| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 14 | +2 | +5 |
Action Surge (Recharges after a Short or Long Rest). The Bounty Hunter takes one extra action.
Well Prepared. The Bounty Hunters weapons are silvered, cannot be disarmed unwillingly, and comes with an assortment of mundane gear.
Multiattack. The Bounty Hunter makes three Battleaxe attacks, they can replace any number of them with a Chainhook attack.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. DC 15 Con save or prone on a hit.
Chainhook. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 5 (1d4 + 3); the target is grappled and pulled 15 feet directly towards the Bounty Hunter on a hit. The Bounty Hunter can only grapple one creature at a time.
Utility Belt. As a bonus action, the Bounty Hunter uses one of the following pieces of gear:
- Flashbomb: Range 30 feet, 15-foot radius DC 15 Con save, or targets are blinded until the start of their next turn.
- Smokebomb: Range 15 feet, 10-foot radius, area is heavily obscured until the start of the Bounty Hunters turn.
- Manacles: Range 5 feet, only if the target is grappled, incapacitated, or restrained. DC 20 Dex or DC 25 Str to break free.
- Knockout Powder: Range 5 feet, DC 15 Con save (disadvantage if restrained) or target becomes unconscious.
At em'. As a reaction when a creature willingly moves further than 30 feet from the Bounty Hunter, they can order an allied creature they can see to move up to their speed directly towards the triggering creature. This movement is resolved before the triggering creatures.
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