Bounty Hunter (5e Subclass)

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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 one hour or spend four hours gathering information about them. When you do, you may designate that creature as your quarry. You can't have more than one creature as your quarry at once.

When making Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Insight, Perception, Survival) tests related to your quarry, you may double your proficiency bonus if you are proficient or add half your proficiency bonus if you are not proficient. You gain advantage on all Intelligence tests 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 sneak attack 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 and can't pick any more quarries at once, one of your quarries stops being your quarry.

Home Turf

At 9th level, you may spend a full day studying a neighborhood in a city or a ten square miles of wilderness terrain. This area becomes your home turf. While on your home turf, creatures have disadvantage on all Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Perception, Survival) tests meant to locate or hide from you, or to locate any items or goods you have hidden or stashed in your home turf. If you choose to set traps on your home turf, creatures have disadvantage on all Intelligence (Investigation) or Wisdom (Perception) tests to locate them and on any tests attempting to disarm them. Your allies are immune to these effects unless you designate otherwise.

You can't have more than one area of home turf at once.

At 17th level, you may instead designate an entire city or a very large area of wilderness terrain, such as an entire forest or stretch of coastline, as your home turf, provided that you have spent a great deal of time there.

Specialized Subdual

At 9th level, when you reduce a creature to 0 hitpoints, 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 transport it, 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 score checks made to escape from bindings placed by this ability.

Master Interrogator

At 13th level, when attempting to gain information you may add half your proficiency bonus to all Charisma tests you are not proficient in. If you are attempting a Charisma test on your quarry or one of their close associates, you gain advantage on the test. You automatically know if you are being lied to.

Home Advantage

At 17th level, you may 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 or climbing in your home turf. You have advantage on all Dexterity (Stealth) tests while on your home turf, and may move at your full speed without penalty while hiding.


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