Collector

Collector


Collector Payout

At 1st level, your payouts revolve around subduing your targets, sometimes this happens nonlethally and sometimes it doesn't. Your Collector's Payout will trigger when you accomplish the specified task a number of times equal to your Proficiency Bonus unless it states otherwise. Once a Payout has been activated, you cant activate it again until you finish a short or long rest. If 10 minutes pass since you last made progress towards any of your payouts it is reset back to 0.

Payout: The Faster the Deader

At 1st level, to trigger this payout, the first hostile enemy that takes a turn must be killed or drop to 0 hit points. When it does, activate this Payout for the next 10 minutes. Your speed is doubled and you have advantage on all Dexterity checks and Saving Throws. 

Payout: Gun Down

At 1st level, to trigger this payout, you must hit the same target consecutively X number of times. When you do, you gain a +X to your attack rolls for the next 10 minutes. X equals your proficiency bonus.

Wrist Launcher

Starting at 3rd level, you can craft a prized and deadly tool utilized by select and elite Bounty Hunters; a wrist-mounted multi-tool that can perform a variety of functions. You can create this device over the course of 3 days; (8 hours each day), and by expending 300 credits worth of materials. You can only ever have one of these devices at a time, and only you can utilize it and make it function. If the device is broken or damaged you can attempt a DC:15 Mechanics check over a short rest, spending half of the amount of Credits to repair it. If the check fails, you fail to repair it, and the parts purchased from your credits are expended and you must try again. The Device has the following features. You can use these features a total number of times equal to your Dexterity Modifier. You regain all expended uses when you finish a Long Rest.

  • Carbonite Canister: As an action, You can aim this wrist-mounted device forward and unleash either a torrential spray of freezing cold Carbonite Gas or a precise freezing ray, your choice.
  • Gas: A 10'ft long cone. Each creature in area must make a Constitution Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier), on a failure they take 1d10 + Your Dexterity Modifier + your Bounty Hunter level Cold Damage, and the creature's speed is halved until the start of your next turn. On a success they take half damage and it speed is not halved. If this effect reduces the creature to 0 hit points, they are not killed outright but instead are considered Petrified and flash-frozen in carbonite. You can use your wrist launcher to unfreeze a target you have frozen with this ability as an action. While frozen, their weight is tripled.
  • Ray: Make a Ranged Attack against a creature within 60 ft of you that you can see, on hit, you deal 3d6 + Your Dexterity Modifier + your Bounty Hunter level Cold Damage, and the target's speed is halved until the start of your next turn. If this effect reduces the creature to 0 hit points, they are not killed outright but instead are considered Petrified and flash-frozen in carbonite. You can use your wrist launcher to unfreeze a target you have frozen with this ability as an action. While frozen, their weight is tripled.
  • Flamethrower: As an action, you can aim this wrist-mounted device forward and unleash a torrential spray of flame. The flames are 20'ft cone and each creature in the area must make a Dexterity Saving throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier). Taking 3d8 + your Bounty Hunter level fire Damage on a failure, or half damage on a successful save.
  • Grapple Wire: As an action, you can make a ranged attack against a creature you can see within 30'ft of you, if the attack hits, As long as the Target is Large or smaller, it is considered grappled and you can pull the creature up to 10 feet closer to you. Subsequently on each of your following turns, you can spend another Action to reel the wire in and pull the creature an additional 10 feet towards you.

Tag Your Mark

Beginning at 3rd level, you have significant experience studying, tracking, hunting and investigating your assigned mark. Choose one target that you either know personally or on whom you were given a significant amount of background information. You have advantage on Wisdom (Survival) checks to track them, on Intelligence checks to recall information about them, and on Charisma checks to gather intel on them. In addition, you gain a bonus on weapon attack and damage rolls equal to 1 + Wisdom modifier against your target. You can change your Tag Your Mark as an action, and use this feature a number of times equal to your Wisdom Modifier. Regaining expended uses after a long rest.

Mini Rockets

Starting at 9th level, You've developed an advanced arsenal of explosives for your Wrist Launcher. When you finish a Long Rest, you can choose three Rockets from the ypes below. As an Action, you can fire one of the chosen Rockets. 

  • Explosive Missile: As an action, you fire an explosive missile towards an area within 120ft of you, the missile then explodes in a 20'ft radius, dealing 8d6 fire damage to all creatures that fail on a Dexterity Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier), or half damage on a successful save. This missile deals double damage against vehicles and structures.

  • Kolto Missile: As an action, you fire a missile that contains a canister of kolto gas towards an area within 120'ft of you. The missile then explodes unleashing a mist of kolto gas in a 20'ft radius, all creatures; both hostile and ally; regain 8d6 hit points. this has no effect on inorganic creatures (such as constructs, droids,etc)

  • Smoke Missile: As an action, you fire a missile towards an area within 120'ft of you. The missile then explodes into a cloud of thick smoke with a radius of 40'ft. The smoke lasts for up to 10 minutes and spreads around corners, the area the smoke occupies is considered heavily obscured. It is dispersed by wind of moderate or greater speed (at least 10 miles per hour).

  • Concussive Missile: As an action, you fire a missile towards an area within 120'ft of you. The missile then explodes in a 10'ft radius, all creatures in that radius must make a Constitution Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier). On a failure, the creature takes 4d6 Sonic damage and is considered Deafened and stunned for 1 minute. On a successful save they take half damage and are considered deafened until the start of your next turn, but they are not stunned. A creature stunned by this effect can make additional saves at the end of each of their turns, ending the effect on a success.

  • Hollow-Tip Dart: As an action, you fire a hollow-tipped dart towards one creature you can see within 60'ft of you. The dart can be laced with poison, though you must acquire the poison on your own as this feature does not craft it or provide it for you.
    Make a Ranged Attack against the creature, on a hit, the dart deals 1d10 + Your Dexterity Modifier Piercing Damage and applies whatever poisons appropriate. In addition, the creature is tagged by the tracer embedded in the dart. Your Wrist-Launcher can track the tagged creature using a GPS device, allowing you to know its exact location and coordinates to a maximum range of 10 miles. This tracer lasts for up to 24 hours before it is rendered function-less.Creatures that are wearing some form of protective hearing equipment, or a creature that is naturally immune to the deafened condition are immune to the effects of this missile.

  • Anti-Vehicle: As an Action, you can fire this missile at a target within 90ft. On a hit, the target takes 8d6 fire damage, doubled against vehicles and structures. 

Payout: At Your Service

Also at 9th level, to trigger this payout, you must cause a hostile creature to be, frightened, stunned, incapacitated or paralyzed X amount of times. When you do so, your payout is activated and for the next 10 minutes all creatures of your choice that are aware of you when your payout is activated, have disadvantage on your saving throws and you have advantage against their saving throws. X equals your Proficiency Bonus.

Death From Above

At 13th level, you have spent time becoming an expert with jetpacks. While wearing a jetpack, the fuel lasts ten times longer then normal and the fly speed is doubled.

Payout: Bring Them In Cold

Also at 13th level, to trigger this payout, you must cause a creature to become frozen in carbonite. Once you do this payout is activated for the next 10 minutes and all your attacks cause the target to be unable to regain hit points until the start of your next turn.

Nemesis

When you reach 17th level, you have become so familiar with hunting dangerous foes that your skill in fighting them is legendary. When attacking your Tag Your Mark, you have advantage. Your target also has disadvantage against you, and does not gain advantage for attacking you while unseen. Additionally, you have resistance to all damage caused by your Tag Your Mark.

Payout: Loyalty Pays

At 17th level, to trigger this payout, cause X amount of allies to attack during your turn. When you do so, activate this payout for the next 10 minutes. All allies that you designate when this payout becomes activated, gain all the benefits of your Payouts that are active or that you activate in the next 10 minutes.