Base Class: Rogue
You have chosen the path of the Bounty Hunter. This allows you access to other types of Fighting not used by many. Your combat and tricks are used for monetary gain.
Spellcasting
This feature is affected by multiclassing. See the Multiclassing rules for more information.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. You cast spells from the Artificer spell list.
Cantrips
You learn three cantrips of your choice from the Artificer spell list. You learn another Artificer cantrip of your choice at 10th level.
Spell Slots
The Bounty Hunter Spellcasting table shows how many spell slots you have to cast your Artificer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell and have a 1st-level and a 2nd-level spell slot available, you can cast the first level spell using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Artificer spells of your choice
The Spells Known column of the Bounty Hunter Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your artificer spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Bounty Hunter Spellcasting
|
Level |
Cantrips Known |
—Spell Slots per Spell Level— |
||||
|
1st |
2nd |
3rd |
4th |
5th |
||
|
3rd |
2 |
3 |
— |
— |
— |
— |
|
4th |
2 |
3 |
— |
— |
— |
— |
|
5th |
2 |
4 |
2 |
— |
— |
— |
|
6th |
2 |
4 |
2 |
— |
— |
— |
|
7th |
2 |
4 |
3 |
— |
— |
— |
|
8th |
2 |
4 |
3 |
— |
— |
— |
|
9th |
2 |
4 |
3 |
2 |
— |
— |
|
10th |
3 |
4 |
3 |
2 |
— |
— |
|
11th |
3 |
4 |
3 |
3 |
— |
— |
|
12th |
3 |
4 |
3 |
3 |
— |
— |
|
13th |
3 |
4 |
3 |
3 |
1 |
— |
|
14th |
4 |
4 |
3 |
3 |
1 |
— |
|
15th |
4 |
4 |
3 |
3 |
2 |
— |
|
16th |
4 |
4 |
3 |
3 |
2 |
— |
|
17th |
4 |
4 |
3 |
3 |
3 |
1 |
|
18th |
4 |
4 |
3 |
3 |
3 |
1 |
|
19th |
4 |
4 |
3 |
3 |
3 |
2 |
|
20th |
4 |
4 |
3 |
3 |
3 |
2 |
Machines of the Hunter
At third Level You have learned how to build your own gear and weaponry. at Level 3 you can Choose options from the list below. You choose 2 more at Level 9, 13 and 17.
Armor of the Bounty
You have created a battle suit for your armor.
This Battle Suit is a Medium Armor Proficiency, and while wearing it you gain the following benefits
- Your Base AC becomes 15
- You gain Advantage on Stealth and Sleight of Hand Ability checks
- You also have a resistance to magical damage
Belt of Teleportation
You have built a belt that allows you to teleport at will.
You can teleport 30 as a bonus action or 45 feet by giving up your bonus action and your movement
Boots of the Swift Hunter
you have modified your boots to allow you to move quicker. you can use a bonus action to click your heels to activate or deactivate them. They last for up to 4 hours. the user's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Communication Box
Communication Boxes come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the Sending spell from it. The target is the bearer of the other Box. If no creature bears the other Box, you know that fact as soon as you use the box and don't cast the spell.
Once Sending is cast through the boxes, they can't be used again until the next dawn. If one of the boxes in a pair is destroyed, the other one becomes useless.
Flamethrower
You have built a handheld flamethrower. You can use your action to activate the flamethrower. When you use your Flamethrower, each creature within a 15 foot cone must make a dexterity saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your Proficiency Bonus. A creature takes 8d6 damage on a failed save, and half as much damage on a successful one. After use the Flamethrower takes 18 seconds to recharge, or 3 turns.
Gauntlets of the Strong Climber
While wearing these gloves, climbing doesn't cost you extra movement, and you gain a +2 bonus to Strength
Helm of Thought
While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with Detect Thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the next dawn.
Hooksot
You have built a hookshot for your wrist. this allows you to fire a rope to an anchor point up to 60 feet away from you current location. the rope will then propel you to that point.
Lenses of the Night
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Pack of Flight
You have built a box that allows you to fly. The user gains a flying speed of 60 feet. Use a bonus action to activate or deactivate the pack. The device lasts for 4 hours, in total usage. When the device runs out of energy, the target falls if it is still aloft, unless it can stop the fall. After all energy is depleted you must take a long rest to recover the energy.
Stealth Camouflage
You build a Machine that allows you to become invisible.
You becomes invisible. Your Machine has a total of 4 hours of usage on it. once the hours are up you cannot use the devise until you finish a long rest. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Wrist Launcher
You Create a wrist Launcher that can be loaded with a few different types of Darts. you can load the Launcher with 5 darts.
Tranquilizer Darts - You make a ranged attack on the target, if you hit the target takes 1d4 piercing damage. The target makes a Constitution save against your Spell DC. On a failure the target falls asleep for 1 hour
Toxic Darts - You make a ranged attack on the target, if you hit the target takes 1d4 poison damage. Target makes a Constitution save against your Spell DC. On a failure the target takes 1d6 poison damage for 1 minute or until there HP reaches 0.
Hallucination Darts - You make a ranged attack on the target, if you hit the target takes 1d4 piercing damage. Target makes a Wisdom save against your Spell DC. On a failure the target begins to see apparitions that aren't there for 1 minute.
Stun Darts - You make a ranged attack on the target, if you hit the target takes 1d4 piercing damage. Target makes a Constitution save against your Spell DC. On a failure the target loses there next turn.
Hypnotic Darts - You make a ranged attack on the target, if you hit the target takes 1d4 piercing damage. Target makes a Wisdom save against your Spell DC. On a failure the target becomes hypnotized and follows the orders of the user.
Multi-Attack
At 9th Level your Attack Action gives you 3 attack rolls
Enhanced Sneak Attack
At 13th Level Your prowess as a bounty hunter has increased your effectiveness, your always have advantage on attacks and can use sneak attack at all times. You may still only apply Sneak Attack to 1 Attack roll.
Hunter's Intellect
At 17th Level You have honed your talent to a point where you always have the drop on your opponents.
Because of this you have a few benefits
- You cannot be startled, enemies will never get a surprise attack on you
- When you invoke an attack of opportunity, your opponents have disadvantage on their attack rolls.
- You add your proficiency and intelligence bonus to your initiative roll.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/18/2022 1:46:34 AM
|
14
|
1
|
4.5
|
Coming Soon
|
|
|
2/18/2022 2:49:02 AM
|
11
|
0
|
5.0
|
Coming Soon
|
|
|
2/22/2022 7:17:52 AM
|
14
|
1
|
5.5
|
Coming Soon
|
|
|
2/25/2023 5:16:42 AM
|
31
|
8
|
5.5
|
Coming Soon
|
Comments