Bounty hunter

From D&D Wiki

Jump to: navigation, search
600px-Ambox wikify.svg.png This page is not formatted correctly. Reason: No preload. 23:22, 16 November 2024 (MST)


You can help D&D Wiki by improving the formatting on this page. When the formatting has been changed so that this template is no longer applicable please remove this template. If you do not understand D&D Wiki's formatting standards please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing formatting help

Bounty hunter Hit Dice: 1d10 per Bounty hunter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Bounty Hunter level after 1st Proficiencies Armor: light armor, Medium armor Weapons: Firearm Proficiency Tools: Tinker’s Tools, Smiths Tools, Gaming set Saving Throws: constitution, Wisdom Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival


Gun Smithing you have developed your crafting skills enough to create the perfect weapon for hunting and slaying your quarry: firearms. 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. 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.



Tavern Brawler You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Bounty Mark Starting at 1st level, you choose a target as your bounty dealing additional 1d4 damage and have advantage on tracking your bounty.(Take bonus action to call out your bounty. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. You can also use search action as bonus action.)

malevolent Bounty At 2nd level, through your bounty’s you hunted a number of other worldly Beings one peculiarly strong one hangs on your soul and body change you over time you chose the path of the malevolent spirit stock to you is at 6th, 11th,15th,18th ,20th level that Gut Feeling At 2nd level, you gain an uncanny sense of when things nearby they aren't as should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Adept Marksman At 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponent's using your firearms. Trick Shots. You learn two trick shots of your choice. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot; you can also replace one trick shot you know with a different one. Grit. You gain a number of grits points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: Trick shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Covering Fire At 5th Level, you can expand the rest of your magazine to cover your allies in any situation that prevents Vermin from getting close,(As a bonus action you can use covering fire to shoot enemies moving towards or away and give disadvantage on ranged attackers.)

Quickdraw When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Double Bounty At 9th Level, you can choose another target as bounty for 2 of them and gain expertise in tracking your bounties and you get flat rolls for call shoot’s for bounty targets.

Vicious Intent At 13th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical Upon reaching 14th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Marked for Death At 17th Level, you mark your target with the market of death letting them know their time come.Landing a hit on the marked enemy counts as a crit the effect disappears after the attack lands and can only be done 3 times a day.



Subclass Black Shuck Shuck soul At 2nd Level, As the spirit of a shuck fuses with yours. Mutating your being to a new beast. (You gain Darkvision up to a range of 60 feet and advantage on Wisdom (Perception).

Piercing Gaze At 2nd Level, you stare down your victim, your eyes flare like a living flame gripping their very soul. (8+ wis + prof fail, and they get frightened for a minute creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to piercing gaze for the next 24 hours.

Living Ash At 6th level, A floating mass of ash and smoke surrounds you like a living creature and interacts with any object or creature. If it moves farther than 30 ft from you it will disappear. The maximum weight you can maneuver is based on your carrying capacity multiplied by your Wisdom modifier. It can attack a creature it deals 1d6 fire or psychic damage, damage increases at level (2d6), 11th level (3d6), and 17th level (4d6). increases 1 size larger at 11th and 17th And range doubled at these levels to. Ash 11th level, you generate black sulfuric smoke that fills your space. Enemies outside 5 feet of your reach have disadvantage on attack rolls against you. Burning Gaze At 11nd Level, you stare down your victim, your eyes flare like a living flame gripping their very soul. As they meet eyes with yours be struck with a curse as though affected by a bestow curse spell (path 2) ignores frightened Immunity. (The curse last tell beat the save each hour or you drop it.) Increase to (Save wis 10 + wisdom + prof)



Black Shuck half merge 15th level, your souls have merged more changing your spiritually and physically as the more you grow the stronger the souls combing become and new abilities emerge. Unsettling Howle. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest. Fearless mind You have resistance to psychic damage and are immune to friended states. Black Shuck body enhancement 18th level, Doubled movement Water Walker. The black shuck can move across the surface of water as if it were harmless, solid ground. This trait otherwise works like the water walk spell. Thundering Roar The target unleashes a powerful vocalization. Each enemy in a 10- foot emanation takes 4d8 sonic damage with a. A creature that fails it Will save is also frightened. (Equal to wisdom modifier.) Imbue shoots. You can now imbue fire or psychic damage into your bullets. Ancient Shuck You have truly merged with the soul of an ancient Shuck with power not known to this world in ages past and present till now. Form Release 20th level, you can transform into your new true form for 10 minutes unlocking a black shuck true power of the ages. Your golden fire-like eyes glow with far greater power than a being like you has had in awhile. Bestow Curse, Greater. 20 + wisdom mod +prof Blood Frenzy. The black shuck has advantage on attack rolls against any creature that doesn’t have all its hp. Gain Damage Resistances cold, fire, lightning the ability to cause storms in their home territory. Once per day, by spending 10 minutes pacing its territory in a specific pattern control whether an old shuck can call forth a storm as per control weather Ashes form. A body cover in ashes like armor or clothes + 5 ac

Home of user-generated,
homebrew pages!


Advertisements: