Base Class: Rogue
As a Bandit Tycoon, you are no sneak thief lurking in the shadows - you're a powerful presence that hits the scene like a spring storm. Fast, stunning and favored by fortune, you bring as much luck to your allies as you steal from your enemies. It's still a sneak attack if the enemy's too stunned to react!
Bounty Hunter
Starting at 3rd level, you can cast the hunter's mark spell as a bonus action once until you finish a short or long rest. Whenever you mark a creature with it, it becomes Bounty level 1. When a marked creature is reduced to 0 hit points, roll a d10. If the result is equal to or lower than its Bounty level, you regain the ability to cast hunter's mark again.
As a bonus action on your turn, you can make a Charisma skill check to increase the bounty level on a marked creature within 60 feet of you, where the DC is 5 + the target's current Bounty level. On a success, the target's Bounty level increases by 1, to a maximum of 10, and the creature takes force damage equal to its current Bounty level + your Charisma modifier.
Eyes on the Prize
Starting at 3rd level, your sneak attack deals additional damage equal to the target's Bounty level. Starting at 13th level, it deals additional damage equal to twice the target's Bounty level.
If the DM uses d100 Treasure Tables to determine rewards, a creature's Bounty level is added to the result rolled. Starting at 13th level, twice the creature's Bounty level is added instead. Treat results higher than 100 as 100.
Crack Shot
Starting at 9th level, whenever you score a critical hit, you may add damage equal to your sneak attack damage to it, including Eyes on the Prize bonus damage (but do not roll the damage dice for it again for the critical hit). Your weapon attacks against marked creatures score a critical hit on a roll of 19 or 20.
White Smoke
By 13th level, you know how to make a dramatic entrance. You gain proficiency in the Performance skill, if you don't have it already.
When you roll initiative or enter a room, if you are not surprised, you can use your reaction to pose, speak or otherwise impress the crowd. Each creature who isn't friendly to you that can see and hear you makes a Wisdom saving throw. The DC is equal to 8 + your Charisma modifier + your Proficiency bonus. If the creature has Intelligence of 3 or less, it automatically succeeds. Choose charmed, frightened, or stunned. Each creature that fails its saving throw is the chosen condition for the next 1 minute, until it takes damage, or until the end of its next turn if you are fighting it. You can use this feature once until you finish a long rest.
Spring's Gate
When you reach 17th level, you can momentarily open the gates of fortune for all your allies. As an action, choose one creature. Until the end of your next turn, all attacks against it have advantage and deal additional damage equal to the creature's Bounty level. Any other creature that scores a critical hit on it can add damage equal to your sneak attack damage, including Eyes on the Prize bonus damage (but does not roll the damage dice for it again for the critical hit). You can use this feature once until you finish a long rest.
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