Living on the edges of towns and cities, skilled trackers sometimes take contracts from the local law enforcement to hunt down and apprehend wanted criminals. These bounty hunters learn to employ a wide variety of abilities to find their quarry and bring them to justice.
Marked for Death
A bounty hunter often focuses on a single foe, preparing to face them ahead of time. Starting at 3rd level, you may observe any creature whose type matches that of your favored enemy for 10 minutes. Any interruption ruins the attempt, and forces you to begin the process again. Once you have observed the target, it is designated as your ‘mark’. When you hit your mark with a weapon attack, the creature takes an additional 1d8 damage. This damage increases to 2d8 at 7th level and 3d8 at 15th level. You can deal this extra damage once per turn. Once you have marked a target, you cannot mark another until after you have taken a long rest.
Beginning when you select this archetype at 3rd level, you become as attuned to the ebb and flow of town’s and cities as you are in the wild. Chose one favored settlement from among those that you have visited. When you make an Intelligence or Wisdom check related to that town, your proficiency bonus is doubled if you are using a skill you are proficient in. While traveling for a day or more in your favored settlement, you gain the following benefits:
- Lifestyle expenses are reduced by one degree.
- The cost of mounts is halved.
- If you are traveling alone, you may move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 7th level, you may mark a creature by studying the written description or depiction of that creature. The description must be reliable and prepared by someone who has witnessed the creature firsthand.
At 11th level, you have advantage on saves made to resist the special attacks or spells of your favored enemies.
Bring ‘Em Back Alive
At 15th level, the bounty hunter can knock out an opponent. Once per round, when you successfully strike a creature whose type matches that of one of your favored enemies, you can knock the creature unconscious if you have advantage on the attack roll. The creature must make a Constitution save (DC 8 + your Strength or Dexterity modifier + your proficiency bonus) or be knocked unconscious. At the end of each of its turns it may make a new Constitution save to regain consciousness. If the creature is damaged this effect immediately ends. Whether or not a creature successfully saves against this ability, it can’t be affected by this ability again for 24 hours.