Base Class: Ranger
Bounty Hunter Features:
Worldly senses.
During a Short rest, you may attune with the local area around you(10 miles).
After attuning when you roll for Perception, Nature, Stealth, or Investigation add 1d4 to your result.
Capture Method
At 3rd level, you gain one of the following features of your choice.
Flexible weapon master
When attacking with a weapon or improvised weapon that is flexible(I.E. Whip, Chain, Rope, Bolas, or Dm's discretion). On a successful hit you may choose to deal half damage and force a creature to make a DC10 Strength save. On a failed save the creature is knocked prone.
Roped Arrow
You may attach any size rope to an arrow. If the arrow hits a creature and you are within 5 FT of the rope, an action can be taken to pull the rope. If the creature fails a DC13 Strength save, the creature is knocked prone.
(requires rope)
A creature may pull out the Arrow if they succeed a DC 13 Dexterity check.
Small Spite
You gain the Infestation Cantrip and it can deal nonlethal damage if you so choose.
Impermanence maneuvers
At 7th level, you gain one of the following features of your choice.
Edge allignment
Due to your studies of how bladed weapons deal damage, you've become an expert at shunting sharp-edged weapons.
As a reaction, when you are attacked by a bladed weapon, roll a D10.
Reduce the amount of damage dealt by the number rolled.
You may use this feature twice per short rest.
Gaea-favored
As a part of becoming favored by the will of the wilds, you gain the spell Wall of Thorns and can cast it without the required spell slot.
You also gain the spell Speak with plants and can cast it without the required spell slot.
You regain the ability to cast these spells after a long rest.
Peripheral Jumper
You can use your reaction to take the disengage action. As long as you are moving away from a visible hostile creature, you gain 30 ft of movement for the rest of the turn this is used.
This ability can be used an equal number of times as your DEX modifier before needing to take a short rest.
Subjugating method
At 11th level, you gain one of the following features of your choice.
Bloodletter
Your study of anatomy allows you to cut open arteries and sever important muscle groups within fleshy bodies.
When an attack you use uses slashing or piercing damage and hits, If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to a rapidly bleeding, open wound. This bleeding lasts for 2d4 rounds or until the wound is staunched.
if the creature is hit by an attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Elemental expulsion
You can expend a level one spell slot to infuse your next Melee attack with elemental damage of your choice(fire, cold, acid, lightning). Creatures other than you within that 30 ft circle must make a DC spell Dex save.That attack explodes in a 30ft circle when hitting the target and deals 2d12 + your spell casting modifier as damage.
You can't use this ability again until you finish a long or short rest.
Anomalous affliction
At 15th level, you gain one of the following features of your choice.
Femur breaker
Your study of bodily anatomy has allowed you to make specialized attacks against certain body parts of creatures, letting you attempt to shatter or outright destroy limbs.
If you are attacking a creature, choose what body part you attack and roll 1d20. If you roll an 18 or above, that body part becomes unusable by that creature. If this is a movement-based appendage(such as a leg) the creature loses half of it's movement speed.
If you roll below an 18, add an extra 2d8 damage to your weapon attack.
Compelling Contempt
Your voice can echo throughout the minds of a hostile creature within 60 feet. You can create a sound within 60 ft target creature must succeed a DC 18 Wisdom saving throw or take 2d12 Psychic damage for 1d6 rounds.
You can use this ability an equal number of times to your Charisma modifier before having to do a short rest.
The Sculpture
When not being seen by hostile creatures, you gain 60 movement speed.
If you are seen or would be seen by a hostile creature, you lose this 60 movement speed.
Previous Versions
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8/15/2022 8:00:27 AM
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