Ranger
Base Class: Ranger

Bounty Hunters are rangers that specialize is tracking and hunting intelligent targets. This often leads them to follow their quarry not only through the wilderness, but a variety of urban environments. This leads them to adopt a more pragmatic flexibility unusual in others of their kind. Bounty Hunters are just as capable at living on the outskirts of society as their more traditional kin, but they go where the gold takes them and that often leads them to some strange places. Bounty Hunters excel at adaptability. Tactically flexible they can hit and run against groups or strike a single target with equal effectiveness. 

 

Urban Commando

Starting at level 3 when you choose this conclave you gain proficiency in stealth and thieves tools if you don't already have them. In addition, you gain the benefit of your Natural Explorer feature in any urban environment.

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Unseen Assailant

Bounty Hunters sometimes face groups of foes and are adept at hit and run tactics.

You may move half your speed and take the Hide action after scoring a critical hit or reducing a creature to 0 HP with a melee or ranged attack. If you are in a terrain favored by the Natural Explorer feature, you may roll with advantage when using this feature to hide. You may do this a  number of times up to your dexterity modifier (min 1) and regain all uses on a long or short rest. 

Quick Hands

At 7th level your quick reactions and varied skills allow you to adapt to challenges that present themselves. You gain the following new ways to use your bonus action.

You may use your bonus action to:

  • Reload a weapon with the loading quality. This allows it to be fired again this turn, but still requires a free hand to perform the action.
  • Draw or stow a weapon, item, or shield
  • Take the Use an Object action, such as drinking a potion

Adaptable Tactics

Your flexibility allows you to blend different fighting styles into something unique. When you finish a long rest, choose a fighting style from the ranger list you do not already possess. You are treated as having that fighting style until you complete a long rest. You may also choose Point Blank Range and Marine below.

  • Point Blank Range: You do not gain disadvantage for making ranged attacks against creatures within 5 feet of you. You ignore half and three-quarters cover for any targets within 30 feet. When firing at a target adjacent to an ally within 30 feet, you have no chance to hit your allies, even on a natural 1.
  • Marine: As long as you are not wearing heavy armor or carrying a shield you gain a climbing speed and swimming speed equal your normal walking speed.
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Marine

As long as you are not wearing heavy armor or carrying a shield you gain a climbing speed and swimming speed equal your normal walking speed.

Point Blank Range

Point Blank Range: You do not gain disadvantage for making ranged attacks against creatures within 5 feet of you. You ignore half and three-quarters cover for any targets within 30 feet. When firing at a target adjacent to an ally within 30 feet, you have no chance to hit your allies, even on a natural 1.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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