Base Class: Ranger
A former dentist, who for years has been tracking Grim Eyes Lance, for the murder of his family.
A silent merc, hired to pursue the evil Baron Wilders, in the northern frontier.
A young crack shot, assigned with the task of filling the body cart with members of the Smiling Butcher's gang.
All represent the Ranger Archetype of the Bounty Hunter. Bounty Hunters fill the roll of intense and single minded pursuit, usually hired or commissioned by a bond office, often for coin, but sometimes for revenge or fun. They usually specialize in one of two traits, getting rid of the head honcho, or clearing out all the underlings of gangs and cartels. Regardless of their mission, those caught in their cross hairs have little time to register their fear, before a true strike eliminates their current progression forward.
Firearm Training
You gain proficiency in using either Rifles or Pistols. Choose 1 of the choices above. You may now add your proficiency bonus to attacks made with the chosen firearm type.
Favored Bounty
As a Bounty Hunter, you are able to swap any of the Favored Enemies you know from a Creature Type to a Bounty. The subject of a Favored Bounty can be any creature or creatures on an approved Bounty Bond or Assigned Contract that you have in your possession. The Bond or Contract must include: the name of the creature or the organization it belongs to, the race (if a single target), and an authorized notary.
All other attributes of your Favored Enemy (such as knowing the language and advantage on Wisdom Survival checks) still apply, however, the effects disappear as soon as you remove or replace a Favored Bounty. If you remove a Favored Bounty, you revert to your previously selected favored enemy.
When choosing the subject of your bounty, your Favored Bounty can be chosen once per long rest, or immediately after a Favored Bounty has been killed or incapacitated.
Contract Training
Choose one contract training : Either Gangbuster or Target Takedown
Gangbuster
If you score a critical hit against a Favored Bounty, you may attack again. This creature must be different then the one attacked.
You have advantage on all perception checks against any members of your Favored Bounty.
You deal an extra 1d4 of your weapon's damage type against any member of your bounty. This increases to 2d4 at level 11.
If you reduce a hostile Favored Bounty to 0Hp, you may attack again with a bonus action.
Target Take Down
You have advantage on all Stealth Checks made against your favored Bounty
If you attack a surprised Favored Bounty, the first attack you make after rolling initiative is an automatic critical hit.
Once per turn, you may do an extra 1d6 of your weapon's damage to a target if it is your Favored Bounty. This increases to 2d6 at level 11 and 3d6 at level 17.
You have advantage on initiative when attacking your Favored Bounty.
Deny Retreat
Whenever a Favored Bounty within your weapon's range uses the disengage action , you may use your reaction to attack the Favored Bounty with Advantage.
If the attack hits the Favored Bounty, they must make a Constitution Saving Throw (DC 10+ Your Wisdom modifier). If they fail, they are knocked prone.
You may only use this feature once per day. You may expend a spell slot of Level 2 or or higher to use this feature again.
Dead or Alive
When you hit your Favored Bounty with an attack, instead of doing damage to the creature, you may choose to have the creature make a Wisdom Saving throw (DC 8+ your Wisdom modifier). If the creature fails the save, you may choose to either blind, deafen, or stun the target for 1 minute . The condition ends on the creature when they either make a DC18 Wisdom Check at the start of their turn, or when the affected creature receives damage . You may affect a target in this manner once per day, or expend a 2nd level spell slot or higher to use this feature again.
True Shot
When attacking, if you roll a 19 to hit, it counts as a critical hit.
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