Base Class: Ranger
Rangers of the Bounty Hunter conclave excel at hunting down targets, wherever they would hide, they specialize at swiftly dispatching a single foe to deliver them as reward. Bounty hunting is a complicated profession, it can be both an unsavoury yet necessary part of justice, or simple mercenary work for crime bosses.
Whether they are prowling for adventurers that stray away from the laws of society and delve into cruelty, hunt monsters in exchange for a hefty reward, or track down lost individuals, these rangers bring down their foes as they were intended to, dead or alive.
Bounty Hunter Spells
You learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
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Ranger Level |
Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Urban Tracker
When you choose this conclave at 3rd level, you excel at tracking prey even if they take refugee in the trappings of civilization. When you make an Intelligence or Wisdom check related to tracking a creature in cities or towns, your proficiency bonus is doubled if you are using a skill that you're proficient in. You can only gain this benefit if you are familiar with the target's race or general appearance (such as a sketch from a wanted poster).
Additionally, you gain proficiency in your choice of the Insight or Intimidation skill. Your proficiency bonus is doubled for all ability checks made with the chosen skill.
Finally, DM's discretion, if it is setting appropriate, they may allow you to gain proficiency with firearms.
Dead or Alive
Additionally at 3rd level, you can mark a target to bring them down, dead or alive. You can place this mark on a creature you can see within 60 feet of you as a bonus action. This mark lasts for until you use it again, until the creature drops unconscious or until you dismiss it (no action required).
While the creature is marked, any attack roll you make against them can’t be rolled at disadvantage, you can deal nonlethal damage to them if so you choose, and you deal an additional 1d4 psychic damage to them. When you reach 11th level in this class, that damage increases to 1d6.
Psychic Probing
Starting at 7th level, you can enter the minds of those you hunt. You can cast the Detect Thoughts and Sending spells once per long rest without expending a spell slot. Wisdom is your spellcasting ability modifier for this spell, and if the target of the spell is the creature marked by your Dead or Alive feature, the first time you cast the spell each day, it doesn’t expend a use of this feature.
Additionally, once per turn when you hit a creature with a weapon attack, you may have the target succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Once a creature fails the saving throw, you can’t use this feature again until you finish a short or long rest.
Relentless Hunter
At 11th level, the bond between hunter and prey allows you to become inevitable. Once per turn when you hit with an attack against a creature marked by your Dead or Alive feature or a creature affected by one of your spells, you may choose one of the following effects:
- Teleport up to a point you can see within 10 feet of the hit creature.
- Until the beginning of your next turn, whenever the hit creature makes an attack roll against you or an ability check, roll a d4. It must subtract the result from the roll.
- The target takes extra psychic damage equal to your Wisdom modifier.
Improved Mark
By the time you’ve reached 15th level, a creature marked by your Death or Alive feature has their speed reduced by half, and whenever it deals damage to you, roll a d6. The amount of damage you take is reduced by an amount equal to the result.
Previous Versions
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1/6/2023 11:02:02 PM
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