Bounty Hunter, Eberron (5e Class)
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Disclaimer: Credit goes to the author(s) of the original Bounty Hunter class, on this wiki. I've simply created, what I believe, to be a more suitable Bounty Hunter template, specifically for Eberron campaigns.
A human smiles mischievously at the brigands and corsairs blocking his path, and heals himself with a single golden-glowing palm- In a split second, he has crossed the short distance, and unleashed a blossoming barrage of bolts, and bullets to the group. A halfling glows with a demonic aura, and readies her whip and pistol, grinning down at a dozen uneasy soldiers. An elf sits atop the edge of a roof, a massive clockwork crossbow held in her hands, carefully centering an eye-piece on a distant target- Twang!
Bounty Hunters are usually known for being ruthless combatants and yet they're also known to be brilliant trackers in the most populated of cities. Combining tracking skills & and technology as well as communing with creatures of other planes, they use their techniques to track down their target & destroy them in the name of their god, money- or just for fun.
Creating a Bounty Hunter
|Bounty Hunter (Credit to Magic The Gathering Artists)|
Try to wonder why your character became a bounty hunter. Did your deity send you a dream telling you to travel the world in search for a target or a final test. Did you lose something, or someone, you love closely to a creature or being, & never forgot, creating the hatred that will never die 'til they are slain? Or is your character just someone who likes killing for fun, yet has realized that there's more profit to killing, than just the loot from the corpses.
As a Bounty Hunter you gain the following class features.
- Hit Points
Armor: Light Armor,
Weapons: Simple Weapons, Ranged Martial Weapons, Pistols
Tools: Blacksmithing Tools, Tinkers Tools
Saving Throws: Dexterity, Intelligence.
Skills: Choose three from Acrobatics, History, Perception, Insight, Investigation, Intimidation, Persuasion, Nature and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Firearm (If Allowed by DM). or (b) Light Crossbow, 20 Bolts.
- (a) Leather Armor or (b) Chain Shirt
- (a) A Dungeoneer's Pack or (b) An Explorers Pack
- Blacksmithing Tools, Tinkers Tools, A Powder Horn of Gunpowder.
|1st||+2||Favored Enemy, Bounty Hunter's Outfit|
|2nd||+2||Bounty hunter's Flourish, Archery Fighting Style|
|3rd||+2||The Hunter's Path|
|4th||+2||Ability Score Improvement|
|6th||+3||Favored Enemy Improvement|
|7th||+3||The Hunter's Path Advancement|
|8th||+3||Ability Score Improvement|
|11th||+4||Tying The Knot|
|12th||+4||Ability Score Improvement|
|13th||+5||The Hunter's Path Advancement|
|14th||+5||Favored Enemy Improvement, Hunter's Pact|
|16th||+5||Ability Score Improvement|
|18th||+6||The Hunter's Path Advancement|
|19th||+6||Ability Score Improvement|
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.
Bounty Hunter's Outfit: Regardless of your training and past, a Bounty Hunter cannot ever hope to wear more than Light Armour, and still perform the abilities and skills of a Bounty Hunter. Wearing Light Armour also grants you the ability to use Hunter's Mark. Every third level, your level of Hunter's Mark increases.
Bounty Hunter's Flourish: Starting at 2nd level, you no longer have a 5ft. disadvantage to firearms, or one-handed crossbows. You also gain the Offhanded Shot attack, which allows you to fire a loaded off-hand pistol or crossbow as a bonus action when making an attack action with a weapon in the main hand. This attack, regardless of statistics, does 1d6+dex as damage to a single target.
Archery Fighting Style: Starting at 2nd level, you gain a +2 bonus to attack rolls with firearms or ranged weapons.
The Path of The Hunter: Starting at 3rd Level you may choose one of the three Bounty Hunter archetypes.
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.
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.
Evasion: Beginning at 10th 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.
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 11th Level, Whenever you put a creature in manacles, tie them with rope, etc. You may add your intelligence modifier +2 to the DC to stop them escaping. However you have advantage in escaping, if you're being tied up or cuffed by non-magical means.
Hunter's Pact: At the 14th level, you can make a pact with any God or named Daemon, and obtain +1 to any ability score of your choosing, at the cost of a random boon being asked in return. This boon may be a quest, a permanent penalty to another ability score, or a cost in material items. This pact cannot be broken, and your good/evil alignment can never travel more than one tier away from the alignment of your Pact Patron/
Making your pact with a celestial/Godly being will grant you the 'Heal' spell, able to be used once a day. Making your pact with a Daemonic being, however, will grant you the Harm spell, able to be used once per day. To recuperate your gained ability, you must pray/commune with the being in question, and have a short rest. Making your pact will permanently adjust your moral rating one tier towards, respectively, good or evil. If you were good and made a daemonic pact, you are now neutral, and vice versa.
Silver Tongue: Starting at 15th 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 Disguise. you gain proficiency in that skill. If you are already proficient, you gain double proficiency(Expertise).
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: You have dealt with multiple situations where you are outnumbered, yet you remain the one standing. When Reaching 20th level, time slows as you can release a number of shots from your firearm equal to half your dexterity modifier (Rounded up) +3 in 1 Action using half the required ammunition. You may use this once per long rest.
Pistol Monkeys are quick firing individuals, who prefer the usage of two pistols, or crossbows, as their primary method of combat.
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 if your main-handed ranged weapon isn't light. - You can draw or stow two one-handed ranged weapons when you would normally be able to draw or stow only one.
Two Shots Are Better Than One: Starting at 7th level, you gain +1 to attack bonuses, damage rolls & saving throws when wielding 2 Firearms/Ranged Weapons, holding one in each hand.
Double Digits: Starting at 13th level, You may store up to two pistols, loaded, and draw-fire them both for 2d12+dex to a single target, or 1d12+1 to two targets. The pistols are then immediately stowed. This must be your first attack in the combat. Once this action is completed, roll 1d10+con. If your roll is less than eight, you receive powder burn, and take 1d12 damage immediately, as well as 1d4 damage every turn, for three turns. This ability may be used once per long rest.
Two-Point Whirlwind: Starting at 18th level, Consuming a full movement action, You may do a Wisdom Check (Perception) DC 16 to see the weakspots of surrounding enemies. Then you spin around, both weapons drawn as you start to fire your weapons. Your shots now may add an extra 3d8 fire damage to any enemies within 30 ft of you, as long as you passed the perception check. You may do this once per Long Rest.
Shadow Snipers prefer to stick to the shadows, keeping at a distance as they silently take aim, then fire.
Sniper's 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 crossbows against that creature. This lasts for 1 minute or until the creature has 0 hit points. This action can be used as a bonus action three times per long rest.
Marked For Death: Starting at 7th level, you deal an extra 1d6 damage of your weapons damage type against a creature effected by your "Sniper's Mark" feature. At 13th level the damage increases to 2d6, 18th level increases to 3d6.
Shadow Weaponry: Starting at 13th level, your firearms deal extra weapon damage equal to your Intelligence modifier (minimum of +1), and are considered necrotic for purposes of overcoming resistances.
Last Shadow: Starting at 18th level, as a bonus action, you use your powers in the shadow to hide yourself. This allows you to automatically make a stealth check if you are in Dim light . When stealthed you have advantage on attacks & deal an extra 1d8 of damage. In addition, you can regain any expended uses of your "Sniper's Mark" when you finish a short or long rest.
Half & Half
Half & Half combat is the usage of a weapon of finesse in the main hand, melee/range hybrids not included, and a light ranged weapon in the offhand.
One of Each: Starting at 3rd level, you gain the following bonuses: - You gain a +2 bonus to AC while you are wielding a finesse melee weapon, (hybrid melee/range weapons not included) in your mainhand, and a pistol or hand crossbow on the offhand. - Each turn in which you utilize your offhand weapon as your bonus action against the same target as your main handed weapon, do an extra 1d4 of damage to the same target - You can draw or stow both weapons when you would normally be able to draw or stow only one.
Bounty Hunter's Finesse: Starting at 7th level, Bounty Hunter's Flourish will do proper statistical damage for the weapon equipped, plus your dexterity modifier.
Hunter's Parry: Starting at 13th level, if you using the Half & Half style, Uncanny Dodge becomes Hunter's Parry. If you still have a reaction this round, Roll 1d10. If your roll is seven or higher, you automatically parry the attack, and do one quarter of the damage it would've done to you, to a maximum of ten damage, with a maximum of 20 foot range. If not, you fail the parry, and take 1d4 damage, regardless of how much the attack would've normally done.
Saving Grace: Starting at 18th level, when you enter your death rolls, you may roll two extra times, once per long rest. If you succeed the rolls, you are automatically healed thirty hitpoints by your Pact's patron being. If you fail the rolls anyways, and you are utilizing the Half & Half style, you do 2d8+con damage to whomever killed you, at a maximum range 15 feet.
Prerequisites. To qualify for creating, or multiclassing into, the Bounty Hunter class, you must meet these prerequisites:
14 Dexterity 13 Intelligence
Proficiencies. When you create, or multiclass into, the Bounty Hunter class, you gain the following proficiencies: Tinkers Tools, Firearms.