Bounty Hunter
Hunter Seeker Killer
The Bounty hunter's path lies along the edge-the stakes are always high-and the path only leads two places, to a life of infamous glory... or to a quick and ignominious death.
The only law in this galaxy is the one a man makes for himself. The Sith may say otherwise, but even the Empire's reach has limits. That's why they hire Bounty Hunters. If you've earned a death mark, we'll be seeing each other real soon. Don't let it go to your head though. To me, you're just another job.
Creating a Bounty Hunter
What was your reason that lead you down this path? Did you someone important to you die in some form or did you accumulate massive debt? Or were you raised in this fashion by your parent or guardian. What is your goal as a bounty hunter and how do you stay out of prison and free from other forces. Are you apart of a clan, group or do you run solo. Do you work for an important group such as the empire, the sith, the jedi, the republic, the hutts or any other organization.
Quick Build
You can make a bounty hunter quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. Second choose the mandalorian background.
HIT POINTS
- Hit Dice: 1d10 per Bounty Hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Bounty Hunter level after 1st
PROFICIENCIES
- Armor: All armor, All shields
- Weapons: Pistols, rifles, Grenades, Heavy Weapons
- Saving Throws: Dexterity, Intelligence
- Skills: Choose any three skills besides force skills
- Tools: Any two of your choice
- Languages: Any Two of your choice
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
- • (a) a blaster pistol
- • (a) a blaster pistol or (b) a blaster rifle
- • (a) blast helmet and vest
• a tool kit of your choice
• a pack of your choice - You start with a number of credits equal to the total of 5d4 x 10.
Contract
Starting at 1st level, choose a Contract that designates your Bounty Hunting style. Each Contract acts differently from one another and is where you honed your skills. Choose one from the the following, Collector, Desperado, Stalker. Your choice grants you additional features at 1st level and then again at 3rd, 9th, 13th, and 17th level.
- Collector
- Desperado
- Stalker
Payout
At 1st level, based on your Contract, you unlock certain abilities when you accomplish specific requirements. When the conditions for a payout are completed, you choose whether to activate it or not. If you don't activate it, you need to complete the requirements again. Some of these features may require an attack roll or a saving throw.
ATTACK ROLLS AND SAVING THROWS: Some Payouts can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the description for that particular Payout.
Payout attack modifier = your proficiency bonus + the specified modifier.
Payout save DC = 8 + your proficiency bonus + your specified modifier
Bonus Feat:
Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level.
Recharge & Reload
Starting at 2nd level, you can reload your weapons as a bonus action. Additionally, when you reload, the energy cell cartridge regains half of its ammo charge back. When you use this part of the feature, you must finish a short or long rest before you can use it again.
At 11th level, you can reload as a free action instead and the energy cell cartridge is fully recharged.
Threaten
Also at 2nd level, your menacing demeanor can be used to scare those who dont listen to you. As an action, make an Charisma (Intimidation) against a number of creatures up to your Charisma modifier (min. 1) within 60ft of you, those creatures must make a Wisdom Saving Throw against your roll. On a failure, they are frightened of you for 1 minute or until they can no longer see you. That creature can make a Wisdom saving throw against your save DC 8 + prof. bonus + Charisma modifier.
When you reach 10th level, you stun them instead and when you reach 18th level, you paralyze them instead.
Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Job Safety
Starting at 6th level, as an action, you unlock your heightened abilities for a short period of time. For the next 1 minute, your AC, damage you deal are increased by 1. Damage you receive is reduced by 1 and when you hit a creature with a weapon attack you gain 1 hit point. At 13th level, all affects are increased to 2 instead of 1. At 19th level, all effects are increased to 3 instead of 2. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
Dead or Alive
Starting at 7th level, your critical hit range is increased by 1 and you add another dice to the critical damage. When you kill a creature or reduce its hit points to 0 your critical hit range increases by 1 for the next 1 minute. The duration restarts each time you trigger this effect and this effect cannot be triggered against creatures of CR 1 or below. When the duration ends or you score a critical hit, this effect resets back to normal.
Rail Gun
Starting at 10th level, your ranged weapon attacks with guns can penetrate solid barriers. As long as you are aware of a targets location, you can make an attack against them with your ranged weapon gun attacks. They gain no benefit from cover, but the damaged is reduced by half.
When you reach 20th level, the damage is no longer reduced.
Determination
At 11th level, when you are required to repeat a saving throw to end an effect, you can also repeat the save at the start of your turn. Additionally, as an action, you can remove one effect that reduces your movement.
Suppressive Tools
Starting at 14th level, you not only cause pain with your attacks, but make it difficult to run from you. When you deal damage to a creature, that creature has its speed reduced by 10ft. until the start of your next turn. This can only happen once per turn.
Hunting Party
Starting at 15th level, you have learned to work well with others and use them to your advantage. As an action, you can target a creature within 120ft of you. All of your allies within 120ft of the target, can make one weapon attack against the target. Additionally, you gain the effect of "On the Hunt" as described below. Once you use this feature you can't use this feature again until you finish a short or long rest.
On the Hunt: When an ally takes an action that isnt the attack action, you can immediately take an action as though it was your turn. Once this happens you lose On the Hunt.
No Escape
At 18th level, when a creature provokes an opportunity attack from you, you can use your reaction to make a grapple check. Additionally, when you make a contested check to maintain a grapple, you do so with advantage. If a creature manages to break away from your grapple, their speed is reduced by 10ft until the start of your turn. When this happens, you lose this effect.
Hunter's Resolve
Starting at 20th level, you have learned to keep yourself from the grips of death. When you finish a long rest, you become under the effect of Hunter's Resolve as described below. Additionally, when you kill a creature of CR 10 or higher and you are not under the effects of Hunter's Resolve, you regain the effects of Hunter's Resolve.
Hunter's Resolve: When you drop to 0 hit points or killed outright, you instead have your hit points set to ten times your Constitution modifier. When this effect happens, you lose Hunter's Resolve.