Rake, Bounty Hunter
Hit Points
Hit Dice: d8 per Rake, Bounty Hunter level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The bounty hunter takes the contract and doesn't ask too many questions about why. To them, the mark is the target and the quest. Be it to bring home stolen goods, hunt down a fugitive for justice or vengeance. Sometimes to take the trophy from a rogue beast terrorising the countryside. The bounty hunter specialises in bringing the target back whatever it is.
Class Features
Lv.3 Mark Target
The bounty hunter is a brutal combatant, fighting dirty to inflict vicious injuries to weaken a foe before moving in for the kill or capture. Whenever the bounty hunter takes the attack action against an adjacent target within 5ft or takes the use object action they may spend an additional action point to apply one of the following effects to the target. Targets have advantage on their save against a move if the bounty hunter has already used this move against them previously.
- Blow to the Belly – The target must pass a con save equal to your damage, if they fail they are sickened until the beginning of your next turn.
- Break the Kneecaps – The target must pass a strength save equal to your damage, if they fail their movement is reduced to 10ft until the beginning of your next turn.
- Slice the Hamstring – The target must pass a dex save equal to your damage, if they fail they fall prone and have their movement reduced to 5ft for the rest of the encounter
- Elbow to the Throat – The target must pass a wisdom save equal to your damage, or be unable to speak until the beginning of your next turn
- Dust in the Eyes – The target must pass an intelligence save equal to your damage, or be blinded until the beginning of your next turn
- Stunning Strike – The target must pass a charisma save equal to your damage, if they fail they are stunned until the beginning of your next turn
- Bleeding Cut – The bounty hunter may sacrifice 5 points of damage to inflict a bleeding wound that deals 1 point of damage each turn until healed or until 1hr has passed. Bleeding creatures leave a trail of blood that grants advantage to tracking checks. The attack must deal at least 5 points of damage to inflict bleeding cut.
- Claim Bounty – The bounty hunter spends a round to declare to the target that they are here to claim their bounty describing the targets crimes, or giving the name of whoever set the bounty, making a contested intimidation check against the targets charisma save. If successful the target has disadvantage on attacks against the bounty hunter and is frightened by them.
Lv.5 Takedown
When the bounty hunter makes an attack from stealth they may declare they are making one of the following special attacks;
- Knock Out – The target must pass a con save against the bounty hunters damage or be knocked unconscious for 1d4 rounds. If the target makes the save by more than 5 they are unaffected, otherwise they are stunned instead.
- Silent Grapple – The target must pass a contested strength save against the bounty hunters strength or be grappled and rendered mute until they can break free or released from the grapple.
- Direct Ambush – The bounty hunter directs an ambush for themselves and their allies giving their allies the benefits of the ambushing strike ability for one round, all attacks made simultaneously before rolling initiative.
- Shove and Throw – The bounty hunter attempts to reposition a target their size category or smaller moving them against their will up to 15ft. The target must pass a contested strength save against the bounty hunters strength or be moved against their will. The bounty hunter can choose to follow the target or remain in place. The target is not considered grappled by this action.
When attempting a takedown in a stealthy manner the bounty hunter must pass a stealth check at disadvantage against the targets save result, otherwise there is a commotion during the attempt noticeable to other targets up to 60ft away.
Lv.6 Disarming Strike
In reaction to a missed attack from an armed opponent the bounty hunter may attempt a contested dexterity save against the targets strength save. If successful an object of the bounty hunters choice carried by the target is knocked out of the opponents hand and lands 15ft away unless the opponent has another way of maintaining their grip on the item.
Lv.8 Size them Up
The bounty hunter spends a round to observe a target learning the capabilities of the target. When they do so, they may learn a single ability bonus, the targets Dodge DC or Armour Reduction value or if they carry any notable equipment. Out of combat they may do this as a 1min ritual to learn all of the above. This ability does not give knowledge of a creatures saves, proficiencies or other bonuses/capabilities they may possess. If a creature changes its gear, or otherwise changes its capabilities the bounty hunter will have to restudy the creature to learn its new capabilities.
Lv.10 Privateer
At 10th level the bounty hunters infamy is enough, that patrons may entrust them to operate on their behalf. During their next audience with a patron, or during an appropriate beseachment, ritual or meeting, the bounty hunter may spend a favour with that patron to gain a special letter, token or sigil that acts a letter of marque for the purpose of collecting a specific bounty or complete a completing a mission in the patrons name.
While carrying this token the bounty hunter is exempt from local law and order in realms that respect that patron and their authority. The full acceptance of the token by NPCs is at GM discretion, however the bounty hunter may use the token as part of an intimidation or persuasion check invoke the name of their patron to carry weight granting a +4 to their check result.
Lv.12 Hunters Reputation
The reputation of the bounty hunter precedes them. Targets of a bounty who know or can recognise them have a -2 moral penalty to all checks when in the presence of the bounty hunter.