Base Class: Ranger
Bounty Hunters protect humanoids from their own. Trained to hunt in cities and towns, they can track their prey through the dark alleyways and underbelly of any human settlement. Skilled in the use various martial techniques, these rangers are able to confront and subdue any dangerous humanoid.
Version 2.0.0 - Created by /u/laserllama (reddit.com/user/LaserLlama/) and available on GM Binder in Ranger Archetypes.
Artist Credit: S. Prescott - Apprentice Sharpshooter
Combat Superiority
Maneuvers. You learn two maneuvers of your choice from the list at the end of this Archetype. You can use only one maneuver per attack. When you gain a level, you can replace one maneuver you know with another of your choice. You learn one additional maneuver at 7th, 11th, and 15th level.
Superiority Dice. You have three d6 superiority dice. To use a maneuver you must expend one of these dice, and you regain all expended dice when you finish a short or long rest.
As you gain levels in this class your superiority dice grow in size and number. At 7th level you gain a fourth superiority die, and your dice become d8s. At 15th level, you gain a fifth superiority die and all of your superiority dice become d10s.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Ear to the Ground
Beginning at 3rd level, when you complete a long rest in a settlement, you have advantage on ability checks to gather information on its contacts, factions, or underworld. You can also identify, read, and communicate in Thieves' Cant.
Maneuvers
The maneuvers listed below are available to Bounty Hunter rangers, who focus on disabling and restraining their foes. The maneuvers are presented in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Blind
As a bonus action, you can expend a superiority die, forcing a target within 10 feet to make a Constitution saving throw. On a failure, it takes damage equal to your superiority die and is blinded until the beginning of your next turn.
Concussive Blow
When you hit with a creature with an unarmed strike you can expend a superiority die and force them to make a Constitution saving throw. On a failed save, the creature is stunned until the start of your next turn.
Crippling Strike
When you hit a creature with an attack, you can expend a superiority die, adding it to the damage roll, and force it to make a Constitution saving throw. On a failure, it's speed is reduced to 0 until the start of your next turn.
Dirty Hit
When you hit a creature with a weapon attack, you can expend a superiority die, adding it to the damage roll, and force it to make a Constitution saving throw. On a failed save, the creature's movement speed is halved and it cannot take reactions until the beginning of your next turn.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Dead or Alive
Beginning at 7th level, when you make a Strength (Athletics) check to grapple or shove a creature prone, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
Unwavering
Starting at 11th level, when a Large or smaller creature misses you with a melee attack, you can force it to make a Dexterity saving throw as a reaction. On a failed save, it falls prone, and if you have a free hand you can automatically grapple the creature as part of the same reaction.
The Most Dangerous Game
Your supernatural instincts allow you to predict your foe's attacks. Starting at 15th level, after you hit a creature with a weapon attack, any time that creature damages you until the start of your next turn, the damage is reduced by an amount equal to your Wisdom modifier (minimum of 1 hit point).
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