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.

The Bounty Hunter is an expert at tracking and capture. They come from many different walks of life. Some Bounty Hunters prefer to take contracts for criminals and ne'er-dowells who need to be brought to justice. Others seek to collect on debts and slights of honor for piles of coin. Either way they use their unique skills to track their quarry through the wilderness, back alleys, or across kingdoms. Once they get a scent, they always get their target, dead or alive.

Bounty Hunter Magic

Starting at 3rd level, 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.

Bounty Hunter Spells

Ranger Level Spell
3rd entangle
5th locate object
9th slow
13th locate creature
17th scrying

Quick Draw

At 3rd level, you master the art of the quick draw to put down enemies before they can flee. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

In addition, Favored Foe no longer requires concentration and all expended uses reset on a short rest.

Dead or Alive

Additionally at 3rd level, you can mark a target to bring them down dead or alive. Choose one of the following when you mark a creature with Favored Foe:

Dead. When you roll a 1 or 2 on a damage die for attack, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.

Alive. When you make an attack roll against the target with a net, you don't have disadvantage when attacking at melee range or long range. You can deal nonlethal damage with ranged attacks against the marked target. You know the location of the creature even if the creature is hiding or completely obscured.

Alive

When you make an attack roll against the target with a net, you don't have disadvantage when attacking at melee range or long range. You can deal nonlethal damage with ranged attacks against the marked target. You know the location of the creature even if the creature is hiding or completely obscured.

Dead

When you roll a 1 or 2 on a damage die for attack, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the dice.

Steel Will

Starting at 7th level, your unfaltering will strikes fear in the heart of your adversary.

When you mark a creature with Favored Foe they must make a Wisdom saving throw or become frightened of you for 1 minute. They can repeat this saving throw at the end of each of each of their turns.The save DC of this ability is equal to your spell save DC 

In addition, you have advantage on Wisdom and Charisma saving throws against the charmed and frightened.

Double Down

Starting at 11th level, when a creature you have marked with Favored Foe moves 5 feet, stands up from being prone, or escapes from the Restrained or Paralyzed condition while within 60 feet of you, you can use your reaction to make an opportunity attack against them if they are in range of a weapon you are wielding.

Bondsmen

Starting at 15th level, your allies now can get the upper hand against your target. Whenever you mark a creature with Favored Foe, you and your allies benefit from the "Dead or Alive" feature. In addition your allies deal an additional 1d8 damage on all of their attacks against the marked creature.

Previous Versions

Name Date Modified Views Adds Version Actions
3/6/2024 7:58:51 PM
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