Bounty Hunter (5e Class)

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Bounty Hunter

A human stands surrounded by bandits, all exits blocked as the human smiles pulling out the two hidden pistols from his sides, the fire starts to swirl around him as he starts to spin, releasing the barrage of bullets into the mass. A Halfling sniffs at the ground as her eyes softly glow red, her senses pointing towards a locked door as she grins, the fur bristling from her skin as her form changes, smashing through the door with ease. An elf sits at the edge of the roof, a huge device in her hand as it watches through a magnifying glass at their target, softly breathing as she whispers "Goodnight..." The barrel of smoke covering her escape into the shadows.

Bounty Hunters are usually known for being mercenaries on the field when creating crazy minded war machines which usually could not be even thought of, yet they're also known to be brilliant tracks in the most populated cities. Mixing arcane tinkering and blacksmithing as well as communing to the primal sides of nature. They use their techniques to track down their target and destroy them in the name of their god, money... or just for fun.

Creating a Bounty Hunter

Try to wonder why your character became a bounty hunter. Did your deity give you a dream telling you to travel the world in search for a target or a final test. Did you lose something you love closely to a creature or being, and never forgot, creating the hatred that will never die til they are slain? Or is your character just someone who likes killing for fun but see's there's more profit in killing, than just the loot from the corpses.

Quick Build

You can quickly build a bounty hunter following the suggestions ahead. First, Dexterity should be your highest ability score, followed by Intelligence and Constitution. Then, choose the Criminal or the Outlander background. Finally, choose the light crossbow and quiver with 20 bolts, the tinker's tools, an explorer's kit, a leather armor, a set of manacles, a hunting trap and 5 daggers.

Class Features

As a Bounty Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bounty Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bounty Hunter level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, ranged martial weapons
Tools: Tinker's tools, smith's tools, alchemist supplies
Saving Throws: Dexterity, Intelligence.
Skills: Choose two from Acrobatics, History, Perception, Insight, Investigation, Intimidation, Persuasion, Stealth and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) light crossbow and 10 bolts or (b) any simple weapon
  • (a) leather armor and tinker's tools or (b) chain shirt and smith's tools
  • (a) explorer's kit or (b) dungeoneer's kit
  • leather armor, a set of manacles, a hunting trap and 5 daggers.

Table: The Bounty Hunter

Level Proficiency
Bonus
Features
1st +2 Favored Enemy, Gunsmithing
2nd +2 Fighting Style, Wanted: Dead or Alive
3rd +2 The Bounty's Mind
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Favored Enemy Improvement, The Bounty's Mind Feature
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Uncanny Dodge
10th +4 Tying The Knot
11th +4 The Bounty's Mind Feature
12th +4 Ability Score Improvement
13th +5 Silver Tongue
14th +5 Favored Enemy Improvement, Vanish
15th +5 The Bounty's Mind Feature
16th +5 Ability Score Improvement
17th +6 Feral Senses
18th +6 The Bounty's Mind Feature
19th +6 Ability Score Improvement
20th +6 Nightfall Showdown

Gunsmithing

Starting at 1st level, you have developed your crafting skills enough to create the perfect weapon for hunting and slaying your quarry: firearms.

Starting Firearms

You start by owing two firearms shown on the Firearms List bellow. You must fulfill the prerequisites for constructing the chosen firearm. You can craft more firearms as you gain levels in this class. You are proficient with any firearm crafted by you.

Crafting Firearms

You can craft any firearm on that list by spending 8 hours constructing one, and 75 gp in materials for each property the firearm has. Firearms with the reload property cost double the price. These hours don't need to be consecutive, and the process of building a firearm is considered light activity.

You must have your smith's tools on you to craft a firearm. If the firearm has the reload property, it is also required the tinker's tools.

Crafting Ammunition

To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each bullet costs 2 sp and 1 minute to craft.

Favored Enemy

Starting at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Intelligence (Investigate) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Wanted: Dead or Alive

Starting at 2nd level, you have an uncanny ability to track your prey. You can take the Search action as a bonus action on your turn.

In addition, you can use the Search action to inspect a creature, marking it for the hunt. Your eyes will glow softly, as you see a dark red thread guiding you towards your mark. You can have one mark at any given time, as this thread will give you the direction. The thread does not tell you where exactly your mark is, or the distance of the mark, only giving you the general direction towards it (south, north, west or east). Your mark lasts for 7 days, until you create another or until the marked creature dies.

Moreover, your attacks against the marked creature are deadlier. Once per turn when you hit a marked creature with a ranged attack, you deal additional 1d4 damage. This damage increases as you gain levels in this class: 1d6 (5th level), 1d8 (11th level) and 1d10 (17th level).

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.

Akimbo

When you make a ranged attack with a one handed light ranged weapon you wield in one hand, you can make a second attack with another light ranged weapon you wield in your other hand.

In addition, you can draw or stow two one-handed ranged weapons when you would normally be able to draw or stow only one.

Sharpshooter

When you make a ranged weapon attack, if you haven't moved on your turn, you can use your bonus action to give yourself advantage on your next attack roll. Your movement speed is reduced to 0 until the end of this turn.

Gunslinger

When wielding a one-handed ranged weapon in one hand, and nothing on the other, you gain a bonus of +2 to your AC and damage rolls.

In addition, you can wield a one-handed weapon in two hands. If you do so, you lose the bonus to AC, and the bonus to the damage increases to +3.

Evasive

As a bonus action, you can assume a evasive posture. The next ranged attack made against you until the start of your next turn is made at disadvantage.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge

Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Tying the Knot

Being a bounty hunter, you have learned how to effectively make sure your targets have little to no chance escaping the restraints you put on him. Starting at 10th Level, Whenever you put a creature in manacles, ropes or another kind of restraint, you add your Intelligence modifier to the DC of the check needed to break from the restraints, and creatures make the check at disadvantage.

In addition, you have advantage on checks and saving throws to break free from manacles, ropes, chains or other types of restraints, and advantage on opposed Strength (Athletics) and Dexterity (Acrobatics) checks on grapple contests.

Silver Tongue

Starting at 13th level, you have become much more skilled at the art of fitting in with people, and gathering information. Choose two of the following skills: Insight, Investigation, Persuasion, Intimidation, or Deception. you gain proficiency in that skill. If you are already proficient, you gain double proficiency (expertise).

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.

Feral Senses

At 17th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Nightfall Showdown

When you reach the 20th level, you have dealt with multiple situations where you are outnumbered, yet you remain the one standing. On your first turn of combat, you can choose to start your Nightfall Showdown. Time slows, and you can make an additional number of attacks equal to half your Dexterity modifier (Rounded up) +3.

If you make these attacks using ranged weapons, you only use half the required ammunition. Once you use this feature, you can't do it again until you finish a long rest.

The Bounties Mind

Starting at 3rd Level you may choose one of the following paths as your Bounty Hunter, each having their own perks and skills.

Dual Wielder

Dual Wielders are quick firing marksmen. Using the skill of using two weapons at once, instead of one.

Doubling Down

Starting at 3rd level, you gain the Akimbo fighting style. If you already have the Akimbo fighting style, you gain the following benefits:

  • You can use the Akimbo fighting style even if the one handed ranged weapons lack the light property.
  • You can reload two ranged weapons, instead of one, whenever you take an action or a bonus action to reload them.
Two Shots are better than One

Starting at 6th level, you gain a bonus of +1 to attack rolls, damage rolls and saving throws when wielding one ranged weapon in each hand.

Doubling Down Improvement

At 11th level, when you use your Akimbo fighting style, you can attack twice, instead of once, when attacking with your bonus action.

Double Digits

Starting at 15th level, your quick shots inspire confidence in you and your allies. When you hit a creature with two different ranged weapons on the same turn, you can choose to gain one of the following benefits:

  • Your second attack is a critical.
  • The next weapon attack made by a friendly creature able to see you until the start of your next turn is a critical on a hit.
  • A friendly creature capable of seen you gain temporary hit points equal to half your Bounty Hunter level (rounded up).
  • If you are under half your maximum hit points, you regain hit points equal to half your bounty hunter level (rounded up). If you are above half your maximum hit points, you gain this number in temporary hit points.
Two-Point Whirlwind

Starting at 18th level, you can use your bonus action analyze enemies around you, looking for the weakspots of surrounding enemies as you spin around, both weapons drawn and start to fire your weapons. You can make one attack against each creature within the short range of your ranged weapons.

On a hit, the attacks deal additional 3d8 damage. Once you use this feature, you can't use it again until you finish a long rest.

Blood Moon Pact

Blood Moon bounty hunters have created pacts with dark entities to grant them superior reflexes and senses as a creature of the night, making them the ultimate hunter.

Wild Moon

Starting at 3rd level, You gain the ability to turn into the hybrid between your humanoid self and a beast. As a bonus action, you can assume the form of a were-rat, were-bear or were-wolf, and gain the following benefits:

  • You gain resistance to slashing, piercing and bludgeoning damage from nonmagical attacks not made with silvered weapons.
  • You gain darkvision up to a range of 60 feet and advantage on Wisdom (Perception) checks that rely on smell.
  • Your fangs and claws become natural weapons, which you can use to make unarmed strikes, causing 1d6 damage. The damage is either piercing or slashing (your choice between the two). You can use either Strength or Dexterity for these unarmed strikes. The damage increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
  • Whenever you take the attack action and make one attack with your natural weapons, you can make a second attack as a bonus action.
  • One of your ability scores increases in 3, depending on the chosen form: Strength (Bear), Dexterity (Wolf) or Intelligence (Rat).

You remain on your chosen form for 1 hour. You can use this ability once, regaining the ability to do so after a short or a long rest.

Sacred Moonlight

Starting at 6th level, when you're in your beast form, all your attacks with natural weapons are considered magical for the purposes of overcoming resistances to non-magical attacks and damage.

In addition, you can manifest your claws while not transformed, allowing you to make unarmed strikes with your natural weapons at will.

Rending Claws

At 11th level, you also deal additional 1d8 damage with your natural weapons.

Bestial Advance

Starting at 15th level, you gain the following benefits, depending on the form you assume:

Werewolf "Wolf's Agility". You gain advantage on Dexterity checks when out of your beast form.
Wererat "Rat's Cunning". You gain advantage on Intelligence checks when out of your beast form.
"Bear's Fury". You gain advantage on Strength checks when out of your beast form.
United as One

Starting at 18th level, You have mastered your form, using it's advantages, and you now have these benefits:

Werewolf "Pack of Darkness". As you fire upon an enemy, figures of wolves surround the target dealing an extra 2d8 piercing damage. When surrounded by the pack, your target has disadvantage on attack rolls. The pack lasts for 1 minute, and it can be moved to a different creature within 30 ft of you with your bonus action.
Wererat "Sewer's Best Friend". When hitting an attack with your firearm. They must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), taking an additional 4d10 poison damage on a failed save. This poison continues to deal 1d10 poison damage at the end of said target's turn until the target succeeds on their saving throw. On a successful save they take half damage of the original poison then the poison no longer damages them, and the creature is immune to this effect for the next 24 hours.
Werebear "Fluffy Death Machine". When hitting an attack with your firearm. Your target must succeed Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 8d8 bludgeoning damage and be knocked 20 feet back. On a successful save, it takes half damage and is not knocked back.

Each of this abilities can be used once, and you can't do it again until you finish a long rest.

Shadow Snipers

Shadow Snipers prefer to stick to the shadows, keeping at a distance as they silently take aim, then fire.

Shadow Mark

Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with any two handed firearms against that creature. This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to half your Intelligence modifier rounded up (minimum of once). You regain any expended uses when you finish a long rest.

Marked For Death

Starting at 6th level, you deal an extra 1d6 damage of your weapon's damage type against a creature effected by your "Shadow Mark" feature. At 15th level the damage increases to 2d6.

Dark Matter Weaponry

Starting at 11th level, your attacks with ranged weapons cause additional damage equal to your Intelligence modifier (minimum of +1), cause necrotic damage, instead of piercing.

In addition, your ranged weapon attacks ignore resistance and immunity to necrotic damage.

Last Shadow

Starting at 18th level, you use your powers in the shadow to hide yourself. As a bonus action when you are in dim light or darkness, you can become invisible. This invisibility lasts until the end of your next turn, ending earlier if you make an attack or cast a spell. Moreover, whenever you hit a creature with a ranged attack while unseen, you deal additional 1d8 damage.

In addition, you can regain any expended uses of your "Shadow Mark" when you finish a short or long rest.

Firearms

Some firearms have a level pre-requisite. You must have the amount of Bounty Hunter levels shown before you can construct such weapon.

Firearms List

Flintlock Pistol

A flintlock pistol is a ranged weapon with the ammunition (range 30/90) and loading properties. Its damage die is 1d10.

Flintlock Musket

A flintlock musket is a ranged weapon with the ammunition (range 30/90), loading and two-handed properties. Its damage die is 1d12.

Pocket Pistol

A pocket pistol is a ranged weapon with the ammunition (range 30/90), loading and light properties. Its damage die is 1d8.

Four Barrel Pistol

prerequisite: 3rd level

A four barrel pistol is a ranged weapon with the ammunition (range 30/90), reload (4 shots) and light property. Its damage die is 1d6.

Flintlock Revolver

prerequisite: 5th level

A flintlock revolver is a ranged weapon with the ammunition (range 30/90) and the reload (6 shots) property. Its damage die is 1d8.

Revolver

prerequisite: 17th level

The revolver is a ranged weapon with the ammunition (range 40/120) and reload (6 shots) properties. Its damage die is 2d8.

Hunting Rifle

prerequisite: 17th level

The hunting rifle is a ranged weapon with the ammunition (range 80/240), reload (6 shots) and two handed properties. Its damage die is 2d10.

Shotgun

prerequisite: 17th level

The shotgun is a ranged weapon, with the ammunition (30/90), reload (2 shots) and two-handed properties. Its damage die is a 2d8.

You have no disadvantage on attack rolls when making a ranged weapon attack with a shotgun at close range. In addition, a Large or smaller creature hit by a shotgun at short range must succeed on a Strength saving throw against a DC equal to the damage taken, or be pushed 10 feet back and knocked prone.

Firearm Properties

Ammunition

The ammunition of a firearm is destroyed upon use.

Reload

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Multiclassing

Prerequisites. To qualify for multiclassing into the Bounty Hunter class, you must meet these prerequisites: 13 Dexterity, 13 Intelligence

Proficiencies. When you multiclass into the Bounty Hunter class, you gain the following proficiencies: Tinkers Tools, Firearms.


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