Base Class: Fighter
What defines a Bounty hunter is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of true resolve. build their own custom weapons to perfectly suit their personality.
Scoundrels wit
Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or perception.
Deception
Deception
Perception
Perception
Persuasion
Persuasion
Specialized fighting Form
Additionally, when you choose this archetype at 3rd level, you begin constructing a custom weapon that suits your unique brand of renegade style. This process begins by selecting the form upon which to base your weapon. Each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Choose one of the 3 weapon types:
Long range
Armed with a large two-handed range weapon for example a longbow, light crossbow, sniper or a similar weapon a renegade who adopts the Long range form can if they use none of their movement their turn deal an additional damage dice.
Melee range
Favoring speed and style over raw power a bounty hunter who adopts the melee range form wields a combo of swords for example a long sword and a shield , two short swords, a great sword or a similar set up. If you use the dash or disengage action on you turn you can also use the attack action.
Mid-range
looking for a mix between speed and power, a renegade who adopts the Mid-range form wields a small ranged weapon such as a handgun,short bow, hand crossbow or a similar weapon. If you use your full movement on your turn you can use your bonus to make an extra attack ignoring the loading property that turn.
Weapon of choice-minor upgrade
Through a combination of salvaging stolen pieces of arcana or technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the weapon upgrade list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.
Saving Throws: Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + your _____ modifier
Blade and barrage
You create a matching blade or ranged weapon to accompany your weapon of choice, rendering you a deadly opponent in both melee and ranged combat. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Additionally, when you use your action to attack you can chose between melee or ranged and can make one additional attack. The secondary weapon has to have the light property.
Bounty net
By repurposing some salvaged parts, you equip your self with an arcane net meant to trap opponents. As an action, choose a creature within range of your weapon of choice. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on asuccess. You can use this feature a number of times equal to your {modifier:con@min:1#unsigned}} con modifier and recharges on a long rest.
Collateral damage
You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take damage equal to half the initial damage. This can be done a number of times equal to your con mod and recharges on a long rest.
Crosshair
You equip your firearm with a targeting mechanism. you can aim down your sights as a bonus action, granting you advantage on all attacks you make using your Weapon of choice feature until the end of your turn.
Precise strike
When you miss an attack you can roll a d6 and add it to the attack roll possibly changing a miss into a hit. This can be done a number of times equal to your con modifier.
Rapid strike
Once per long rest you can take the attack action against all enemies you move pass.
Smoke grenade
As an action, you throw a smoke bomb releasing ash and smoke. This cloud forms a 15-foot cube centered on a point of your choice within 60 feet of you, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 1 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
Weapon of choice-major upgrade
Through a combination of salvaging stolen pieces of arcana or technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the weapon upgrade list. If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade.
You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level.
Saving Throws: Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Firearm Upgrade save DC = 8 + your proficiency bonus + your CON modifier
Blade storm
As an action, you can quickly slash at all of your near by enemies . Each enemy in a 15-foot sphere originating from yourself must make a Dexterity saving throw, taking slashing damage equal to 6d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Double up
When you hit a creature with a successful ranged weapon attack with your weapon of choice, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to the initial damage. You can redirect a bullet in this way a number of times equal to your CON modifier, and regain all expended uses after a short or long rest.
Lightning round
You equip your ranged weapon of choice with a volatile piece of stolen tech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 4d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Trial by fire
As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to your fighter level. You can charge your weapons this way a number of times equal to your CON modifier (minimum of once), and regain all uses after a short or long rest.
Grin and bear it
At 7th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +2 bonus and your movement speed increases by 15 feet until the start of your next turn.
Cunning attack
Starting at 10th level, you learn to exploit a foe’s weak spots, even if they appear to have none. The damage dealt by your weapon of choice, including damage dealt via Weapon Upgrades, ignores resistances and treats immunities as resistances.
Right weapon for the job
At 15th level, your skill with your weapon of choice can adapt to any situation. You learn to adopt another specialized fighting form and When you finish a long rest, and you can replace any of your Weapon Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time. You must still meet the prerequisite of an upgrade in order to benefit from it.
Light ‘em up
At 18th level, you learn to channel the power of your weapon into a specialized attack.
Melee range form: you mastered how to locate the weak points on an enemy. When you hit an enemy you can force them to make a con save or be stunned for a minute. The enemy can remake the check on their turn.
Mid range form: you have learned how to bounce your projectiles off solid surfaces. If you hit a solid surface you can redirect the projectile to anything with in 30 feet of the surface if you hit an enemy all attack have advantage against them for a minute in there surprise.
Long ranged form: you have learned to constantly shoot through enemy’s. If you hit an enemy you can shot through them to any enemy within 5 feet of the original target. The damage done to the additional targets equals the initial damage.
Long form
you have learned to constantly shoot through enemy’s. If you hit an enemy you can shot through them to any enemy within 5 feet of the original target. The damage done to the additional targets equals the initial damage.
Melee form
you mastered how to locate the weak points on an enemy. When you hit an enemy you can force them to make a con save or be stunned for a minute. The enemy can remake the save on their turn.This can only be done a number of times equal to your CON modifier.
Mid form
you have learned how to bounce your projectiles off solid surfaces. If you hit a solid surface you can redirect the projectile to anything with in 30 feet of the surface if you hit an enemy all attack have advantage against them for a minute in there surprise.
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Posted Aug 27, 2024.....