Ranger
Base Class: Ranger

At 3 level, a ranger gains the Ranger Archetype feature. Here is an option for your epic adventures! Bounty Hunter.

De-Escalation

At 3rd level, when you roll for initiative roll a 1d6. You can choose a number of creatures equal to your Wisdom modifier and lower them in the initiative order by the number rolled.

Manacles and Leg Irons

At 3rd level, you can summon a set of manacles and leg irons (no action required and you must have a free hand). These metal restraints can bind a small, medium, or large creature, magically growing or shrinking in size as needed. Escaping the manacles requires a successful DC 30 Dexterity check. Breaking them requires a successful DC 30 Strength check. Only you can unlock the manacle and you can creature one spare key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 25 Dexterity check. The manacles and leg irons have a number of hit points equal to 15 + your level in this class. While using these manacles and leg irons you can use your Dexterity modifier instead of Strength when you attempt to grapple a target creature.

You can create a number of sets equal to your Wisdom modifier per long rest. The manacles and leg irons remain on the target creature until you remove them, they are broken, or picked then they disappear.

Into Custody

At 7th level, you can use your bonus action you can attempt to restrain a large or smaller creature using your manacles. If the creature has half or fewer of it hit point maximum remaining you have advantage of the grapple check and the creature has disadvantage. If the creature has a quarter or fewer of its maximum hit points remaining the grapple is automatically successful and the creature is restrained.

Bounty Check

At 11th level, over the course of a short rest you can spend the time in close proximity to a creature that is restrained by your manacles and/or leg irons in an effort to positively identify the creature. Make an Insight check against the creature’s Deception check. You have advantage on this check and the target creature has disadvantage. On a success you learn the creature’s true name, date of birth or age, place of origin or birth, if they have any open bounties, and where they can be turned in. The GM has discretion on if the creature has any open bounties. See the following bounty generation tables. The GM can roll on the following tables as many times as they choose.

High Crimes – Recommended levels 10-20

Crime and Reward– d12

Counts – d12

1

Abduction – 500 gp

1

2

Aggravated Assault – 200 gp

2

3

Arson – 500 gp

3

4

Burglary – 100 gp

4

5

Coach Jacking – 100 gp

5

6

Forgery – 500 gp

6

7

Grand Theft – 100 gp

7

8

Murder – 1,000 gp

8

9

Robbery – 250 gp

9

10

Sex Offense – 750 gp

10

11

Smuggling/Piracy – 250 gp

11

12

Treason – 500 gp

12

 

Low Level Crimes – Recommended levels 1-20

Crime and Reward – d10

Counts – d10

1

Bail Jumper – 10 gp

1

2

Common Assault – 5 gp

2

3

 Contraband Possess. – 5 gp

3

4

Disorderly – 1 gp

4

5

Escapee – 25 gp

5

6

Horse Jacking – 25 gp

6

7

Indecent Exposure – 1 gp

7

8

Mopery – 1 gp

8

9

Prostitution – 1gp

9

10

Theft – 5 gp

10

11

Trespassing – 1 gp

11

12

Vandalism – 5 gp

12

 

In addition, your experience in bounty hunting grants you unique knowledge of where or how to locate local authorities and other issuers of bounties.

Superior Manacles and Leg Irons

At 15th level, your manacles gain the thrown property (10/30 ft).  They can take the form of not only traditional manacles and leg irons but now as bolas or a lasso. In addition, you can add your Wisdom modifier to your grapple checks. 

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