Bounty Hunter (5e Subclass)
From D&D Wiki
Bounty Hunter[edit]
The bounty hunter is a roguish subclass, available to the rogue at 3rd level.
Not all rogues prefer the comfort of easy living in the city as a thief or murderer. Some are hunters of the most dangerous game of all, and that prey isn't always man. All bounty hunters are masters of the hunt, studying, tracking, and subduing prey, and carve out home turf to operate on, whether the rocky coasts of the shoreline, the ice wastes of the arctic, or the squalor and dark corners of the urban jungle.
- Tracker
At 3rd level, you gain proficiency in the Wisdom (Survival) skill if you don't already have it.
- Hunter's Quarry
At 3rd level, you learn the art of the hunt. You may study a creature for 1 hour or spend 4 hours gathering information about them. When you do, you may designate that creature as your quarry. You can only have one quarry at a time.
When making a Dexterity (Stealth), Intelligence (Investigation), or a Wisdom (Insight), (Perception), or (Survival) ability check related to your quarry, you can gain a bonus to the check equal to your proficiency bonus. You gain advantage on all Intelligence ability checks made to recall information about your quarry based on your studies and information, including any class levels, supernatural or extraordinary abilities, or weaknesses they might possess, though this is obviously limited by the information you were able to access while studying them or gathering information about them.
Unless you have disadvantage on your attack roll, you may always use your Sneak Attack on your quarry, even if an ally isn't within five feet of them or you don't have advantage on the attack roll.
At 9th level, you may have up to three creatures as your quarry at once. At 13th level, you may have up to five creatures as your quarry at once. If you designate a new creature as your quarry in excess of your maximum, one of your quarries stops being your quarry.
- Home Turf
At 9th level, you may spend 8 hours studying a neighborhood in a city or a square mile of wilderness terrain. This area becomes your Home Turf. While in your Home Turf, you gain the following benefits:
- Creatures other than those you choose have disadvantage on any Dexterity Stealth, Intelligence Investigation, or Wisdom Insight, Perception, or Survival ability check made to attempt to locate you or your companions, to hide from you, or to locate any items or goods you have hidden or stashed within your home turf.
- If you choose to set traps on your home turf, creatures other than those you choose have disadvantage on any Dexterity Sleight of Hand , Intelligence Investigation, or Wisdom Perception ability check to locate them, or to disarm them.
You can't have more than one Home Turf at a time.
At 17th level, you may instead designate an area as large as a city or a square of wilderness terrain up to 10 miles on a side as your home turf, provided that you have spent at least 7 days studying it.
- Specialized Subdual
At 9th level, when you reduce a creature to 0 hit points, you may always choose whether to kill or disable it, no matter what means you used to do so. When your quarry is defeated non-lethally, you may call upon your experience as a bounty hunter and knowledge of its capabilities to secure and ready it for transport, no matter how large it is, provided suitable materials are at hand or were gathered while studying your quarry. It suffers disadvantage on any ability checks made to escape from bindings, restraints, or the like placed by this ability.
- Master Interrogator
At 13th level, when attempting to gain information you may add half your proficiency bonus to all Charisma ability checks you are not proficient in. If you are attempting a Charisma ability check on your quarry or one of their close associates, you gain advantage on the check. You automatically know if you are being lied to.
- Home Advantage
At 17th level, you can add ten feet to your movement speed as long as you are on your home turf, and you do not halve your movement while swimming, climbing, or moving through difficult terrain in your home turf. You have advantage on all Dexterity Stealth ability checks while on your home turf, and may move at your full speed without penalty while hiding. As a bonus action, you can grant these benefits to any number of friendly creatures within 60 feet of you.
Back to Main Page → 5e Homebrew → Character Options → Subclasses