Lightfooted. The Bounty Hunter can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the Bounty Hunter is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
Wrist Blade. On the Bounty Hunter's turn, they may choose to extend a small dagger coated in coral snake venom from a mechanism contained within their armor's wrists/forearm. This new blade holds all of the same properties of a dagger, except that it may be either drawn or stowed as a free action on the Hunter's turn, and is immune to disarming attempts.
Multiattack. The swashbuckler makes three attacks: one with either its dagger or wrist blade, and two with its rapier.
Wrist Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10 minutes.
Rapier - Coral Snake Venom. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Description
The Alestrom Marines consists of many types of skilled warriors, but few deadlier than the elven hunters and huntresses who specialize in bringing back their targets alive. These warriors coat their blades with powerful coral snake venom in order to incapacitate their targets. While deadly on their own, these hunters can also be major players within larger battles as well using their venom to incapacitate large numbers of small targets.
Most Sea Elves within Alestrom consist of those who were branded as casteless within sea elf society, as well as their decendants. Because of this, they often are seen displaying casteless symbology in both pride and defiance of Sea Elven culture.
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