Rogue - Bounty Hunter (Patreon)
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Track Your Enemies and Exploit Their Weakness
A bounty hunter is a rare breed of rogue; one that chooses a hard life on the road pursuing their quarry no matter where they hide. These professionals know how to bargain, fight, or threaten their way out of any situation, because there is no situation that they aren’t prepared for. The fate of a bounty hunter’s mark is often sealed far before the trigger is pulled, they just don’t know it.
Size Up
3rd level Bounty Hunter feature
The vitality of preparation in this craft cannot be understated. You gain proficiency in the Investigation skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.
If you spend at least 1 hour observing or interacting with another creature outside of combat, you can mark that creature as a Bounty. Alternatively, you can spend 6 hours gathering information about them if your DM considers it reasonable (ex. Requiring resources such as records or a library, needing to know the creature’s name or appearance, etc.). You have advantage on all ability checks related to gathering information about a bounty and their whereabouts.
You can have a number of bounties up to your proficiency bonus at once. If you mark a creature as a new bounty beyond your limit, you must choose a bounty to no longer be marked as such.
Additionally, unless you have disadvantage on your attack roll, you can give yourself advantage on your next attack roll on the current turn as a bonus action. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Hunter’s Tactics
3rd level Bounty Hunter feature
When you get the drop on your quarry, you have access to tactics meant to exploit their weaknesses.
Exploits. You learn two exploits of your choice, which are detailed under “Exploits” below. You can use only one exploit per attack.
You learn one additional exploit of your choice at 9th, 13th, and 17th level. When you gain a level in this class, you can also replace one exploit you know with a different one.
Using Exploits. Whenever you land a Sneak Attack on a creature, you can activate an exploit before rolling for damage. To do so, you must forgo two of your Sneak Attack dice, after which any remaining Sneak Attack dice are rolled for damage.
Saving Throws. If an exploit you use requires your target to make a saving throw to resist the exploit’s effects, the saving throw DC is calculated as follows:
Exploit Save DC: 8 + your proficiency bonus + your Intelligence modifier.
Tough Deal
9th level Bounty Hunter feature
Your sense for people and their vulnerabilities extends beyond the battlefield.
Starting at 9th level, you can add your Intelligence modifier to Charisma (Persuasion) and Wisdom (Insight) checks when making deals or bartering for goods and services.
Hard Read
13th level Bounty Hunter feature
Starting at 13th level, your awareness of your enemy’s inner workings give you the edge in combat. Once per long rest when you roll initiative, you can immediately mark one creature as a new bounty.
When you use your Uncanny Dodge feature against a bounty’s attack, you can reduce the attack’s damage to 0 instead of halving it.
Two for One
17th level Bounty Hunter feature
Your bounty’s vulnerabilities are plain as day to your trained eye, ripe for exploitation.
When you score a critical hit against a bounty, you can activate two exploits before rolling for damage. You do not need to forgo additional Sneak Attack dice for the second exploit. The target makes a separate saving throw for each exploit.
Exploits
Disarm
The target must make a Strength saving throw. On a failure, you force it to drop one item of your choice that it’s holding. The object lands at its feet.
Discombobulate
The target must make a Constitution saving throw. On a failure, the target is stunned until the start of its next turn.
Divert
The target must make a Wisdom saving throw. On a failure, has disadvantage on attacks it makes against targets other than you until then start of your next turn.
Flinch
The target must make a Constitution saving throw. On a failure, the next attack made against the target has advantage if the attack is made before the start of your next turn.
Kneecap
The target must make a Dexterity saving throw. On a failure, the target’s speed is halved until the start of your next turn.
Knock
The target must make a Strength saving throw. On a failure, if the target is large or smaller, the target loses balance and is pushed up to 10 feet away from you.
Pierce
The target must make a Strength saving throw. On a failure, the target’s AC is reduced by 2 until the start of your next turn.
Rattle
The target must make a Constitution saving throw. On a failed save, it has disadvantage on the next saving throw it makes until the start of your next turn.
Trip
The target must make a Dexterity saving throw. On a failure, the target is knocked prone.