Brave. The gladiator has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Multiattack. The bounty catcher makes either 2 Scimitar attacks, 2 Light crossbow attacks, a Scimitar+ Shield Bash, or any attack +Sleep gas
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6 + 4) Slashing damage.
Shield Bash. Melee Weapon Attack: +6 to hit, Hit: 2 (1d4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Light Crossbow. Ranged Weapon Attack: + 7 to hit, range 80/320 ft. Hit: 13 (2d8+ 4) Piercing damage.
Sleep Gas. (2/Day) Bounty Catcher throws a specialized vial of sleepy gas at a target it can see. When the vial hits the ground the gas inside expands into a 30ft cube, where all creatures inside make a DC 16 constitution saving throw. On a fail they fall asleep, on a success they stay awake, but they will have to roll again next turn if they are still in the cloud. The cloud of gas is a pinkish color and lasts for a minute. An unconscious creature can be dragged out of the gas cloud and get advantage on your next roll to wake up. If you are outside the cloud for 2 rounds, you wake up. If a Bounty Cather is within the cloud, they have advantage on the CON save.
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Description
Bounty Catchers are, if nothing else, good at catching bounties. They prefer to capture their targets alive, knocking them out and bringing them to their employers. They might not be the strongest of bounty hunters, but they make up for it in intellect and dexterity.
Previous Versions
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8/6/2024 8:10:08 PM
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8/13/2024 10:34:27 PM
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