Ranger
Base Class: Ranger

A wanted man is just money walking about. All a good hunter need do is find them, catch them, and bring them into the proper authority. 

You have built up a career doing just that. It takes a combination of investigation and persistence.

Free Hand

It took you a while and a fair number of dropped bolts. You have figured out how to load ranged weapons even when both hands are full.

Any weapon with the Ammunition Property can be reloaded even when both hands are full. 

Dual Wielding Devil

Starting at 3rd level, you gain the Dual Wielder feat and may treat one-handed ranged weapons as if they were one-handed melee weapons 

  • You gain a +1 bonus to AC while you are wielding a separate one-handed weapon in each hand.
  • You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Catch em if you Can!

Your innate ability to study your target has manifested the ability to follow your target even when you can no longer see them.

At 7th level, you learn the art of the hunt. You have study a creature for one hour or spend four hours gathering information about them. When you do, you may designate that creature as your quarry.

Your eyes will glow softly, as you see a dark red thread guiding you towards your mark. You may have 1 mark at a time, as this thread will give you the direction of your quarry for 24 hours. However, the thread does not tell you where exactly your mark is, or the distance of the mark. Your mark lasts until you create another or 24 hours pass.

At 9th Level 48 hours, 11th 72 and 15th 1 week.

 

Bring Them Back Breathing

At 11th level, when you successfully defeat a creature, you may always choose whether to kill or disable it, no matter what means you used to do so. When your quarry is defeated non-lethally, you may call upon your experience as a bounty hunter and knowledge of its capabilities to secure and transport it, no matter how large it is, provided suitable materials are at hand or were gathered while studying your quarry. It suffers disadvantage on any ability score checks made to escape from bindings placed by this ability

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 pin the target in place and reduce their movement speed to 0 until the end of their next turn. The target must make a Dexterity saving throw against your ability save DC (8 + your proficiency bonus + Dexterity modifier)

Previous Versions

Name Date Modified Views Adds Version Actions
12/23/2018 4:16:12 PM
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12/23/2018 4:39:29 PM
25
1
1.3
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