Dnd 5e bounty hunter

Dnd 5e bounty hunter DEFAULT

Bounty Hunter (5e Class)

Bounty Hunter

A human stands surrounded by bandits, all exits blocked as the human smiles pulling out the two hidden pistols from his sides, the fire starts to swirl around him as he starts to spin, releasing the barrage of bullets into the mass. A Halfling sniffs at the ground as her eyes softly glow red, her senses pointing towards a locked door as she grins, the fur bristling from her skin as her form changes, smashing through the door with ease. An elf sits at the edge of the roof, a huge device in her hand as it watches through a magnifying glass at their target, softly breathing as she whispers "Goodnight" The barrel of smoke covering her escape into the shadows.

Bounty Hunters are usually known for being mercenaries on the field when creating crazy minded war machines which usually could not be even thought of, yet they're also known to be brilliant tracks in the most populated cities. Mixing arcane tinkering and blacksmithing as well as communing to the primal sides of nature. They use their techniques to track down their target and destroy them in the name of their god, money or just for fun.

Creating a Bounty Hunter

Try to wonder why your character became a bounty hunter. Did your deity give you a dream telling you to travel the world in search for a target or a final test. Did you lose something you love closely to a creature or being, and never forgot, creating the hatred that will never die til they are slain? Or is your character just someone who likes killing for fun but see's there's more profit in killing, than just the loot from the corpses.

Quick Build

You can quickly build a bounty hunter following the suggestions ahead. First, Dexterity should be your highest ability score, followed by Intelligence and Constitution. Then, choose the Criminal or the Outlander background. Finally, choose the light crossbow and quiver with 20 bolts, the tinker's tools, an explorer's kit, a leather armor, a set of manacles, a hunting trap and 5 daggers.

Class Features

As a Bounty Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bounty Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bounty Hunter level after 1st


Armor: Light armor, medium armor
Weapons: Simple weapons, ranged martial weapons
Tools: Tinker's tools, smith's tools, alchemist supplies
Saving Throws: Dexterity, Intelligence.
Skills: Choose two from Acrobatics, History, Perception, Insight, Investigation, Intimidation, Persuasion, Stealth and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) light crossbow and 10 bolts or (b) any simple weapon
  • (a) leather armor and tinker's tools or (b) chain shirt and smith's tools
  • (a) explorer's kit or (b) dungeoneer's kit
  • leather armor, a set of manacles, a hunting trap and 5 daggers.


Starting at 1st level, you have developed your crafting skills enough to create the perfect weapon for hunting and slaying your quarry: firearms.

Starting Firearms

You start by owing two firearms shown on the Firearms List bellow. You must fulfill the prerequisites for constructing the chosen firearm. You can craft more firearms as you gain levels in this class. You are proficient with any firearm crafted by you.

Crafting Firearms

You can craft any firearm on that list by spending 8 hours constructing one, and 75 gp in materials for each property the firearm has. Firearms with the reload property cost double the price. These hours don't need to be consecutive, and the process of building a firearm is considered light activity.

You must have your smith's tools on you to craft a firearm. If the firearm has the reload property, it is also required the tinker's tools.

Crafting Ammunition

To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each bullet costs 2 sp and 1 minute to craft.

Favored Enemy

Starting at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Intelligence (Investigate) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Wanted: Dead or Alive

Starting at 2nd level, you have an uncanny ability to track your prey. You can take the Search action as a bonus action on your turn.

In addition, you can use the Search action to inspect a creature, marking it for the hunt. Your eyes will glow softly, as you see a dark red thread guiding you towards your mark. You can have one mark at any given time, as this thread will give you the direction. The thread does not tell you where exactly your mark is, or the distance of the mark, only giving you the general direction towards it (south, north, west or east). Your mark lasts for 7 days, until you create another or until the marked creature dies.

Moreover, your attacks against the marked creature are deadlier. Once per turn when you hit a marked creature with a ranged attack, you deal additional 1d4 damage. This damage increases as you gain levels in this class: 1d6 (5th level), 1d8 (11th level) and 1d10 (17th level).

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


When you make a ranged attack with a one handed light ranged weapon you wield in one hand, you can make a second attack with another light ranged weapon you wield in your other hand.

In addition, you can draw or stow two one-handed ranged weapons when you would normally be able to draw or stow only one.


When you make a ranged weapon attack, if you haven't moved on your turn, you can use your bonus action to give yourself advantage on your next attack roll. Your movement speed is reduced to 0 until the end of this turn.


When wielding a one-handed ranged weapon in one hand, and nothing on the other, you gain a bonus of +2 to your AC and damage rolls.

In addition, you can wield a one-handed weapon in two hands. If you do so, you lose the bonus to AC, and the bonus to the damage increases to +3.


As a bonus action, you can assume a evasive posture. The next ranged attack made against you until the start of your next turn is made at disadvantage.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge

Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Tying the Knot

Being a bounty hunter, you have learned how to effectively make sure your targets have little to no chance escaping the restraints you put on him. Starting at 10th Level, Whenever you put a creature in manacles, ropes or another kind of restraint, you add your Intelligence modifier to the DC of the check needed to break from the restraints, and creatures make the check at disadvantage.

In addition, you have advantage on checks and saving throws to break free from manacles, ropes, chains or other types of restraints, and advantage on opposed Strength (Athletics) and Dexterity (Acrobatics) checks on grapple contests.

Silver Tongue

Starting at 13th level, you have become much more skilled at the art of fitting in with people, and gathering information. Choose two of the following skills: Insight, Investigation, Persuasion, Intimidation, or Disguise. you gain proficiency in that skill. If you are already proficient, you gain double proficiency (expertise).


Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.

Feral Senses

At 17th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Nightfall Showdown

When you reach the 20th level, you have dealt with multiple situations where you are outnumbered, yet you remain the one standing. On your first turn of combat, you can choose to start your Nightfall Showdown. Time slows, and you can make an additional number of attacks equal to half your Dexterity modifier (Rounded up) +3.

If you make these attacks using ranged weapons, you only use half the required ammunition. Once you use this feature, you can't do it again until you finish a long rest.

The Bounties Mind

Starting at 3rd Level you may choose one of the following paths as your Bounty Hunter, each having their own perks and skills.

Dual Wielder

Dual Wielders are quick firing marksmen. Using the skill of using two weapons at once, instead of one.

Doubling Down

Starting at 3rd level, you gain the Akimbo fighting style. If you already have the Akimbo fighting style, you gain the following benefits:

  • You can use the Akimbo fighting style even if the one handed ranged weapons lack the light property.
  • You can reload two ranged weapons, instead of one, whenever you take an action or a bonus action to reload them.
Two Shots are better than One

Starting at 6th level, you gain a bonus of +1 to attack rolls, damage rolls and saving throws when wielding one ranged weapon in each hand.

Doubling Down Improvement

At 11th level, when you use your Akimbo fighting style, you can attack twice, instead of once, when attacking with your bonus action.

Double Digits

Starting at 15th level, your quick shots inspire confidence in you and your allies. When you hit a creature with two different ranged weapons on the same turn, you can choose to gain one of the following benefits:

  • Your second attack is a critical.
  • The next weapon attack made by a friendly creature able to see you until the start of your next turn is a critical on a hit.
  • A friendly creature capable of seen you gain temporary hit points equal to half your Bounty Hunter level (rounded up).
  • If you are under half your maximum hit points, you regain hit points equal to half your bounty hunter level (rounded up). If you are above half your maximum hit points, you gain this number in temporary hit points.
Two-Point Whirlwind

Starting at 18th level, you can use your bonus action analyze enemies around you, looking for the weakspots of surrounding enemies as you spin around, both weapons drawn and start to fire your weapons. You can make one attack against each creature within the short range of your ranged weapons.

On a hit, the attacks deal additional 3d8 damage. Once you use this feature, you can't use it again until you finish a long rest.

Blood Moon Pact

Blood Moon bounty hunters have created pacts with dark entities to grant them superior reflexes and senses as a creature of the night, making them the ultimate hunter.

Wild Moon

Starting at 3rd level, You gain the ability to turn into the hybrid between your humanoid self and a beast. As a bonus action, you can assume the form of a were-rat, were-bear or were-wolf, and gain the following benefits:

  • You gain resistance to slashing, piercing and bludgeoning damage from nonmagical attacks not made with silvered weapons.
  • You gain darkvision up to a range of 60 feet and advantage on Wisdom (Perception) checks that rely on smell.
  • Your fangs and claws become natural weapons, which you can use to make unarmed strikes, causing 1d6 damage. The damage is either piercing or slashing (your choice between the two). You can use either Strength or Dexterity for these unarmed strikes. The damage increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
  • Whenever you take the attack action and make one attack with your natural weapons, you can make a second attack as a bonus action.
  • One of your ability scores increases in 3, depending on the chosen form: Strength (Bear), Dexterity (Wolf) or Intelligence (Rat).

You remain on your chosen form for 1 hour. You can use this ability once, regaining the ability to do so after a short or a long rest.

Sacred Moonlight

Starting at 6th level, when you're in your beast form, all your attacks with natural weapons are considered magical for the purposes of overcoming resistances to non-magical attacks and damage.

In addition, you can manifest your claws while not transformed, allowing you to make unarmed strikes with your natural weapons at will.

Rending Claws

At 11th level, you also deal additional 1d8 damage with your natural weapons.

Bestial Advance

Starting at 15th level, you gain the following benefits, depending on the form you assume:

Werewolf "Wolf's Agility". You gain advantage on Dexterity checks when out of your beast form.
Wererat "Rat's Cunning". You gain advantage on Intelligence checks when out of your beast form.
"Bear's Fury". You gain advantage on Strength checks when out of your beast form.
United as One

Starting at 18th level, You have mastered your form, using it's advantages, and you now have these benefits:

Werewolf "Pack of Darkness". As you fire upon an enemy, figures of wolves surround the target dealing an extra 2d8 piercing damage. When surrounded by the pack, your target has disadvantage on attack rolls. The pack lasts for 1 minute, and it can be moved to a different creature within 30 ft of you with your bonus action.
Wererat "Sewer's Best Friend". When hitting an attack with your firearm. They must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), taking an additional 4d10 poison damage on a failed save. This poison continues to deal 1d10 poison damage at the end of said target's turn until the target succeeds on their saving throw. On a successful save they take half damage of the original poison then the poison no longer damages them, and the creature is immune to this effect for the next 24 hours.
Werebear "Fluffy Death Machine". When hitting an attack with your firearm. Your target must succeed Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 8d8 bludgeoning damage and be knocked 20 feet back. On a successful save, it takes half damage and is not knocked back.

Each of this abilities can be used once, and you can't do it again until you finish a long rest.

Shadow Snipers

Shadow Snipers prefer to stick to the shadows, keeping at a distance as they silently take aim, then fire.

Shadow Mark

Starting at 3rd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with any two handed firearms against that creature. This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to half your Intelligence modifier rounded up (minimum of once). You regain any expended uses when you finish a long rest.

Marked For Death

Starting at 6th level, you deal an extra 1d6 damage of your weapon's damage type against a creature effected by your "Shadow Mark" feature. At 15th level the damage increases to 2d6.

Dark Matter Weaponry

Starting at 11th level, your attacks with ranged weapons cause additional damage equal to your Intelligence modifier (minimum of +1), cause necrotic damage, instead of piercing.

In addition, your ranged weapon attacks ignore resistance and immunity to necrotic damage.

Last Shadow

Starting at 18th level, you use your powers in the shadow to hide yourself. As a bonus action when you are in dim light or darkness, you can become invisible. This invisibility lasts until the end of your next turn, ending earlier if you make an attack or cast a spell. Moreover, whenever you hit a creature with a ranged attack while unseen, you deal additional 1d8 damage.

In addition, you can regain any expended uses of your "Shadow Mark" when you finish a short or long rest.


Some firearms have a level pre-requisite. You must have the amount of Bounty Hunter levels shown before you can construct such weapon.

Firearms List

Flintlock Pistol

A flintlock pistol is a ranged weapon with the ammunition (range 30/90) and loading properties. Its damage die is 1d

Flintlock Musket

A flintlock musket is a ranged weapon with the ammunition (range 30/90), loading and two-handed properties. Its damage die is 1d

Pocket Pistol

A pocket pistol is a ranged weapon with the ammunition (range 30/90), loading and light properties. Its damage die is 1d8.

Four Barrel Pistol

prerequisite: 3rd level

A four barrel pistol is a ranged weapon with the ammunition (range 30/90), reload (4 shots) and light property. Its damage die is 1d6.

Flintlock Revolver

prerequisite: 5th level

A flintlock revolver is a ranged weapon with the ammunition (range 30/90) and the reload (6 shots) property. Its damage die is 1d8.


prerequisite: 17th level

The revolver is a ranged weapon with the ammunition (range 40/) and reload (6 shots) properties. Its damage die is 2d8.

Hunting Rifle

prerequisite: 17th level

The hunting rifle is a ranged weapon with the ammunition (range 80/), reload (6 shots) and two handed properties. Its damage die is 2d


prerequisite: 17th level

The shotgun is a ranged weapon, with the ammunition (30/90), reload (2 shots) and two-handed properties. Its damage die is a 2d8.

You have no disadvantage on attack rolls when making a ranged weapon attack with a shotgun at close range. In addition, a Large or smaller creature hit by a shotgun at short range must succeed on a Strength saving throw against a DC equal to the damage taken, or be pushed 10 feet back and knocked prone.

Firearm Properties


The ammunition of a firearm is destroyed upon use.


A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).


Prerequisites. To qualify for multiclassing into the Bounty Hunter class, you must meet these prerequisites: 13 Dexterity, 13 Intelligence

Proficiencies. When you multiclass into the Bounty Hunter class, you gain the following proficiencies: Tinkers Tools, Firearms.

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Bounty Hunter (5e Background)

Bounty Hunter[edit]

However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services and skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse strings at the expense of another poor soul fated to endure consequences dire, and often foul.

Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning precedes you. More often than not, you found yourself sought after and petitioned to ferret a mark, never needing to eke out the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway offspring of a minor noble, or the thieving murderer eluding the city guard, none could evade your dogged pursuit, and many more dared not try once your involvement was learned.

Skill Proficiencies: Pick two from: Perception, Intimidation, Survival, Insight

Tool Proficiencies: Thieves' Tools

Equipment: Ink bottle, a set of traveler's clothes, ink pen, 5 pages of parchment, 2 hunting traps, thieves' tools, 3 trinkets from previous bounties (roll on table PHB pg. ), and a belt pouch containing 10 gold

Choose one of the following features

Feature: Names, Faces, and Places[edit]

Though many claim the role of a bounty hunter, few actually excel at the profession save those with a keen eye for observation. Among the adept are those who are truly gifted, having an almost preternatural talent for anticipating the behavior of their targeted mark. Being among their ranks, you have an uncanny ability to recall specific details of conversation and names you overhear or participate in as it relates to your bounty, or otherwise see written, even if only for a moment or two. You can also sketch out faces and general locations you've seen with accuracy, possessing exceptional recollection. In addition, you often effortlessly identify clues when tracking your bounty's movements and disposition that would be otherwise lost on lesser pursuers.

Feature: Contacts and Forgery[edit]

As a bounty hunter you have traveled far and wide which has allowed you to have built up a network of contacts and informants that can help you track down your mark. If you are in a town or city where one of your contacts or informants reside (DM's discretion) you may inquire about information that pertains to your mark for the right price or trade a favor to gain the information (DM's discretion). Additionally you have trained yourself in creating documents that will allow you to gain entry into areas you would normally not be allowed to enter in order to capture your mark. You can forge documents including officials papers and personal letters, as long as you have seen an example of the kind of document or handwriting you are trying to copy.

Feature: Ear to the Ground[edit]

You are in frequent contact with people in the segment of society that your chosen mark moves through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.

Suggested Characteristics[edit]

A bounty hunter's sole purpose is to hunt down people with a price on their head, for grievances ranging from the mundane to the terrible. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not for the pay, but for the thrill of pursuit. Hunters are therefore often as varied in personality as their marks.

d8Personality Trait
1I tend to approach conversation with people I've just met as though it were an interrogation.
2I project arrogance and conceit at times, especially after turning in a troublesome target.
3I'll accept the help of others with a bounty, so long as they can prove their skill to me first.
4It needn't be hunting down a mark - I'll chop firewood for an old woman if there's pay involved.
5I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business.
6I've a great deal of practical experience from hunting bounties, and can relate to almost any situation.
7I'm rather adept at games of skill like darts, or five-finger fillet.
8I frequently move from town to town, eager to pursue new marks and seek new contacts.
1Justice These people have violated the law once. I won't let it happen twice. (Lawful)
2Clean-up I will get these criminals off the street with help from the law or not. (Chaotic)
3Brutality Gold pales to the brilliance of the life draining from their eyes. (Evil)
4Morality It's not enough to hunt them down. They have to understand what they've done is reprehensible. (Good)
5Ambiguity This job's just a job, like any other. Nothing personal against my targets. (Neutral)
6Endurance In no other line of work could anyone expect to test their limits so completely. (Any)
1Once a soldier, my comrade's grave betrayal forced me from my home, and into this life.
2Though my friends are few, I owe them my life many times over, and would happily die for them.
3Horrendous tales and vile rumor destroyed my family's good name, and this path is the only recourse to find the truth.
4The contract turned sour, and now I find myself yoked to dangerously twisted employers.
5All my deeds would surely consign me to prison - only by servicing officials do I stay free.
6Mindless thuggery stole the life of one I cherished, and the price they must pay is one I will collect.
1Sleep, when it comes, is no sleep at all. The time spent tracking marks has left me skittish and paranoid.
2Not only am I good at what I do, but I love what I do - and I hate myself for it.
3I refuse to believe anyone can be trusted, and will root through their life until I'm satisfied they can be.
4At a younger age my actions earned me the brand of a criminal, those mistakes haunting me and my fellows even today.
5It is only for my own selfish need to be the best at what I do that I abandon my team to bring the bounty in first.
6Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I.

Variant Bounty Hunter: Vigilante[edit]

Standing in contrast to the mercenaries who haul in anyone labelled a criminal for coin are those who target thieves, charlatans, and murderers exclusively - and for no material reward. Vigilantes are as often soldiers dumbstruck by newly-found social decay and corruption whence they return home from war, as they are wealthy citizens with a penchant for martial prowess an axe to grind against their city's seedy underbelly for a past, personal transgression. As a matter of course, a particularly zealous vigilante may come into conflict with a bounty hunter, deeming them as guilty of violating the law as any brigand skulking about an alleyway. If you indeed wish to be a vigilante, select the Crime Doesn't Pay feature outlined below instead of the Names, Faces, & Places feature above. Living a life of vigilantism means that you will always be on the lookout for criminal activity, especially so if you're within the boundaries of a town or other settlement you claim as your home. The promise of payment never sways your decisions in whom you target, and you hold yourself to a higher code than your capricious counterparts - you consider it preferable to turn your marks over to the appropriate authorities instead of harming them.

City guard and militia are likely to turn a blind eye to your unsanctioned activities unless you cross someone in their rank, be they corrupted, prideful, or otherwise. Additionally, as your reputation grows, you will gradually earn the accolades and support of the common people who find their streets safer, and petty thugs less inclined to hold them at knifepoint over a few coins. At the same time, organizations and individuals accustomed to using their coffers to help guide a settlement's definition of "criminal" (such as a merchant house, corrupt council member, and the like) will gradually grow to resent and perhaps lash out at your burgeoning reputation.

Variant Feature: Crime Doesn't Pay[edit]

Pulling from your prior experiences as a soldier, mercenary, or even an extensive time living the life of a vigilante, you have the skills needed to wage a kind of psychological battle against the criminal elements of society. When interrogating someone to glean information about the location, motive, or operations of their superiors, they will easily buckle under questioning and often times readily give up sensitive knowledge without the need to press further. Any promises you may make concerning their fate in exchange for information you are not obligated to keep, short of killing them. You can coordinate this information with any authority in a city you're on amicable terms with, be it the guard or militia, your own old military unit, or even a sympathetic temple's leadership, provided that temple maintains soldiers of their own.

In addition, replace the Perception proficiency in the skills list above with Stealth, and substitute the hunter's traps and bounty trinkets with a magnifying glass and a set of manacles.

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Urban Bounty Hunter

Skill Proficiencies: 

Choose two from among Deception, Insight, Persuasion, and Stealth

Tool Proficiencies: 

Choose two from among one type of gaming set, one musical instrument, and thieves' tools



A set of clothes appropriate to your duties and a pouch containing 20 gp

Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Suggested Characteristics

Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

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Background #50: Urban Bounty Hunter (DnD 5E)

Bounty Hunter

Mediumhumanoid (any race), any alignment

Armor Class 18 (hunter plate)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

18 (+4)16 (+3)17 (+3)12 (+1)13 (+1)12 (+1)

Saving ThrowsStr +7, Dex +6
SkillsAcrobatics +6, Athletics +7, Insight +4, Perception +4, Stealth +6
Sensesdarkvision 60 ft., passive Perception 14
Languages Common and one other
Challenge 5 (1, XP)

  • Inscrutable. The bounty hunter is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the bounty hunter&#;s intentions or sincerity have disadvantage.
  • Magic Resistance. The bounty hunter has advantage on saving throws against spells and other magical effects.
  • Multiattack. The bounty hunter makes two attacks.
  • Quarterstaff of the Hunter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. The metal quarterstaff can also cast firebolt or shocking grasp 3/day (+4 to hit with these spell attacks).
  • Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/ ft., one target. Hit: 7 (1d8 + 3) piercing damage.

One of the most expensive warriors for hire is the bounty hunter. These skilled fighters are trained to hunt down their prey and bring them back. They usually succeed on their missions and local citizens know to stay out of the way. Most people in the city have never even heard of a bounty hunter losing a fight before.

Warrior for Hire. They are focused on making as much gold as they can. Evil bounty hunters can be paid to do almost anything.

Wondrous Weapon. A bounty hunter&#;s magical quarterstaff is always at their side. Not only is it a melee weapon, it also has several magical qualities. These features usually surprise their opponents.

Heavy Metal. Bounty hunters wear a magical suit of armor called hunter plate. The armor covers every inch of the bounty hunter except their eyes. Hunter plate is plate armor infused with darkvision and magical resistance.

Section Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © Cawood Publishing. Author: Andrew Cawood

Section Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © Cawood Publishing. Author: Andrew Cawood

Sours: https://www.5esrd.com/database/creature/bounty-hunter/

5e bounty hunter dnd


Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faenûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar – any place that's large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives – but on the other hand, you can take down much more formidable targets with the help of your companions.

Source: Sword Coast Adventurer's Guide

Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves' tools
Languages: None
Equipment: A set of clothes appropriate to your duties and a pouchValue:5sp Weight:1lb containing 20gp

Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Use the tables for the Criminal background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.

Sours: http://dnd5e.wikidot.com/background:urban-bounty-hunter
Making and Running a Bounty Hunter for Your Campaign

Urban Bounty Hunter 5e

Urban Bounty Hunter is one of the various backgrounds available to choose from for your character you role-play as in Dungeons and Dragons 5th Edition. A character’s background is essential to his base story as it reveals where you are from, how you took on the path to be an adventurer and what your value is in this world. We also recommend you to check our official backgrounds table in case if you haven’t checked them yet here is the link.

Urban Bounty Hunter 5e:

Your life as a bounty hunter was already full of mysteries, adventures along with deadly conflicts and disagreements. Your source of income was to find people wanted by others for a hefty sum of money. You always had your mind set in what your task needed you to do and you made sure it wasn’t reckless enough to cause harm to your life.

This routine of yours was a very profitable job for you since the place you lived in often called for jobs like these helping you nurture and mature your skills and survival instincts. This task didn’t require to be a lone wolf as you would frequently make connections with not only the criminal world but also other bounty hunters such as yourself, these interactions in both cultures helped you excel in your work immensely.

There are various types and styles of bounty hunting. You could be the one who is a sly and cunning thief-catcher stealthily traversing through rooftops to catch robbers in the city.

Or you could be the one who has his ears and eyes on everything, being aware of all the actions and deeds done by the thieves and other street gangs along with where their guilds are located at. Or you could be the one who hides in plain sight disguised as one of the common folk in the society to catch the criminals aiming for the rich.

Skill Proficiencies

Choose two from among Deception, Insight, Persuasion, and Stealth

Tool Proficiencies

Choose two from among one type of gaming set, one musical instrument, and thieves’ tools




A set of clothes appropriate to your duties and a pouch containing 20 gp

Feature : Ear to the Ground

As a bounty hunter, you have strong and deep connections with dozens of people in the community. The background of these people might have them coming from a criminal and mafia underworld or the rough and rowdy street gang folks of the streets or the members of a high and noble society circle.

This connection is established whenever you visit a city as there is bound to be contact and interactions with people of that city, people you make connections with will be willing to give you high grade valuable information about the people and society there and the commonly visited yet important places in that area.

Suggested Characteristics :

Suggested characteristics of a bounty hunter is decided upon by the basis of traits, skills and motivations, which are then modified to tailor an identity that suits you. You can use the table for criminal background as reference or you can check the below tables.

Personality Traits:

D8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation.
I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust.
Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation.
Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.


1When I see something valuable, I can’t think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4I have a “tell” that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I’m okay with that.


1Honor: I don’t steal from others in the trade. (Lawful)
2Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity: I steal from the wealthy so that I can help people in need. (Good)
4Greed: I will do whatever it takes to become wealthy. (Evil)
5People: I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption: There’s a spark of good in everyone. (Good)


1I’m trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I’m guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made.
That will never happen again.

For example, the connections you make with other bounty hunters or organizations that employ you, the ideal situation would be for them to find you trustworthy and reputable for completing tasks efficiently.


This concludes the article with all the vital and necessary information for bounty hunter that you would need and to help you decide on choosing Bounty Hunter as a background for your game in Dungeons and Dragons 5th Edition. If you would like to read more about Dungeons and Dragons, do check out our other articles like acolyte 5e and more.

Sours: https://5ebackgrounds.com/urban-bounty-hunter/

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You know what, dear. For ten rubles, that's such a member, and I will suck myself. And you, - and stuck it under the nose of the muzzle. We were bored from the heart - well, Olya.

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