Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the bounty hunter’s ranged attack rolls with a pistol. In addition, the bounty hunter ignores half cover and three-quarters cover when making ranged attacks with a pistol.
Reload. After 8 dual pistol attacks (4 shots/pistol), the bounty hunter must spend an attack action to reload both pistol before it can make another pistol attack.
Misfire. While making a dual pistol attack, If the bounty hunter rolls a natural 1, it's pistol misfires. As a result, the attack misses. The pistol cannot be used again and the bounty hunter loses it's ranged multiattack feature until it spends an action to repair it.
- Disarming Shot. On a hit, the creature takes damage and must succeed on a STR saving throw or drop 1 held object of the DM's choice and have that object be pushed 10 ft. away.
- Winging Shot. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
- Deadeye Shot. A make a firearm attack against a creature, gaining advantage on the attack roll.
Expert Tracker. Advantage on Survival checks to track bounty targets, as well as on INT checks to recall information about them.
Spellcasting. The bounty hunter’s spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
1/day each: hunter's mark, longstrider (self only), thorn whip
Trusty Steed. The bounty hunter prefers to travel on a trusted mount. Typically it's a warhorse, a pony, a camel, an elk, or a mastiff. But other animals are also possible.
Multiattack. The bounty hunter makes three pistol attacks or two melee attacks.
Hunter's Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Dual Pistols. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4)
Bolas(Recharge 3-6). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. On hit: Target restrained. Target must take an action to free itself.
Intimidating Glare(Recharge 5-6). When taking the Attack action on it's turn, the bounty hunter can replace one attack with an attempt to demoralize one humanoid it can see within 30 feet of it that can see and hear it. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If the bounty hunter's check succeeds, the target is frightened until the end of the bounty hunter's next turn. If the check fails, the target can’t be frightened by the bounty hunter in this way for 1 hour.
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Posted Mar 28, 2024dope!