon arrest or when a bounty is placed on a creature. As a Bonus Action, you can consult the database to gain three pieces of information about a creature in it. This information can be Armor Class (AC), Hit Point Maximum, resistances and immunities, saving throw proficiencies, skill proficiencies, weapons of choice, special abilities, available spells, speed, job history, last known location, locations frequently visited, known associates, and offenses. The DM determines whether or not a target is in the database. You may choose which three pieces of information or request other relevant information (at DM discretion), but some information in the database may be missing or inaccurate.
Level 3: Bounty Hunter Spells
3rd-level Bounty Hunter feature
When you reach a Ranger level specified in the Bounty Hunter Spells table, you thereafter always have the listed spells prepared.
| Ranger LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Level 3: Urban Tracker
3rd-level Bounty Hunter feature
You never let a quarry escape. When you cast the Hunter's Mark spell, the duration is increased to 8 hours and you gain Advantage on your next attack against the marked creature. You also have Advantage on Constitution saving throws made to maintain Concentration on Hunter's Mark.
The duration increases to 24 hours at Level 10.
Level 7: Under Arrest
7th-level Bounty Hunter feature
You are able to quickly subdue foes that you catch off-guard. When you hit a creature with an attack that you had Advantage on, the target must make a Constitution saving throw against your spell save DC or take an additional 2d6 damage and be Restrained until the start of your next turn.
This damage increases to 2d8 at Level 9, 2d10 at Level 13, and 2d12 at Level 17.
Level 11: Disabling Strike
11th-level Bounty Hunter feature
You have extensively studied martial arts techniques to disable and restrain enemies. As a Bonus Action, you may attempt to Grapple a Large or smaller creature that you have hit with a melee attack this turn.
Level 11: Urban Travel
11th-level Bounty Hunter feature
Urban environments are full of obstacles and changes in elevation. At the start of your turn, you can give yourself a Fly Speed equal to your Speed that lasts until the end of your next turn. You may use this ability a number of times equal to your Proficiency Bonus and regain all expended uses on a Long Rest.
Level 15: Bound and Gagged
15th-level Bounty Hunter feature
Your magic allows you to effectively bind your targets and inhibit their magical abilities. When you hit a creature with a weapon attack, you can force them to make a Dexterity saving throw against your spell save DC or become Restrained and Muted (as if under the effects of the Silence spell) for 1 minute. A creature can make a Wisdom saving throw against your spell save DC at the end of each of the turns, ending the effects on a success. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses on a Long Rest.
Level 15: Hair Trigger
15th-level Bounty Hunter feature
You are ready to do battle at a moments notice. You have Advantage on Initiative rolls and your Speed is increased by 10 feet.
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