Ranger
Base Class: Ranger

While bounty hunting is a task many of a more courageous bent undertake to turn coin, there are those rangers who received all their training with the specific intent to become a hunter of criminals to civilization. These rangers know their city as well as they know the local landscape, and they can blend into crowds as well as they hide in the shadows. When their unique brand of magic is utilized, they are even able to detain their targets in amazing ways that other primal spellcasters have yet to effectively imitate. Given enough time and influence, these hunters grow to become master jailers, too, as none of their humanoid quarry seem able to escape them once these rangers have apprehended them. Through any of the known worlds, the Criminal Bounty Hunter is capable of hunting down anyone the law deems necessary to apprehend or eliminate.

Criminal Quarry

3rd-level Criminal Bounty Hunter feature

At 3rd level, you have learned the necessary techniques to mystically improve the odds of you successfully tracking your quarry, and you make your Hunter's Mark affect your criminal quarry in potent new ways. When you finish a long rest, you can designate one target for which you know their name or also any of their aliases, and you have advantage on all rolls or checks such as Wisdom (Perception) or Wisdom (Survival) rolls to track and find this target until you finish a long rest.

Additionally, when you cast your Hunter's Mark on the chosen creature, you remove the concentration requirement from the duration of the spell.

Manhunter Magic

7th-level Criminal Bounty Hunter feature

At 7th level in this class, you learn to use your magical knowledge to improve spells you use for detaining criminals. You receive the following improvements to spells you cast:
Snare. When you cast this spell, if a creature fails the save and is hoisted aloft upside down, you also make the magical rope bind that target totally, and that creature has disadvantage on the Dexterity saving throw to escape. Additionally, this spell does not consume the Rope used as its material component, and the rope simply falls slack and loose when the spell ends.
Summon Beast. When you cast this spell and the target you chose for your Criminal Quarry feature is within 30 feet of the creature you summon, you remove the concentration requirement from the duration for as long as that target remains conscious, and once this target becomes unconscious, Summon Beast immediately ends.
Nondetection. When you cast this spell, you gain advantage on Dexterity (Stealth) checks for the duration.
Freedom of Movement. When you cast this spell you may cast it as a bonus action with a range of 10 feet.
Locate Creature. You may cast this spell with any level Ranger spell slot you possess once you have learned it.
Wrath of Nature. When you cast this spell you may cast it as if your spell save DC is 2 higher if the target of your Criminal Quarry feature is in the area of the spell as you cast it.

Additionally, you add the Sleep, Earthbind, Tongues, Banishment, and Far Step spells to the Ranger spell list.

Veteran Shackler

11th-level Criminal Bounty Hunter feature

At 11th level, you have become an expert in conflicts with the kinds of creatures you hunt most frequently, which is criminal humanoids. You score critical hits on attack rolls of 19 or 20 when attacking a humanoid creature.

Additionally, if you are transporting or carrying a humanoid body and that creature is restrained with rope or cuffs, locked bars, or manacles, or also is unconscious, that creature is in all ways treated like an object and has no chance to escape unless in some way you or another creature take action to free that creature. The creature may still speak or make other mental actions unless in some way you prevent them from doing so, but they cannot move in any other way. You are always considered to have the methods and other tools on your person to keep that creature secured safely for the means of transporting them.

Detainment Expert

15th-level Criminal Bounty Hunter feature

At 15th level, you have learned to waylay humanoids to be able to apprehend them more easily. If you are using blunted ammunition in a ranged weapon or using a bludgeoning melee weapon, you can now use the Belay action as an attack action, and when you do, you choose a humanoid target and roll a weapon attack. If this attack hits, this creature is dealt double the damage from your attack as long as the total damage dealt would reduce that humanoid to 0 hit points, or you deal it normal damage for the attack if double damage would not reduce that creature to 0 hit points, instead. When you reduce a creature to 0 hit points with the Belay action, they do not begin dying, and they will remain unconscious with 1 hit point for a number of hours equal to 6 minus their Constitution modifier (minimum one hour).

Additionally, you have obtained a containment facility of your own, which may be either a customized wagon or building that you use to hold multiple detainees at once while you move them through the Bounty process. Choose one of the following options:
Mobile Containment. You have fitted a wagon with the special tools and facilities to hold humanoids in restrained containment. This wagon can have 2 containment blocks, which are each a 10 x 10 foot square equipped with reinforced bracings to mount manacles, rope tie points, or other methods of restraint and containment inside them. A containment block may restrain one large size, two medium size, and four small size creatures safely within the wagon, usually through an apparatus such as a steel prison cage or metal boxes large enough to contain these beings.
Containment Facility. You have a special building no smaller than 100 feet square. Bigger buildings than this with any additional features can be purchased for the base cost of that building without the cost of this facility. You are able to build this facility safely and capably on land you are considered to own over a process of 1 month. This building contains 8 containment blocks, as described above, and you are treated as having all necessary facilities to safely transfer humanoid creatures to and from any of the containment blocks and transport them anywhere within 50 feet of the building with no chance of their escape. Your facility is secure and cannot be broken out of by the creatures you contain within it.

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