Base Class: Ranger
The Bounty Hunter is an expert at urban hunting 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 back alleys or across kingdoms. Once they get a scent, they always get their target, dead or alive.
Seeker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Bounty Hunter Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.
Level | Spell |
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3 | Disguise Self |
5 | Hold Person |
9 | Feign Death |
13 | Compulsion |
17 | Scrying |
Named Enemy
Starting at 3rd level you can declare a named enemy. The more familiar with the target you are the more powerful your ability to hunt them becomes. You can only change your target once per long rest of when you have slain or captured your target. You have a bonus to checks to track your target. These bonuses are cumulative as you rise in familiarity.
Known by Reputation | Personal Acquaintance |
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+2 to investigation and survival tracking the named enemy | +2 to persuasion or intimidation checks looking for info on your named enem |
Well-Known Associate | Family |
advantage on information gathering checks to find your named enemy | advantage on intimidation and persuasion checks against your named enemy |
Animal Spy
You cannot bond to a beast with Intelligence 4 or higher. The link is active while you and the beast are within line of sight but you do not lose the bond if the creature leaves your line of sight. The link reestablishes as soon as you can see the creature again. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. The creature cannot be forced into a combat situation or the bond is broken.
Starting at 9th level, you can communicate with the creature even if it is outside of your line of sight. As long as the creature is within one mile, you are still linked to it.
Starting at 14th level you may communicate with the creature no matter where it is as long as it is on the same plane of existence as you
Overbearing Resolve
Once per short rest you may use a bonus action to designate a creature you can see as the target for this feature. Whenever you take the attack action against that creature you may make an additional attack against them. That attack gets an additional 1d6 damage. If that creature is your named enemy you get 2d4 additional damage instead. Starting at 5th, 9th, 13th, and 17th level the damage against your named enemy increases by 2d4.
Forewarning
Starting at 7th level, when you are hit by an attack that requires you to make a dexterity saving throw or a wisdom saving throw against charm, and your animal spy can sense the attacker, you may use your reaction to gain advantage of the saving throw against that attack.
Scouted Attack
Starting at 11th level, as long as your animal companion can sense your foe and is within link range, you may spend a bonus action communing with your animal spy. If you do you gain advantage on the first attack you make on that enemy until the beginning of your next turn.
Quick Riposte
Starting at 15th level you can use your reaction to reduce the damage of an incoming attack. Roll a number of d4s equal to your Dexterity modifier and reduce the damage by that amount. If the attack came from your named enemy you may deal that much damage back to them.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/2/2020 2:33:30 AM
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Coming Soon
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