Bounty Hunter

The Bounty Hunter Level Proficiency Bonus Features Hunter’s Oath Modifier Hunter’s Oath Psychic Damage 1st +2 Fighting Style, Trap Senses +1 ─ 2nd +2 Hunter’s Oath (Long Rest), Tracking Expertise +1 1d4 3rd +2 Hunter’s Order feature +1 1d4 4th +2 Ability Score Improvement +1 1d4 5th +3 Extra Attack +1 1d6 6th +3 Create Gadget +1 1d6 7th +3 Hunter’s Order feature +1 1d6 8th +3 Ability Score Improvement +2 1d6 9th +4 Minor Oath (1 target) +2 1d8 10th +4 Hunter’s Order feature +2 1d8 11th +4 Physical Insight (Hunter's Oath) +2 1d8 12th +4 Ability Score Improvement +2 1d8 13th +5 Hunter's Grace +2 1d10 14th +5 Hunter's Parry +2 1d10 15th +5 Hunter’s Order feature +3 1d10 16th +5 Ability Score Improvement +3 1d10 17th +6 Physical Insight (Any creature) +3 2d6 18th +6 Hunter’s Order feature +3 2d6 19th +6 Ability Score Improvemen +3 2d6 20th +6 Hunter's Oath (Short Rest) Minor Oath (2 Targets) +3 2d6

Quick Build You can make a bounty hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). You next highest score should be Intelligence, Wisdom if you plan to adopt the Order of the Bullet, or Charisma if you want to adopt the Order of Infiltration. Second, choose the criminal background. Class Features As a bounty hunter, you gain the following class features Hit Points Hit Dice: 1d10 per bounty hunter level.

1d10 per bounty hunter level. Hit Points at 1st Level: 10 + your Constitution modifier.

10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bounty hunter level after 1st Proficiencies Armour: Light armour, medium armour

Light armour, medium armour Weapons: Simple Weapons, Martial Weapons, Firearms

Simple Weapons, Martial Weapons, Firearms Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) a light crossbow and 20 bolts or (b) two daggers.

(a) chain shirt or (b) leather armour

A dungeoneer’s pack Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armour, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Archery You gain a +2 bonus on attack rolls you make with ranged weapons. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Trap Senses You have advantage on checks made to look for and disarm traps. Hunter’s Oath Starting at 2nd level, you can swear an oath that you will do anything in your power to kill your target. As a bonus action, you can select a creature within sight or who you can name, that creature is now under you Hunter’s Oath. While a creature is under your Hunter’s Oath, you gain a bonus to attack and damage rolls made against it, that bonus increases as you gain levels and can be found in the Hunter’s Oath Modifier column on the Bounty Hunter table. You can only have one target affected by your Hunter’s Oath ability at a time and cannot change the target until the previous one is killed. If the target is killed by a creature other than yourself, you take psychic damage which increases as you level up and can be found on the Bounty Hunter table. Once you have set a Hunter's Oath target, you cannot set another one until you finish a long rest. Starting at 20th level, you can set another Hunter's Oath target after you finish a short rest. Tracking Expertise Starting at 2nd level, you can add twice your proficiency bonus to any Wisdom (survival) or Wisdom (perception) checks to track the target affected by you Hunter’s Oath. Bounty Hunter Order At 3rd level, you choose an order to join: the Order of Creation, Order Arcana, the Order of the Bullet or the Order of Infiltration, all detailed at the end of the document. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Create Gadget At 6th level, you finish building one gadget, pick a gadget from the list below and add it to your inventory. Minor Oath Starting at 9th level, you can choose a target to be your second priority, they are affected by your Tracking Expertise, any future abilities that affect your Hunter's Oath target. The same creature cannot be affected by both your Hunter’s Oath and Minor Oath When you reach 20th level, you can have two Minor Oath targets at a time. Physical Insight Starting at 11th level, if you have line of sight to the creature affected by your Hunter's Oath you can use a bonus action on your turn to see how damaged it is. You learn whether it is below full, three quarters, half, or one quarter of it's maximum hit points. When you reach 17th level, you can use this ability on creatures not under the effects of Hunter's Oath. Hunter’s Focus Beginning at 13th level, while a creature is affected by your hunter’s oath (but not your minor oath), you can add your proficiency bonus to all wisdom (Perception) checks. Hunter’s Parry Starting at 14th level, when the creature affected by your Hunter’s Oath makes a melee weapon attack against you, you can use your reaction to make one weapon attack against it or move up to half your speed without provoking opportunity attacks. Hunter Orders Order Arcana Spellcasting When you reach 3rd level, your study of the unknown and arcane allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Order Arcana Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Order Arcana Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Hunter’s Spell Starting at 3rd level, when you attack your Hunter’s Oath target with a spell, you can add your intelligence modifier onto the damage. Sorcerous Strike Starting at 7th level, your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Hunter’s Blink Starting at 10th level, you can leap out of nothingness towards your Hunter’s Oath target. While you are within 50 ft of your Hunter’s Oath target, you can use a bonus action to teleport up to 25 ft, you cannot end the teleport further away from your Hunter’s Oath target than when you started the ability The range and distance of this ability both increase by 10 ft when you reach 18th level. Order Arcana Spellcasting Bounty Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 ─ ─ ─ 4th 3 4 3 ─ ─ ─ 5th 3 4 3 ─ ─ ─ 6th 3 4 3 ─ ─ ─ 7th 3 5 4 2 ─ ─ 8th 3 6 4 2 ─ ─ 9th 4 6 4 2 ─ ─ 10th 4 7 4 3 ─ ─ 11th 4 8 4 3 ─ ─ 12th 4 8 4 3 ─ ─ 13th 4 9 4 3 2 ─ 14th 4 10 4 3 2 ─ 15th 4 10 4 3 2 ─ 16th 4 11 4 3 3 ─ 17th 4 11 4 3 3 ─ 18th 4 11 4 3 3 ─ 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Hunter’s Exploit Starting at 15th level, when you cast a spell that affects your Hunter’s Oath target, you can use your action or bonus action to have advantage on the attack roll against your Hunter’s Oath target or give your Hunter’s Oath target disadvantage against the saving throw. Order of the Bullet Complex Firearms Proficiency When you select this order at 3rd level, you gain proficiency in Complex Firearms. Gunsmith You have spent time during short and longs rests building a gun. When you select this order at 3rd level, choose one simple firearm add it to your inventory along with 30 bullets. Deadeye Starting at 3rd, you have unerring accuracy against your targets. When you make a ranged attack against a creature that is affected by your Hunter’s Oath, you gain an extra +1 to the attack roll. Volley Starting at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range using your firearm. You must have ammunition in the firearm for all the attacks and make seperate attack rolls for each target.

Fan the Hammer Starting at 10th level, you can empty all the ammunition in your weapon into the body of a target. You can use your action to fire 1d4 shots from a one handed firearm you are holding against a target within 10 feet. The target must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a fail, they take damage equal to the damage of the weapon you use multiplied by the amount of shots you fired. On a successful save, the target take half that damage. You must have a free hand to make this attack and enough ammunition to fire each shot. Recoil Ready You have learned to prepare against the recoil from large firearms. You can use a bonus action on your turn if you have not already moved to steady your aim. Your movement speed is reduced to 0 and you gain advantage on all ranged attacks made this turn using a firearm with the two handed property. Melee attacks against you have advantage until the start of your turn next turn. Speedloader Starting at 15th level, you can reload firearms as a bonus action. Trickshots Starting at 18th level, you gain both of the following features: Leg Shot. You can use an action to make one ranged weapon attack. On a hit, the target’s movement is reduced by half. Arm Shot. You can use an action to make one ranged weapon attack. On a hit, the target drops one item that it is currently holding Order of Creation Tinkerer When you choose this order at 3rd level, you gain proficiency in tinker’s tools and smith’s tools. Bonus Gadgets Starting when you choose this order at 3rd level, you finish crafting a gadget. Choose one from the “gadgets” list below. You gain another gadget at 7th, 10th, 15th and 18th level. Order of Infiltration Breaking and Entering You gain proficiency with two of the following; disguise kit, forgery kit, poisoner’s kit or thieves’ tools. Second-Story Work When you choose this order at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Stalker’s Oath You have learnt how to appropriately hide from and watch your prey. Starting at 7th level, you have advantage on stealth checks when the creature affected by your Hunter’s Oath is within 50 ft of you. Front Door Entrance Starting at 15th level, you have advantage on charisma (Deception) checks made to pretend to be allied with your Hunter’s Oath target. Instinct Starting at 18th level, you can sense your target’s location even when they are not visible. You know the exact location of your Hunter’s Oath target and how to get there when you are within 40 ft of them. Gadgets The gadgets are presented in alphabetical order. If a gadget has prerequisites, you must meet them to learn it. You can create the gadget at the same time that you meet its Prerequisites. A level prerequisite refers to your level in this class. Some gadgets require saving throws, the DC for this saving throw is equal to 8 + half your bounty hunter level. Aquatic Repellant Spray. You can use an action to spray the chemical concoction on to a creature. If the creature is a beast and has a swimming speed, that creature must make a constitution saving throw. On a fail, it becomes frightened of you for 1 hour. Bola. You can use an action to throw the bolas at a large or smaller creature, that creature must succeed on a strength saving throw or become restrained. Flashbang. You can use an action to throw the flashbang at a point within 50 ft, the flashbang explodes in a circle with a 10 ft radius. Creatures within that radius must make a constitution saving throw and are considered blind until the end of your next turn on a fail. Grappling Hook. You can use a bonus action to grapple towards a point within 40 ft, if you grapple to a wall, you can choose to stick to that wall or drop to the ground. You can only use the grappling hook once per combat. Iron Boots Prerequisite: 15th level, Order of Creation subclass You gain a flying speed of 40 ft.

Iron Chestpiece Prerequisite: 18th level, Order of Creation subclass You can use an action to fire a large beam from the reactor in the chestpiece. Make a spell attack roll using intelligence against a creature you can see within 120ft. On a hit, the target takes 6d10 force damage and must succeed on a strength saving throw (DC equals 8 + proficiency bonus + intelligence modifier) or be pushed up to 15 feet away from you. Once you make this attack, you cannot do so again until you finish a long rest. Iron Gauntlet. Prerequisite: Order of Creation subclass You can cast the Eldritch Blast cantrup at will, Intelligence is your spellcasting ability for this spell. Iron Helmet Prerequisite: 7th level, Order of Creation subclass You have a tracking device implanted in the helmet, you can use your bonus action to give yourself advantage on the next attack you make this turn. Jump Kit. You can use a bonus action to activate the Jump Kit, your jump height is increased by 20 ft and your jump length is increased by 10 ft until the end of your turn. Silencer. You can attach the silencer to a firearm of your choice, that weapon no longer has the loud property. Throwing Shield. When you craft this weapon, you gain proficiency in the throwing shield. While holding this shield, you gain the usual +2 to your armour class. Also, you can use an action to throw the shield at a creature within 20 ft. Make a ranged weapon attack against the creature, on a successful hit the creature takes 1d6 bludgeoning damage, you can use a bonus action to call the shield back to your hand. Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player’s Handbook (p. 163), here’s what you need to know if you choose bounty hunter as one of your classes Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 to take a level in this class Proficiencies Gained. If bounty hunter isn’t your initial class, here are the proficiencies you gain when you take your first level as a bounty hunter: Light Armour, Medium Armour, Simple Weapons, Simple Firearms Spell Slots. If you took the order arcana subclass, add 1/3 of you levels (rounded down) in the bounty hunter class to the appropriate levels from other classes to determine your available spell slots.