Ranger
Base Class: Ranger

The archetype of the Bounty Hunter is focused on tracking and getting down enemies really fast.

Target

Beginning when you choose this archetype at 3rd level, when you make an attack roll against a creature, you can mark it as your target.

For 1 minute you get advantage on all attack rolls against the creature. You can use this feature a number of times equal to your proficience bonus. You regain all expended uses when you finish a long rest.

Fast Hands

At 3rd level, you gain the ability to draw a weapon when you stow one or more.

Ready for the Job

Beginning when you choose this archetype at 3rd level you also get passive values for Investigation, Insight and Survival checks.

Whenever you make a check for any of those skills, you can replace the result with the following value:

8 + the natural ability modifier of the skill + proficiecy bonus applied to the skill (counting that you are proficient in the skill)

You also gain proficiency on one of those skills that you don't already have.

The passive roll value increases when you reach certain levels in this class: to 10 at 6th level and to 12 at 14th level.

Bounty Hunter Magic

You learn an aditional spell when you reach certain levels in this class as shown in the Bounty Hunter Spells table. Each spell count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd - Command
5th - Crown of Madness
9th - Clairvoyance
13th - Mordenkainen's Faithful Hound
17th - Geas

Relentless Combo

At 7th level, if you have the Favored Foe feature, you can apply the bonus damage to every attack you make against a marked target on the round.

At 7th level, if you have the Favored Enemy feature, you deal bonus demage equal your proficiency bonus to a Favored Ememy or a creature marked as your target.

Great Hunter

At 7th level, you can cast Hunter's Mark as a level 1 spell without spending a spell slot. Once you used this feature, you cannot use it again until you finish a long rest.

You don't need to spend your bonus action to move the Hunter's Mark to another target anymore.

Predator

At 11th level, whenever you attack a surprised creature, the creature makes a saving throw against your spell DC. On a fail, it gets scared for 1 minute. The creature has disadvantage if it is marked as your target.

You score a critical hit against any scared creature on a result of 19 or 20.

Reading Manuvers

At 15th level, when you land a critical hit on a creature, the roll needed to score another one is lowered by 1 or by 2 if the creature is marked as your target. This effect lasts until the end of the round.

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