Bounty Hunter
Ranger Archetype
Bounty Hunters work on the edge of the law to bring criminals and offenders to justice. Through their own cunning, effective use of tools and weapons, as well as a bit of dirty work, they always get their mark. By taking up this archetype you take up the role of a dogged and determined fighter who excels at isolating and neutralizing their prey. Remember, it does say Dead or Alive.
Shadowy Stalker
Beginning at 3rd level when you choose this archetype you become proficient with using underhanded tactics to get the drop on your foes. You gain proficiency with Thieve's Tools, and you can add your Wisdom modifier to your Dexterity (Stealth) rolls.
Bounty's Mark
Also starting at 3rd level, you can use a bonus action to target a creature within 60ft of you and place a Mark on it. While it is marked it counts as a Favored Enemy for you, if it moves you can use your reaction to move up to your speed towards that creature, and you gain a +2 bonus to damage rolls against that creature.
The Mark lasts until the creature dies, you Mark a new creature, or you end the Mark as a bonus action.
Seasoned Hunter
Starting at 7th level, you are ever alert, more than used to turncoats and ambushes in your line of work. You gain proficiency in one of Perception, Insight, or Survival.
When you roll initiative you can use your Reaction take the Dodge action until the start of your turn.
Underground Contacts
Also starting at 7th level, you are a well established part of an information network. Whenever you are in a large city you have not yet visited you can spend 1d4 hours to establish contact with it, or 1 hour to re-establish contact.
These contacts will help you in finding any creature or area of interest, as well as alert you to possible leads of criminals with bounties in the area. When you make contact roll a d20 and consult the table below.
Contact | Result |
---|---|
20 | Snitch. You learn the exact location of who or what you're looking for. |
14-19 | Strong Lead. You have a +5 to your next Investigation (Wisdom) roll. |
3-13 | Weak Lead. You establish contact but fail to make any headway on your target. |
1-2 | Ratted out. You have Disadvantage on your next Investigation roll as your target lays low. |
Shock and Awe
Starting at 11th level, you can add your Wisdom modifier to your Initiative rolls.
Whenever you take the attack action on your turn you can draw and make an extra ranged attack with a weapon that has the light and thrown properties as part of the same action against a creature that has not yet acted in the round.
Smarter than you Look
Starting at 15th level, you're always alert for threats from any angle, magical or mundane. You gain a bonus to your AC equal to half your Wisdom modifier. Whenever you are subject to a saving throw, and you can see the aggressor, you can use your reaction to add your Wisdom modifier to the saving throw (minimum 1).