Rogue: Bounty hunter
Hit Points
Hit Dice: d8 per Rogue: Bounty hunter level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Subclass Options
You wield pistols, rifles and other ranged weapons with ease, and are a master of talking your way into and out of any job, and shooting your way out when that fails. The world has moved on and you have moved with it, taking it all in your stride as you adapt and master everything it can throw at you. You train yourself to make precise, exploitative and dirty strikes, in both conversation and combat, so you never run foul of a deal gone bad.
Tools Of The Trade
- When you choose this archetype at 3rd level, you gain proficiency with in Firearms. You may also use your thieves tools in place of tinkers tools to repair a firearm you are proficient in. Additionally, when you fire a ranged weapon you are proficient with that has the loading or reload property, you can choose to ignore that property for that weapon for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest. Upon reaching 13th level you may use this ability twice between long and short rests.
Eyes On The Prize
- At 3rd level, you can use your bonus action to make a Wisdom (Perception) check to observe the creatures or area around you or to make an Wisdom (Insight) check to determine the general mood of a single creature.
Offer You Can't Refuse
- Starting at 9th level, your senses and social skills are honed to get the most out of your deals. You have advantage on Charisma (Persuasion) and Wisdom (Insight) checks when making deals or bartering for prices.
- Additionally, you can use an action to make a jarring threat disguised with a honeyed offer to a creature within 60 feet of you that can hear you and is able to understand you. That creature must succeed a Wisdom saving throw or be frightened of you for 1 minute. The DC for this save is 8 + your proficiency bonus + your Charisma modifier. While the creature is frightened of you, you have advantage on Charisma checks in order to get them to back down or offer you a favorable deal. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. If they succeed the saving throw, they are immune to this ability for 24 hours.
Cat like reflexes
- Once you reach 13th level, you can react to danger much more effectively than most, even when caught off guard. When you make a Dexterity saving throw or take the dodge action, you can use your reaction to sheath or draw one weapon, or reload a ranged weapon with the reload property.
Never miss the mark
- By 17th level, you can make damn sure your shots hit by putting yourself in the line of fire to do so. Once per turn, when you make an attack roll, you can choose to add +10 to the result. You can do this before or after the roll is made, but before it is determined to be a success or failure. When you do this, your movement speed is halved, you cannot take reactions, and attacks against you are made with advantage until the end of your next turn.