TEXT:  
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  WANTED SCORES     1 
  WANTED SCORES 
  Michael J Winegar 
  
   
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  WANTED SCORES     2 
  Wanted Scores 
  In the course of adventuring far and wide, a 
  character (or entire party) can sometimes end 
  up on the wrong side of the law and public 
  opinion. A Wanted Score allows a Dungeon 
  Master to track how characters are perceived 
  by rulers, law enforcement, and citizens of a 
  particular area, region, or nation. This score 
  comes with an attendant status that gives 
  further guidance on how the world reacts to a 
  character’s presence based on their past 
  actions. 
  Like Hit Points, a Wanted Score is an 
  abstract way for the DM to see where things 
  stand at a glance. Increases and decreases to a 
  character’s Wanted Score are declared by the 
  DM. The score should not be increased for 
  every minor infraction and it should not be 
  decreased by every heroic deed.  
  Lines between one score and the next are 
  soft, meaning the DM should make a judgment 
  call as to whether or not a certain incident 
  should increase the Wanted Score, especially 
  if this grants a new status. 
  The Public Perception and Law 
  Enforcement sections of the following 
  descriptions are addressed to players to help 
  them understand their status. The other 
  sections are guidance for Dungeon Masters. 
   
   
   
   
  Known Troublemaker
  1
  Area
  2
  Area
  Lawbreaker
  3
  Area
  4
  Region
  Wanted Alive
  Criminal
  5
  Region
  6
  Nation
  Wanted
  Dead or Alive
  Enemy of
  the State
  7+
  Nation
  Score          Status 
  
   
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  WANTED SCORES     3 
  Areas, Regions, and Nations 
  It’s helpful to break down your campaign map 
  into geographically defined zones. In this 
  supplemant, we refer to these zones as Areas, 
  Regions, and Nations. 
  An Area is a town and all villages within 
  about three days travel (~75 miles). Farmers, 
  traders, and travelers regularly traverse 
  between the town and villages and everyone 
  is always interested in the latest news. 
  A Region is considered a major city and all 
  cities, towns, and villages within about seven 
  days travel (~200 miles). For the sake of 
  convenience, this assumes that most towns 
  are within about a week’s journey of a city 
  and most villages are within two or three days 
  travel of a town(about 40-60 miles)  or other 
  village. Some towns or villages may be more 
  remote. 
  A Nation is geopolitcal state that shares a 
  government responsible for law enforcement 
  within its boundaries. 
  Wanted Scores include a suggested scope 
  for how far and wide a character’s misdeeds 
  might be known. 
   
  Score 1-2 
  Known Troublemaker 
  Scope: Area 
  Public Perception: Some people just seem to 
  always be nearby when things go wrong. You 
  might not have broken any laws (or at least not 
  been charged with breaking any) but you’ve 
  got something of a reputation for disturbing 
  the peace by starting fights, ignoring local 
  customs, or seeking to cause mischief. Common 
  people might think of you as being rude, drunk, 
  incompetent, unpleasant, or unlucky. 
  The very sight of you probably prompts a 
  guard to demand that you state your business. 
  When you walk in, tavernkeepers shake their 
  head as they offer that time-honored, 
  charmingly colloquial double negative, “I don’t 
  want no trouble.” 
  Law Enforcement: Guards and garrisons are 
  likely to keep a close eye on you. They might 
  harass or detain you just to let you know who’s 
  boss. Known troublemakers are the first to be 
  rounded up with the usual suspects when 
  there’s a disturbance. 
  Punishments: If Troublemakers face formal 
  government punishment, it usually amounts 
  to fines of 50-100 gp, a few days in jail, or 
  perhaps some time in the stocks. Suits against 
  them are likely to be civil rather than criminal. 
  Reducing the score: Unlike lawbreakers and 
  criminals, being a known troublemaker is 
  more about reputation than restitution. As 
  such, it can be hard to lower a score without 
  actively working to improve public image or 
  letting time pass. A Known Troublemaker’s 
  score is reduced by 1 for every six months 
  they stay out of trouble (or at least stay away). 
  
   
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  WANTED SCORES     4 
  Score 3-4 
  Lawbreaker 
  Scope: Area (3), Region (4) 
  Public Perception: Things get a little more 
  serious when you have a reputation for actually 
  breaking the law. Finger wagging and head 
  shaking turn into actual mistrust and unease. 
  Some folk might refuse to do business with you 
  and others might point you out to law 
  enforcement. Mostly, folks just hope you move on 
  without dragging them into your next 
  confrontation with law enforcement. 
  Law Enforcement:  There is a good chance that 
  there is a warrant out for your arrest. Though 
  the farther you are from the site of your last 
  misdeed, the less likely this will be. A competent 
  disguise and keeping a low profile are usually 
  enough to get by without too much notice. Once 
  recognized, however, law enforcement will 
  consider it a priority to arrest you. As long as 
  you remain in their jurisdiction, they want to see 
  you pay for breaking the law and stand trial for 
  everything you’ve been charged with. 
   Amateur bounty hunters will go after a 
  lawbreaker in their area but won’t pursue them 
  beyond it. Professional bounty hunters do not 
  usually concern themselves with mere 
  lawbreakers, but they may consider it worth 
  their time if a you have incurred significant fines 
  or caused notable damage. If you wronged an 
  influential person, they might consider hiring 
  someone to track you down and bring you to 
  their idea of justice. 
  Punishments: Stiffer fines of 150-500 gp are 
  not an uncommon penalty for lawbreaking but 
  paying such fines usually avoids jail time. Most 
  common folk could not hope to come up with 
  this kind of money and would be forced to 
  spend time in prison or at hard labor. Repeat 
  offenders are fined as well as imprisoned.  
   Imprisonment could be 1d4+1 weeks or to 
  2d4 months at a time, depending on the 
  severity of the broken laws. Public beatings are 
  not out of the question. 
  Reducing the score: Being known as a 
  lawbreaker can have unfortunate side effects 
  but it is not an irredeemable condition. Paying 
  fines, repairing damage, serving jail time, 
  turning one’s self in, or even just finding the 
  right person to talk to can all lead to a 
  reduction in Wanted Score. 
   Unless they have a reason to be prejudiced, 
  most magistrates, watch captains, and other 
  officials will listen to a reasonable explanation 
  of mitigating circumstances. Once restitution 
  or excuse has been made to the satisfaction of 
  an official or offended party, a lawbreaker’s 
  score is reduced accordingly. 
   Letting time pass or showing a community 
  they have changed their ways are also ways to 
  reduce a lawbreaker’s score. With no other 
  effort, a lawbreaker’s score will reduce by 1 a 
  year after the last known incident.  
   
   
  
   
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  WANTED SCORES     5 
  Score 5-6 
  Criminal 
  Scope: Region (5), Nation (6) 
  Public Perception: Troublemakers and 
  lawbreakers are a nuisance to civilized society, 
  but criminals represent an outright danger. You 
  are seen as an enemy to society and someone to 
  be brought in line or kept out of it entirely. Law-
  abiding citizens fear you and most will turn you 
  in or assist law enforcement against you. 
  Expecting violence or robbery, some common 
  folk might proactively lash out at you or try to 
  drive you away. Courageous good people refuse 
  to do business with you and others are careful 
  not to be seen associating with you. 
  Law Enforcement: The hammer comes down 
  once you are considered a criminal. Wanted 
  posters are hung in public and your description 
  is circulated. Your known places of resort and 
  your associates are being watched carefully. 
   Bounty hunters and detectives truly enter the 
  picture at this stage. Rewards for your capture 
  are significant and, depending on your crimes, 
  they might be encouraged to swing the club first 
  and ask questions later. 
   When someone comes after you, they will do it 
  in force. It takes repeated, damaging, or violent 
  crimes to reach this status and groups 
  attempting your capture are not going to worry 
  overmuch about being gentle. 
   Worse still, is that others are now being 
  scrutinized for having associated with you in the 
  past. Family members might be harassed on a 
  weekly or even daily basis by law enforcement 
  trying to flush you out. Business partners might 
  find their own holdings in danger of being seized 
  and themselves under investigation. 
  Punishments: Before they are even arrested, a 
  criminal’s publicly known assets or property 
  are likely to be seized by the government. If 
  this amounts to considerable value, it might 
  work toward the restitution or repair of some 
  crimes, but prison time measured in years is 
  still more than likely. 
   Strong evidence of especially violent crimes 
  will almost always lead to execution. 
   
  Reducing the score: There is an invisible 
  threshold between being a lawbreaker and 
  being a criminal that could very well be called, 
  “the point of hard return.” Unless a player is 
  willing to give their character up to years in 
  prison (more on this later), then their only 
  legal hope is to find a way to clear their name 
  or seek a pardon from a powerful party.  Until 
  then, if they want to keep adventuring, they’ll 
  have to do it on the lam. 
  Protected Status 
   
  Sometimes a character with Criminal status 
  falls under the protection of a powerful 
  organization or individual. If this happens 
  their score reads 5P or 6P. This might be a 
  crime boss, a royal benefactor, or a 
  Dragonmarked House. While the protection 
  lasts, most law enforcement will not attempt 
  to arrest the character and if they do, charges 
  are soon dropped and fines are paid by the 
  protector or waived. 
   
  
   
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  WANTED SCORES     6 
  Score 7+ 
  Enemy of the State 
  Scope: Region (5), Nation (6) 
  Public Perception: You are known and reviled 
  across the land, your name whispered with the 
  special disgust and fear reserved for infamous 
  villains. Common folk cower in fear and run 
  away only to tell everyone they know that they 
  once saw you face-to-face and lived to tell the 
  tale. No matter what else happens in your 
  career, your name will be on thousands of lips 
  for years to come. 
  Law Enforcement: Soldiers and guards are 
  required to memorize your likeness, 
  mannerisms, associates, and known possessions. 
  There is a dedicated team of elite agents and 
  detectives dedicated to tracking you down and 
  they often work with foreign governments and 
  agents to find you no matter where you are. 
  Unless granting you asylum, a foreign 
  government will almost certainly extradite you 
  to the nation where your Wanted Score is the 
  highest. 
   Famous adventurers and the highest profile 
  bounty hunters constantly dog your heels, 
  looking to make a fortune from your death or 
  capture. 
   Your disguises and deceptions must be 
  masterful to succeed. If you show even the 
  slightest bit of resistance, anyone confronting 
  you will not hesitate to go for the kill. 
  Punishments: This status is reserved for 
  insurrectionists, mass murderers, and others 
  who pose an existential threat to civilized 
  lands. The hallmarks of this status are 
  incontrovertible evidence of significant death 
  or destruction, widespread public knowledge 
  of crimes, and personal offense to the most 
  powerful people in the land. Swift death is the 
  only punishment to be expected and the more 
  public, the better. If an enemy of the state 
  eludes capture long enough, some of their 
  associates might be put to death if they refuse 
  to aid in the capture. 
  Reducing the score: The only possible ways to 
  expunge the Enemy of the State status are a full 
  royal pardon (sometimes at the risk of the 
  people still taking justice into their own 
  hands), divine intervention, or a display of 
  utterly epic heroism witnessed by hundreds or 
  thousands of people (things like single-
  handedly fighting off a horde of enemies at the 
  gates of the city, slaying a dragon in the castle 
  courtyard, defeating a demon lord in the town 
  square). Even then, some crimes may never be 
  forgiven.  
   
   
   
  
   
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  WANTED SCORES     7 
  Min-Maxing Wanted Scores 
  Think carefully about whether or not a given 
  action should push a character into another 
  status. 
   In the course of a bad week, a certain 
  character might inadvertently humiliate a town 
  priest, ruin a noble’s vacation, and accidentally 
  startle a bull into charging through a cabbage 
  stall. Even though each of these three instances 
  would likely increase that character’s Wanted 
  Score by 1 (granting them the status of Known 
  Troublemaker), they do not gain status as a 
  Lawbreaker for the third event. A third 
  troublemaker event simply restarts the clock 
  on how long that nation collectively 
  remembers the character as a Known 
  Troublemaker. 
   The main difference between a Lawbreaker 
  and a Criminal is whether or not the crimes are 
  violent, pose a repeated threat to public safety, 
  or involve a significant amount of property 
  damage or stolen goods. 
   On the other side of the spectrum, there are 
  actions that push a Wanted Score up to a 
  specific status. If a character with a Wanted 
  Score of 0 is caught in a compromising 
  situation and charged with murder, law 
  enforcement wouldn’t shake their heads and 
  say, “What a troublemaker you are. Well, it’s 
  your first offense so just don’t let me see you 
  do it again.” In such a case, their Wanted Score 
  immediately increases to 5. If that event is 
  resolved to the satisfaction of law enforcement 
  (turns out the butler did it), the Wanted Score 
  is reduced proportionately. However, in most 
  cases a character should retain a Wanted Score 
  of at least 1 to show that the stain on their 
  reputation does not immediately go away.  
  You got a familiar face, stranger. 
  The chance of a character with a Wanted Score 
  being recognized is a percentage equal to their 
  Wanted Score times 10. For instance, a 
  character with a Wanted Score of 1 has a 10% 
  chance of being recognized and treated as a 
  Known Troublemaker. A character with a 
  Wanted Score of 4 has a 40% chance of being 
  recognized and treated as a Lawbreaker. 
   Recognition rolls are usually made when a 
  character first meets someone or enters a 
  populated area in the nation where they have a 
  Wanted Score. The more people there are, the 
  more likely someone will connect a character 
  with what they’ve heard about a similar 
  person. As a general rule of thumb, roll once a 
  day in a city, once a week in a town, and only 
  once when entering a village or thorp. Whether 
  or not someone does anything once they 
  recognize a wanted individual is up to you. 
  What do you mean you’ve 
  never heard of me?  
  Then again, perhaps the only thing worse than 
  being recognized is not being recognized at all. 
  Immediately outside a given Area, Region, or 
  Nation (depending on Wanted status), the 
  percentage chances of being recognized are cut 
  in half. 
  
   
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  WANTED SCORES     8 
  Your Honor, I have never seen 
  this person before in my life. 
  Disparate Wanted Scores can and should cause 
  conflict between characters, but not players. 
  The classic example is the pickpocketing, 
  backstabbing Rogue opposed to the honest and 
  honorable Paladin. Without a powerful story 
  reason to continue adventuring together, it can 
  strain credulity to keep the party dynamic the 
  same over the course of the campaign. 
   This kind of inter-party conflict can lead to 
  fun and exciting roleplaying opportunities as 
  long as everyone is having fun. Is there an 
  optimistic character who believes the criminal 
  can change? Is a virtuous character being 
  seduced into bending the rules in the name of 
  the greater good? What actions are 
  unforgivable? 
  I know when I’m not Wanted 
  Here are some other ways to reduce a Wanted 
  Score other than the more legitimate examples 
  given in the status descriptions.  
  The Black Market: With the help of forgery, 
  theft, destruction of evidence, and bribery, it’s 
  possible to reduce a Wanted Score by finding a 
  competent agent of the black market. If the 
  character has no such existing contacts, it takes 
  a DC 18 Intelligence (Investigation) check and 
  1d6x100 gp to find one in a major city. If this 
  check fails, the money lost and the check 
  cannot be made again in that city for one 
  month. Attempting to do so will bring reprisals 
  from law enforcement and the criminals hiding 
  from them. 
   It costs a character’s current Wanted Score 
  times 1,000 gp to reduce their score in one any 
  one nation. It does not have to be the nation in 
  which they are contacting the Black Market. It 
  takes one week for the reduction to take effect 
  and another reduction cannot be made this 
  way for one month.   
   For example, a character with a Breland 
  Wanted Score of 5 must pay 5,000 gp to have 
  their Breland Wanted Score reduced by 1. 
  Their new Breland Wanted Score will be 4. If 
  they wish to reduce it by 1 again, they must 
  wait a month and then pay 4,000 gp. 
   Wanted Scores of 1 or 2 cannot be lowered 
  this way. 
  Connections: If a character knows someone of 
  particular civic or social status, that character 
  can petition them use their influence. They 
  may ask for help reducing their own Wanted 
  Score or one of their associates. Doing so 
  depends highly on the strength, age, and 
  nature of the relationship. In almost all cases, 
  the connection will want something in return 
  that approximates the values given under the 
  Black Market section. 
  There’s Always a Bigger Fish: Sometimes a 
  character can get their own Wanted Score 
  reduced if they cooperate with law 
  enforcement to nab an even more wanted 
  criminal. This could involve testifying at trial, 
  undercover work, inside information, revealing 
  secret locations, or even government 
  sanctioned assassination. 
   This option goes particularly well with a 
  character under Protected Status. Excitement, 
  plot twists, and peril are constant companions 
  as a character tries to avoid being crushed 
  between the hammer of the law and the anvil 
  of organized crime or international intrigue. 
  
   
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  WANTED SCORES     9 
  Crime and Punishment 
  With few exceptions, encounters with law 
  enforcement should not be fatal to characters. 
  If reduced to 0 hit points, an adjacent member 
  of law enforcement uses their action to 
  stabilize a dying player character. 
   Resisting arrest and/or breaking out of 
  prison increases a character’s Wanted Score  
  by 1 (max 6). 
   Once caught, unless a character is broken out 
  or their name is cleared, they likely face time in 
  prison or execution. If the former is true, here 
  are two ways to deal with a player character 
  doing time. 
  Shelving a character: If Hiblin Fuego, a 
  Warlock with a fascination for fiery arson, is 
  arrested and convicted of burning down The 
  Harmless Dove inn, his prison sentence is five 
  years. If Hiblin’s player decides she doesn’t 
  want to break Hiblin out and live as a fugitive, 
  she can instead opt to create a new character. 
  Hiblin hasn’t died or been erased from the 
  campaign. For now, his character sheet can sit 
  on the shelf until he gets out for good behavior 
  or the group decides they need his particular 
  expertise with combustibles. 
  Fast forward: If a player doesn’t want to give 
  up playing an incarcerated character, another 
  option is to turn the clock forward the 
  appropriate number of weeks or months. If a 
  character is going to be incarcerated longer 
  than 1 year, it may be best to think about 
  shelving them for now. 
   Imprisonment is a punishment for doing 
  wrong and getting caught. It isn’t fair for every 
  other character’s development to be stalled 
  while they wait. Other characters should grow 
  in experience, wealth, connections, or 
  equipment. Players can narrate what their 
  character has been up to during that time. 
   Such a decision should involve the entire 
  group. risk of missing out on these rewards is 
  what gives crime its thrilling edge. A complete 
  lack of consequences makes for an unrealistic 
  and unsatisfying experience with Wanted 
  Scores. Besides, perhaps the character 
  imprisoned has made a number of connections 
  or even picked up a few new skills while 
  serving their sentence (like proficiency with 
  Brewer’s supplies. Don’t ask.) 
    
   
   
  Time on the inside with a friend on the outside. 
   
  While a character is in prison, give the following 
  rewards to their free companions. See DMG 
  Chapter 6: Between Adventures for more ideas. 
   
  1-4 
  weeks: 
  Treasure and XP equal to an 
  encounter of medium difficulty for 
  the party level. 
  3 months 
  Gain a new social or business 
  connection related to your 
  Background, Class, or Race   
  6 months 
  Choose 1 new language or a new 
  tool proficiency from the Artisan, 
  Gaming, or Musical Instrument lists 
  (PHB 154). 
  9 months 
  Treasure and XP equal to an 
  encounter of hard difficulty for the 
  party level. 
  1 year 
  Roll on Magic Item Table F  
  (DMG 146). 
   
  
   
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  WANTED SCORES     10 
  Wanted Score Record Sheet 
  Character/Party_________________________________ 
  Nation/Region/ Area:_________________________________________________________Wanted Score/Status______________________________ 
  Incidents, Crimes, or Misunderstandings:__________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  NPCs/Organizations Involved:_______________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  --------------------------------------------------------------------------------------- 
  Wanted Score Record Sheet 
  Character/Party__________________________________ 
  Nation/Region/ Area:_________________________________________________________Wanted Score/Status______________________________ 
  Incidents, Crimes, or Misunderstandings:__________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  NPCs/Organizations Involved:_______________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
  _________________________________________________________________________________________________________________________________________ 
   
  
   
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  WANTED SCORES     11 
  Town Watch/Guard/Soldier 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (chain shirt, shield) 
   
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 
   
  Skills Perception +2 
   
  Senses passive Perception 12 
   
  Languages any one language (usually Common) 
   
  Challenge 1/8 (25 XP) 
   
  Actions 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
   
  Watch Detective 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
   
  Senses passive Perception 16 
  Languages any two languages 
   
  Challenge 1 (200 XP) 
  Cunning Action. The detective uses a bonus action to 
  Dash, Disengage, or Hide. 
   
  Sneak Attack (1/Turn) . The detective deals an extra 7  
  (2d6) damage when it hits a target and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally 
  that isn’t incapacitated and the detective doesn’t have 
  disadvantage on the attack roll. 
   
  Actions 
   
  Multiattack. The spy makes two melee attacks. 
   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Captain of the Watch 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 18 (plate) 
   
  Hit Points 52 (8d8 + 16) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 
   
  Saving Throws Con +4, Wis +2 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
   
  Challenge 3 (700 XP) 
  Brave. The Captain has advantage on saving throws 
  against being frightened. 
   
  Actions 
   
  Multiattack. The Captain makes two melee attacks. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 3) slashing damage. 
    
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the Captain can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving throw. 
  The creature can add 1d4 to its roll provided it can hear 
  and understand the Captain. A creature can benefit from 
  only one Leadership die at a time. This effect ends if the 
  Captain is incapacitated. 
   
  Reactions 
   
  Parry. The Captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the Captain must see 
  the attacker and be wielding a melee weapon. 
   
   
   
   
   
  
   
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  WANTED SCORES     12 
  Amateur Bounty Hunter 
   
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) Hit 
  Points 32 (5d8 + 10) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
   
  Senses passive Perception 10 
   
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. Amateur bounty hunters have advantage 
  on an attack roll against a creature if at least one ally of 
  the bounty hunter is within 5 feet of the creature and the 
  ally isn’t incapacitated. 
   
  Actions 
   
  Multiattack. The thug makes two melee attacks. 
  Truncheon. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Anyone can call themselves a bounty hunter if they 
  notice a Wanted Poster and decide they are capable 
  (or desperate) enough to confront a criminal. Their 
  favored tactic is to surprise a target and then beat 
  them into unconsciousness; always in groups, rarely 
  sober.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tracker 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
   
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
   
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The tracker has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
   
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Trackers are adept at tracking wrongdoers across the 
  countryside or into the wilderness. 
   
   
   
  Quick Bounties 
  Lawbreaker 
  Criminal 
  ¼ of debt or fines. The 
  bounty for a character 
  who owes 400 gp is 
  100 gp. 
  ½ character level 
  X 
  1,000 gp 
   
  
   
  Not for resale. Permission granted to print or photocopy for personal use only.  
   
  WANTED SCORES     13 
  Professional Bounty Hunter 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 17 (splint) 
   
  Hit Points 58 (9d8 + 18) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 
   
  Skills Athletics +5, Perception +3,  
              Survival +3, Stealth +4 
  Senses passive Perception 12 
   
  Languages any one language (usually Common) 
   
  Challenge 3 (700 XP) 
   
  Actions 
   
  Multiattack. The bounty hunter makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  cudgel attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
  Cudgel. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
   
  Bola. A bola is a cord with weights on each end thrown at 
  the legs of a fleeing target. Ranged Weapon Attack: +4, 
  range 
  30/50., one target. Hit: 
  (1d4+2) bludgeoning 
  damage. A large or smaller 
  creature hit must succeed 
  in a DC 13 Dexterity 
  saving throw or become 
  grappled. DC 12 
  Strength check to 
  break. The bola has 
  4 hit points.  
  A bounty hunter may use a 
  Bola during an attack of 
  opportunity even if the 
  target has used the 
  Withdraw action. 
   
  Professional Bounty Hunters are tough and dogged in 
  their pursuit, but they’re also experienced enough to 
  know when a target is out of their league. They’ll 
  team up with other bounty hunters if they have to, 
  but they’ll also hire mercenaries or even work with 
  enemies of the target.  
  Bounty Hunter Mage 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 
   
  Saving Throws Int +6, Wis +4 
   
  Skills Arcana +6, History +6 
   
   
  Senses passive Perception 11 
   
  Languages any four languages 
   
  Challenge 6 (2,300 XP) 
   
  Spellcasting. The mage is a 9th-level 
  spellcaster. Its spellcasting ability is 
  Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The mage has 
  the following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, 
  message, ray of frost 
   
  1st level (4 slots): detect magic, 
  mage armor, magic missile, sleep, 
  disguise self 
   
  2nd level (3 slots): ray of 
  enfeeblement, 
      suggestion, hold person,  
  3rd level (3 slots): counterspell, fly, 
      clairvoyance 
   
  4th level (3 slots): greater 
  invisibility, locate creature, 
      polymorph 
   
  5th level (1 slot): dominate person 
   
  Actions 
   
  Staff. Melee Weapon Attack: +5 to hit, one target.  
  Hit: 7 (1d8 + 2) bludgeoning damage. 
   
  Though they are often looked down on by their more 
  studious peers, some mages turn to bounty hunting as 
  a profession to fund their research or pay for more 
  materials. Bounty hunter mages focus on spells that 
  can bring a target in alive. 
  
   
  Not for resale. Permission granted to print or photocopy for personal use only.  
   
  WANTED SCORES     14 
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Wanted Scores.pdf