Bounty Hunter (5e Class)
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A human stands surrounded by bandits, all exits blocked as the human smiles pulling out the two hidden pistols from his sides, the fire starts to swirl around him as he starts to spin, releasing the barrage of bullets into the mass. A Halfling sniffs at the ground as her eyes softly glow red, her senses pointing towards a locked door as she grins, the fur bristling from her skin as her form changes, smashing through the door with ease. An elf sits at the edge of the roof, a huge device in her hand as it watches through a magnifying glass at their target, softly breathing as she whispers "Goodnight..." The barrel of smoke covering her escape into the shadows.
Bounty Hunters are usually known for being mercenaries on the field when creating crazy minded war machines which usually could not be even thought of, yet they're also known to be brilliant tracks in the most populated cities. Mixing arcane tinkering & blacksmithing as well as communing to the primal sides of nature. 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
|The Bounty Hunter (Credit to Pretty Art|
Try to wonder why your character became a bounty hunter. Did your deity give you a dream telling you to travel the world in search for a target or a final test. Did you lose something 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 but see's there's more profit in killing, than just the loot from the corpses.
As a Bounty Hunter you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Ranged Martial Weapons, Firearms
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.
|2nd||+2||Wanted:Dead or Alive, Archery Fighting Style|
|3rd||+2||The Bounty's Mind|
|4th||+2||Ability Score Improvement|
|6th||+3||Favored Enemy Improvement|
|7th||+3||The Bounty's Mind Feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Tying The Knot|
|12th||+4||Ability Score Improvement|
|13th||+5||The Bounty's Mind Feature|
|14th||+5||Favored Enemy Improvement, Vanish|
|16th||+5||Ability Score Improvement|
|18th||+6||The Bounty's Mind Feature|
|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.
Wanted: Dead or Alive Starting at level 2, After inspecting a creature for 10 minutes, observing it's appearance. Your eyes will glow softly, as you see a dark red thread guiding you towards your mark. You may have 1 mark at a time, as this thread will give you the direction of your mark for 1 week (7 days). However, the thread does not tell you where exactly your mark is, or the distance of the mark. Your mark lasts until you create another or the week passes.
Archery Fighting Style Starting at 2nd level, you gain a +2 bonus to attack rolls with firearms or ranged weapons.
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.
Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.
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.
The Bounties Mind Starting at 3rd Level you may choose one of the Following Paths as your Bounty Hunter, each having their own perks & skills.
Dual Wielders are quick firing marksmen. Using the skill of using 2 weapons at once, instead of one.
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.
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, When you attack one enemy (Large or smaller), with both of your weapon attacks, You may choose to deal an additional 1d6 damage of the weapons damage type, or choose to heal yourself for 2d6 instead. You can also allow Allies to deal this extra damage, or heal themself only once per turn instead of you. When using the attacks of "Doubling Down" you may now add your modifier to your second weapon.
Two-Point Whirlwind Starting at 18th level, You may do a Wisdom Check (Perception) DC 16 to see the weakspots of surrounding enemies as 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 you spin around in a whirlwind of smoke. You may do this once per Long Rest.
Blood Moon Pact
Blood Moon bounty hunters have created pacts with dark entities to grant them superior reflexes & senses as a creature of the night, making them the ultimate hunter.
Wild Moon Starting at 3rd level, You gain the ability to turn into one of the following creatures:
+ Werewolf str15 (+2) dex13 (+1) con14 (+2) int10 (0) wis11 (0) cha10 (0)
+ Wererat str10 (0) dex15 (+2) con12 (+1) int11 (0) wis10 (0) cha8 (-1)
+ Werebear str19 (+4) dex10 (0) con17 (+3) int11 (0) wis12 (+1) cha12 (+1)
Doing this, you gain the stats of these creatures. You may turn into your primal creature, once per Long Rest. However, when out of your beast form, your body hair grows twice the rate of normal.
Starting at 7th level, when you're in your beast form, all your attacks are now classed as magical. Giving you an extra 1d4 damage when you attack. This raises to 1d6 at level 13 & 1d8 at lvl 18.
Starting at 13th level, You gain the following benefits:
+ Werewolf "Wolf's Agility" You gain advantage on Dexterity checks when out of your beast form.
+ Wererat "Rat's Cunning" You gain advantage on Charisma checks when out of your beast form.
+ WereBear "Bear's Fury" You gain advantage on Strength checks when out of your beast form.
United as One
Starting at 18th level, You have mastered your form, using it's advantages & you now have these benefits:
+ Werewolf "Pack of Darkness" As you fire upon an enemy, Figures of wolves surround the target dealing an extra 2d8 Piercing Damage. When surrounded by the pack, your target has disadvantage on Attacks. The pack lasts for 1 minute & can be moved to a different creature within 30 ft of you with your bonus action. This effect can be used once per long rest.
+ Wererat "Sewer's Best Friend" When hitting an attack with your firearm. They must make a DC 17 constitution saving throw, taking an extra 4d10 poison damage on a failed save. This poison continues to deal 1d10 poison damage at the end of said target's turn until the target succeeds on their saving throw. On a successful save they take half damage of the original poison then the poison no longer damages them, and the creature is immune to this effect for the next 24 hours. This effect can be used once per long rest.
+ Werebear "Fluffy Death Machine" When hitting an attack with your firearm. Your target must succeed on a DC 18 strength save or take 8d8 bludgeoning damage & be knocked back 20ft. On a successful save, they take half damage and are not knocked back. These can only be used once per long rest.
Shadow Snipers prefer to stick to the shadows, keeping at a distance as they silently take aim, then fire.
Shadow 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 firearms against that creature. This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to half your Intelligence modifier rounded up (minimum of once). You regain any expended uses when you finish a 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 "Shadow Mark" feature. At 13th level the damage increases to 2d6, 18th level increases to 3d6.
Dark Matter 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 "Shadow Mark" when you finish a short or long rest.
Prerequisites. To qualify for multiclassing into the Bounty Hunter class, you must meet these prerequisites:
14 Dexterity 13 Intelligence
Proficiencies. When you multiclass into the Bounty Hunter class, you gain the following proficiencies: Tinkers Tools, Firearms.