Ranger
Base Class: Ranger

Not all rangers seclude themselves deep in the wilderness. Some are hunters of the most dangerous game of all, and that prey isn't always man. All bounty hunters are masters of the hunt, studying, tracking, and subduing prey, and carve out home turf to operate on, whether the rocky coasts of the shoreline, the ice wastes of the arctic, or the squalor and dark corners of the urban jungle.

Reading Your Mark

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Insight check against a creature you can see that isn't incapacitated, contested by the target's Deception check. If you succeed, you gain advantage against that target.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Quick & Quiet (For Unearthed Arcana Ranger)

At 5th level, when you hit with an attack, you can spend your bonus action to double the damage.

Stalking Your Mark

At 7th level, you learn the art of the hunt. Your innate ability to study your target has manifested the ability to follow your target even when you can no longer see them.You can spend a short rest studying your target. When you do, you may designate that creature as your quarry.

You may have 1 mark at a time. You know the rough direction of your quarry and have advantage on Perception and Survival checks to track them for 24 hours. Your mark lasts until you create another or 24 hours pass.

At 9th level the duration extends to 48 hours, at 11th it becomes 72 hours, and at 15th it becomes 1 week.

Leverage

Starting at 11th level, if you’ve used Stalking Your Mark on a target, you can exploit someone close to your target that they care about. Either through violence and intimidation or through persuasion, you convince your mark’s loved one to cooperate with you. Roll a persuasion or intimidation with advantage. On success, you can set up an ambush for your mark that grants you a surprise round on the creature, and renders them stunned for a number of rounds equal to your Wisdom modifier after that.

Dead or Alive

At 15th level, you can lock creatures in place when you hit them with a ranged attack or hit their softest spot. Whenever you hit with a ranged attack on a Large or smaller target you may choose either to deal an additional 1d6 damage of the weapons damage type, OR restrain the target for one round. You can choose to make your attacks lethal or non-lethal regardless of ammunition or remaining hit points. Additionally, if you keep your quarry alive, you can transport it, regardless of size, as long as you have suitable materials available, and it has disadvantage on any ability checks it makes to escape.

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