Bounty Hunter A half-orc swings his longsword at the human male in front of him. The blade connects, and the wound begins hemorrhaging. The human clutches his wound, crimson beginning to paint his palm. He turns around and runs full sprint away from the half-orc, but the trail of blood won’t allow the human to evade him for long. A half-elf ducks behind the thick brush, silently loading her crossbow. Her target was just a few yards away from her, and she knew she had a clear shot. She closed one eye, aimed the crossbow at the man’s head, and fired. The man barely had any time to react before the bolt landed between his eyes. A human bends down to brush away the light dusting of snow on the trail. The wind would chill anyone to their soul, but he had become accustomed to the cold while chasing his quarry. He inspects the trail left behind by the band of merchants briefly, and then begins to follow it. Whether blade or bolt, a bounty hunter always finds their quarry. They pride themselves in their ability to track without any need for a divine blessing or innate connection to nature. They believe experience and dedication will bring you all the bounties you seek. Hardened Hunters With skill and precision, a bounty hunter displays an air of elegance and ferocity on the battlefield. Their ability to strike with intense precision in tandem with their relentless predator attitude certainly makes for a formidable opponent. Their tracking ability and knowledge of the world around them guides them every step of the way. A bounty hunter finds comfort within the walls of a city, as well as the harsh reality of the wilds. Through years of dedication and practice, they have trained to excel in both situations. Within a city, a bounty hunter maintains their tough countenance, while still remaining agreeable in order to secure a contract for a bounty. In the wilds, however, a bounty hunter is relentless in tracking and fulfilling their bounty. Rugged Survivalists A bounty hunter can sometimes spend days, weeks, or even months pursuing a bounty. This means they must stay on the road, moving from place to place, following their target. A bounty hunter is always prepared, and in most cases, have adapted to their surroundings. The weather, herds of animals, and temperature drops never come as a surprise to a bounty hunter. Through study and experience, they’ve learned about their surroundings. In most cases, a bounty hunter will do some background research about the area they’re going to inhabit to follow a bounty.

Creating a Bounty Hunter As you create a bounty hunter, consider how and where your character began this profession. Discuss with your DM about relevant organizations in the multiverse where your character may have started their studies. Were you introduced to bounty hunting after a rough life of crime? Were you naturally gifted with a weapon and tasked by a nobleman to take out an escaped convict? Did you study the cabals of bounty hunters in tomes and books? Were you abandoned, forced to make a living however you could? Quick Build You can make a bounty hunter quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Wisdom. Second, choose the criminal background. Class Features As a bounty hunter, you gain the following class features. Hit Points Hit Dice: 1d10 per bounty hunter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bounty hunter level Proficiencies You start with the following equipment, in addition to the equipment granted by your background. Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength and Dexterity Skills: Choose two from Athletics, Investigation, Nature, Perception, Persuasion, Stealth, Survival The Bounty Hunter Level Proficiency Bonus Features Blood Marks Blood Mark Die 1st +2 Bounty Hunter's Quarry, Blood Mark 2 1d4 2nd +2 Fighting Style 2 1d4 3rd +2 Bounty Hunter's Cabal 3 1d4 4th +2 Ability Score Improvement 3 1d4 5th +3 Extra Attack 3 1d6 6th +3 Grevious Mark, Additional Quarry 4 1d6 7th +3 Cabal Feature 4 1d6 8th +3 Tracker's Instinct, Ability Score Improvement 4 1d6 9th +4 Improved Critical 4 1d6 10th +4 Cabal Feature 5 1d8 11th +4 Traveller's Hide 5 1d8 12th +4 Ability Score Improvement 5 1d8 13th +5 Stakeout 5 1d8 14th +5 Ability Score Improvement, Additional Quarry 5 1d8 15th +5 Cabal Feature 5 1d8 16th +5 Ability Score Improvement, Additional Traveller's Hide 5 1d8 17th +6 Hunter's Alertness 6 1d10 18th +6 Impermeable 6 1d10 19th +6 Ability Score Improvement 6 1d10 20th +6 Apex Predator Unlimited 1d10

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Leather armor or (b) chain shirt

(a) Two short swords or (b) one martial melee weapon

(a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows

(a) an explorer’s pack or (b) an adventurer’s pack Bounty Hunter’s Quarry Beginning at 1st level, you have honed your ability to track and hunt humanoids. You have advantage on Wisdom (Survival) checks to track all humanoids. In addition, choose three specific types of humanoid as your quarry. You have advantage on Intelligence checks to recall information about your quarry. In addition, you gain +2 on attack rolls made against your quarry. When you choose your quarry, you may learn three languages that your quarry may speak. You choose one additional quarry, as well as an associated language, at 6th and 14th level. Blood Mark Beginning at 1st level, your attacks can mark your enemy, causing them to bleed. As a bonus action, you may bring forth an unmatched precision for one minute, or until you hit an attack on an enemy creature. When the attack hits, the creature must succeed a Constitution saving throw. The DC for this feature is equal to 8 + your proficiency modifier + your Wisdom modifier. On a failed save, the creature takes an additional 1d4 bleed damage on every attack you land and is Rended. On a successful save, the creature still takes 1d4 bleed damage on every attack you land, but is not Rended. A creature with the Rended condition suffers the following penalties: Their bleed damage cannot be mitigated by any means.

The creature has an open wound which leaves a trail of fresh blood behind it, making it easy for any pursuants to track them down. This wound stops bleeding after 24 hours, or after being treated by a lesser restoration spell. Creatures who have succeeded on their saving throw lose their mark after one minute. You may only have one blood mark active at a time. Your Blood Mark die changes as you gain Bounty Hunter levels, as shown in the Blood Mark column on the Bounty Hunter table. Once you have used the Blood Mark feature the number of times shown for your Bounty Hunter level in the Blood Marks column of the Bounty Hunter table, you must finish a short or long rest before you can use the feature again. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Bounty Hunter’s Cabal Beginning at 3rd level, you commit your practice to a cabal: The Cabal of the Hilt or the Cabal of the Sharpshooter, both detailed at the end of the class description. Your choice grants you features at 3rd level, 7th, 10th and 15th level. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Grievous Mark Beginning at 6th level, your Blood Mark feature can now affect creatures that do not have blood. For example, if you attack an earth elemental, you cause a large gash in their body, causing them to leak the very essence that gives them life. It is up to your DM’s disgression if a Rended target’s wound leaves any sort of trail, but the mark’s damage effects the creature nonetheless. In addition, Blood Mark must now be treated by a greater restoration spell in order to be cured. Tracker’s Instincts Beginning at 8th level, you become proficient the Survival skill. If you are already proficient in this skill, your proficiency bonus is doubled for it. Your travels and bounties have attuned you to your surroundings. You gain the following benefits: You are not affected by natural difficult terrain.

You can sense when harsh weather is coming to an area.

If you spot tracks of humanoids, you are able to discern the amount of humanoids that were traveling, and by what means.

You are able to understand when there is general unrest or unease in a town or city.

You have an idea of where you may find work in cities you visit.

Improved Critical Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20. Traveller’s Hide Beginning at 11th level, your travels have led you to become more resistant to the environments around you. You gain resistance in one damage type of the following: cold, fire, or acid. In addition, you gain advantage on Survival (Wisdom) checks in the associated areas (which are to be decided by the DM). At 16th level, you gain resistance to another one of these damage types. Stakeout Beginning at 13th level, your experience with a variety of difficult circumstances has allowed you to see things that others may not. When you have been in an area for an hour or more, you begin to hone into your surroundings, gaining advantage on Perception (Wisdom) checks in that area. Hunter’s Alertness Beginning at 17th level, you may add your Wisdom modifier to your initiative in addition to your Dexterity modifier. Impermeable Beginning at 18th level, your exposure to a variety of elements, foes, and situations have cause you to become extremely resilient. You gain proficiency in Constitution saving throws. In addition, you gain resistance in one damage type of the following: bludgeoning, slashing, or piercing. Apex Predator Beginning at 20th level, you have become the ultimate hunter, and your senses are peaked. You gain tremorsense 20 feet around you. In addition, you have advantage on sight based Perception (Wisdom) checks. Bounty Hunter Cabals Two cabals of bounty hunters are most common in the multiverse. These cabals can be a formal institution like a mercenary group, an underground web for the exchange of information, or a personal choice based on the bounty hunter’s experiences. It takes some time to fully understand and become a member of your a cabal, therefore a bounty hunter chooses a cabal upon reaching 3rd level. Cabal of the Hilt The Cabal of the Hilt is a sect of bounty hunters that focuses on melee combat. These bounty hunters consider themselves a jack of all trades; shifting their battle tactics and weapons to fit the situation. A Cabalist of the Hilt will often have several types of weapons adorning their person. Whether it’s dagger or longsword, a Cabalist of the Hilt has a tool for every situation. Martial Techniques Beginning at 3rd level, you may now sheathe one weapon and unsheathe another weapon as a free action. In addition, you’ve learned techniques for each of the three martial damage types: bludgeoning, piercing, and slashing. You may use these techniques an amount equal to your Wisdom modifier + your proficiency bonus. This feature refreshes after a short or long rest. Some of these techniques require your target to make a saving throw to resist the techniques effects. The saving throw DC is calculated as follows: Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) The techniques are listed in alphabetical order based on damage type: Bludgeoning Disarming Strike. When you hit a creature with a melee bludgeoning attack, you may attempt to have it drop one item of your choice that it’s holding. They must make a Strength saving throw or drop the item you chose at their feet. Piercing: Defensive Stance. After you make an attack against a creature with a melee piercing weapon, you may take the Dodge action as a bonus action. Slashing: Culling Strike. When you successfully hit a creature with a melee slashing weapon, you may add one of your blood damage die to the damage roll. Fury for the Marked Beginning at 7th level, you are able to invoke a fury within yourself towards your marked foes. When attacking an enemy who’s been marked, you may make an extra attack as a bonus action. Additional Martial Techniques: At 10th level, you learn three additional techniques. The techniques are listed in alphabetical order based on damage type: Bludgeoning Blunt Force. When you hit a creature with a melee bludgeoning attack, you may attempt to daze the target. They must make a Constitution saving throw or be stunned until the end of your next turn. Piercing Prodding Strike. When you make an attack against a creature with a melee piercing weapon, you may attempt to prod them in the face, temporarily disabling them. They must make a Dexterity saving throw or be blinded until the end of your next turn. Slashing Cleaving Blade. When you make an attack against a creature with a melee slashing weapon, you may attempt to hit one additional creature within 5 feet of them. If you’ve activated the Blood Mark feature, this attack only inflicts one of the two creatures with the mark.