Assassinate. During its first turn, the bounty hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bounty hunter scores against a surprised creature is a critical hit.
Evasion. If the bounty hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Bounty Hunter instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the bounty hunter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bounty hunter that isn't incapacitated and the bounty hunter doesn't have disadvantage on the attack roll.
Multiattack. The bounty hunter makes up to four repeater crossbow attacks (The bounty hunter can not make more attacks than they have bolts in their crossbow).
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Repeater Crossbow. The repeater crossbow must be loaded with bolts. It takes 1 action to load two bolts into a repeater crossbow, and up to 8 bolts may be loaded. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 7 (1d4 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Description
While four shots in 6 seconds may seem ridiculous, this is actually less than the real power of a repeater crossbow. The repeater crossbow was not widely used due to bolts being weak and inaccurate, however when poison was applied the repeating crossbow became much more powerful, though still a niche weapon.
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