Talk:Bounty Hunter (5e Class)

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"Weapon Forging" - if steampunk or renaissance items exist in the campaign, then any character (proficient with the tools) can do this anyway. Unless you're going to make this an expertise or something, I recommend removing it. Marasmusine (talk) 01:24, 2 June 2016 (MDT)

In response to your Suggestion. The Weapon Forging is there to show that even an a campaign where there is no steampunk or renaissance theme you're still able to create weapons & tools such as firearms. It is not here to give you a major perk at Level 1 but merely show what you can do.

If bounty hunters can make renaissance weapons, it follows that the campaign has renaissance weapons (bounty hunters could earn a living making and selling weapons, unless the PC is the only bounty hunter in the world). So this is a campaign-level decision that these items exist, and that only bounty hunters can make them. Marasmusine (talk) 03:14, 3 June 2016 (MDT)

"Doubling Down"

  • Since feats are optional, and you've changed one of the benefits, you should write the all benefits out in full.
  • "when carrying 2 Firearms/Ranged Weapons" should read "when you are wielding a separate ranged weapon in each hand."
  • I don't know what "Also, you may also use both of your Dual weapons using you Action & Bonus action." means. With two weapon fighting, you use your action to attack with one weapon, and your bonus action to attack with the other.
  • If the emphasis is on renaissance firearms, Extra Attack isn't that useful, due to the reloading property. Marasmusine (talk) 03:41, 3 June 2016 (MDT)

The last skill in the Dual Wielding Archetype seems a little awkward, with a DC 12 perception check. It should be possible to make that easily with how the class has been laid out. It just seems awkward with how it has almost no risk of failure, as at this point a DC 12 should not be hard to hit. I'd recommend something more along the lines of a dexterity check or attack roll and have it hit anyone nearby with an armor class lower than what you rolled --- With reguards, Anonymous

Hello there Anonymous, After seeing your suggestion I've decided to raise the DC from 12 to 16. This way it is abit more of challenge, the main reason I had it at DC12 was the fact if they failed the DC, they'd have spent their 18th lvl ability for nothing. However, after testing the class at a high lvl, I saw that a DC12 would be easy enough if you were proficient in that particular skill. I am always welcome to take suggestions. -With Respect, Roboflame777

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I've got a few questions, and a few balancing issues and i believe it may be easier to just ask them all at once, so here it goes...

Does the Final ability in the Dual wielding side have an effective range?

I have a few problems with "Pack of Darkness" the last werewolf ability, which are 1) There's a 10 minute time limit, meaning 100 turns of these wolves debuffing the enemy. Which is a little absurd. 2) The pack having an unlimited range between two targets, meaning you can move these wolves 100 feet from one enemy to another in a bonus action... perhaps something like another target/location within 30 feet? 3) There's no limit, no "once per long rest" or anything along those lines, meaning you can consistently use this without any real punishment, and constantly get the 2d8 extra damage reguardless

Shadow Shot... Is it an actual attack? It does say "you may make a deadly shadow shot"... Or is it just a bonus action of hide without the DC check? The fact there's no limit to use is a good idea if it's just the second one (bonus action hide) as it works well with the class

"magical and necrotic" they are the same thing, Necrotic is magical damage, you may as well just say "are considered necrotic for purposes of overcoming resistances."

Finally, I rewrote this so instead of having all the confusing stuff about melee being in there, It's just a ranged version of the Dual Wielder feat:

Doubling Down Starting at 3rd level, you gain the following bonuses: • You gain a +1 bonus to AC while you are wielding a separate ranged weapon in each hand. • You can use two-weapon fighting even when the one-handed ranged weapons you are wielding aren’t light. • You can draw or stow two one-handed ranged weapons when you would normally be able to draw or stow only one.)

Also, the reloading property with extra attacks doesn't work unless you're using a firearm with multiple shots (a magazine), so it's useless with single shot weapons (crossbows and the like)

sorry for the long post and the wee bit of ranting... I allowed this class after you made my last suggestion a thing in my campaign and the player's been abusing the werewolf thing... - With reguards, that guy previously known as anonymous in this post

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Hey there, due to me not being on this particular page for a while, I didn't know someone added extra effects that made the class overpowered at lvl 4. Therefore I have removed this abilities, as well as fixing certain effects you had announced in the post above. Thank you for pointing these out for me. -Roboflame777

"Magical" is not a damage type in 5e. --Kydo (talk) 13:44, 21 September 2016 (MDT)

Hence why i removed it. -Roboflame777 P.S: Is there a way to stop people modifying this class. I don't want people to constantly modify it so it's so overpowered it gets removed.

LOL, I misread the revision page! Sorry bout that! Yes, if you're having trouble with vandalous edits, I can protect it to autoconfirmed status, which will make it so only named users are able to make edits. Edits in general tend to drop to nearly 0 once that is done, and if someone makes a bad edit, they have contact information that you can use to discuss it with them directly after reversing their changes. We generally avoid protecting pages to administrative level, because it typically locks the author out of their own page, (Unless they're an admin) and kind of goes against the grain of the collaborative spirit of this wiki. We're supposed to work together to make things better, and users who just do whatever they want without regard for quality or other community members just aren't with the picture. --Kydo (talk) 14:17, 21 September 2016 (MDT)

That would be much appreciated. I've checked the edit history & people have just been going crazy with the overpowered edits. So if you could do that auto-confirmed status, that would be very helpful. Much Respect -Roboflame777

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I have a question regarding the Favored Enemy feature. Since the Ranger class was changed recently in unearthed arcana, will the favored enemy feature be swapped, or is it up to the dm's descretion. And if so what will replace the third Favoured Enemy Improvement as it only improves once in Unearthed Arcana. -DarknessReborn100

Hi there, what you see is what you get. At lvl 1 you get your first step in Favored enemy, second step at lvl 6 then final step at lvl 14. However, your DM controls the game so, they always should have the final say.

More Feedback
  • The trigger for Wanted: Dead or Alive ("After inspecting a creature, understanding it's appearance, race & occupation") is vague.
  • Archery Fighting Style. Firearms are ranged weapons. +2 to attack and damage is a huge bonus, and it does not match the bonus for the actual archery fighting style. Is this supposed to be a different style?
  • Tying the Knot says "However you have advantage in escaping, if the tables are turned." What does that mean? Marasmusine (talk) 11:09, 7 October 2016 (MDT)

Sorry for the late reply as i've been away & haven't checked up on the class for a while. In response to your feedback, Here are my answers. The idea of "Wanted: Dead or Alive" is indeed vague as I believe I might have over looked it a few times. However after reading a few D&D Books. I have changed the feature so if you inspect a creature's appearance, race & understanding for at least 10 minutes, you will be able to gain the benefits of this feature. Secondly, Another thing I might have over looked, I will change this immediately to the original archery/firearm fighting style of +2 to attacks, not damage. Finally, In answer to the tying the knot. When quoted as "However you have advantage in escaping, if the tables are turned" means that if you are tied or cuffed in way that there is a logical way of escape (like being tied up by rope, chains, cuffs. Not magically.) You would have advantage on trying to escape.)

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Hi, wanted to raise the question pointed out earlier: considering most campaigns are going to be using renaissance-era guns, which have the loading property. This makes the extra attack kind of weird. Also, reloading while holding two guns is kind of hard under the current rules. Do you have an idea of what you expect the flow of combat to be with and without the extra attack? For example, my current DM and I decided that if I fired both guns (without the extra attack), I would need to spend the next turn reloading. Thanks! - Anonymous Dan

Hello there Dan, After reading your question I remembered that in The Dungeon Master's Guide (P.g.267) there are actual rules for firearms. This particular rule of reloading is, that after the amount of shots this particular firearm has in their "Clip" has been used. This character must use an Action or Bonus Action to Reload. However, In answer to the dual wielder path, Due to it being up to the DM all final decisions, He can choose whether or not this will spend your next turn or your action, depending on how quickly you can reload the firearm. For example, If you were using a Renaissance Pistol Aka: A Flintlock, reloading 2 of these at the same time would take a while & gentleness of fingers. Therefore resulting in expending your turn, However if you're using more of a Pepperbox/Revolver like firearm, this would only be an action due to the easier reload. Yet as I said, the final decision is always the DM's. I hope this helps, Roboflame777

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Would you like a proofreader? The class itself is pretty wicked, and the recommended balance changes are coming along nicely. The only thing that's putting me off is the glaring amount of grammar and spelling issues. I'd be happy to look it over if you'd like, and I know many others would too. :) ~UrsaDaBear

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I've recently thought to check this page. The amount of changes were ridiculously overpowered and also completely different than the original Bounty Hunter. That wasn't my class, nor will it be. To the editor who made the changes. I'll simply say to make your own class instead of trying to 'update an old class' that didn't need to be. If you wish to contribute to the class, by all means, but don't change what's not broken. - Roboflame777.

Sup, i'm the guy who made the changes. This class sat for two years with a maintenance template, so i thought that wasn't a problem to made the changes. Could you point out what are these ridiculously overpowered changes i supposedly made?
Also, about not fix without is not broken line, there are broken aspects on your design. For example, giving a bonus on a extremely specific situation of tying someone as a 11th level feature is EXTREMELY under-powered for 5e standards. Anastacio (talk) 19:31, 13 August 2021 (MDT)
Also, before i forgot, if you are really attached to the class in the exact way you've created, i'm willing to withdraw all my edits, with no hard feelings! Anastacio (talk) 19:51, 13 August 2021 (MDT)

I apologize for being a little rushed in my accusations, since the only times I get notifications on this page is for people trying to add additional features on the class (The history is back since 2016 when I wrote the class), and usually big edits mean just that. Given I only check the site every now and then, it's only expected to see changes. So seeing the whole class change made me act the same way.

I greatly appreciate your offer. I'd love to have the changes reverted and I can give this class a needed update. - Roboflame777

No need for apologies dude, i'm well aware that this site is infamous due to shadowbuffers hehe, and nothing will be lost. I'll just ref-flavor my changes and put them in another incomplete. I look forward for your updates, since i like the concept of a bounty hunter! Anastacio (talk) 20:32, 13 August 2021 (MDT)
Back to the original form, with just a few aesthetic changing on the formatting, so it will not earn the template back. Now, with that out of the way, would you mind if i balance some of the features, but maintaining what you created? Anastacio (talk) 20:47, 13 August 2021 (MDT)

Thank you. I'd love to see what you can do with the class, although I will add a few tweaks of my own afterwards if necessary. I'd like to see this class flourish on the site given it's up and down track record -Roboflame777.

Sup dude! Do you agree with the changes i made? If you want it i can post here the reasons for each of the changes. Although i changed a lot mechanically, every feature you've created are still on the class, even some you got rid off on earlier stages of development, like the gun smith ability. I would like to see what you think about it. Anastacio (talk) 19:18, 20 August 2021 (MDT)
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