Fighter
Base Class: Fighter

The Bounty Hunter archetype specializes in tracking down its prey, stalking its target, and potentially extracting information from a fearful target. Those who dedicate themselves to the hunting of the most dangerous game itself are truly the models of this archetype.

Final Notes:

If this subclass seems too powerful or too weak, please comment and let me know your thoughts. I imagine this is too powerful and needs to be downgraded a bit, or it is too unspecific and needs more detail in some areas, but I'm too inexperienced to know what the exact problem may be, so any help would be much appreciated in order to help this work out for use during my games.

 

Stakeout

Beginning when you select this archetype at 3rd level, whenever you must make a constitution check against exhaustion  you gain a proficiency bonus on the roll to resist; consequently, if there is no roll and you are due to take a point of exhaustion, you are still allowed to roll against it, but without the added benefits. This skill may be used an equal amount of times to your constitution modifier, and it recharges after a long rest. You are also given proficiency in two of any of the following skills: Perception, Investigation, Insight, or survival. The player may also choose to gain expertise in any one of these skills, but not two.

Dedication

Starting at 7th level, Your ability to track down a target relentlessly has provided you with incredible determination. Any creature you know the full name of or you have seen directly can be "marked." Once you have marked a target, you gain awareness of their exact location as long as you are within 30ft of the marked.

- If the marked is invisible or protected by some sort of magical disguise, they must roll a stealth check with disadvantage, if they succeed, you lose your awareness of their position.

- As long as the marked is within sight, you are no longer affected by difficult terrain's effect on your movement speed.

- When attacking the marked, the creature must make a constitution saving throw, if they fail, your attack bypasses any resistance they have to your attack; however, this does not ignore immunities. This can only be used at an amount equal to your constitution modifier plus your proficiency bonus, and this ability recharges after a long rest.

Cornered Prey

Starting at level 10, whenever enter an area within 30ft of the marked, you gain advantage on intimidation, persuasion, deception, and insight checks performed on the marked. The marked must also make a wisdom saving throw against 10 + your proficiency bonus, and upon failing, they will become frightened, unless immune to being frightened.

One Man army

Starting at 15th level, you may now mark up to two targets, and at 17th level you can target up to three. You have the option to obtain x multiplied by your constitution modifier in temporary hit-points (x representing the amount of marked), this ability can only be activated when the marked is within your zone of awareness. These temporary hit points are removed whenever a long or short rest is taken. This ability can only be activated once per marked, and it does not stack with itself. This ability can only be used an amount equal to your constitution modifier until you take a long or short rest

Tunnel Vision

Starting at 18th level, your desire to hunt your prey at developed to such a high quality that nothing else around them seems to matter, and your dedication knows no bounds.

- The range needed to become aware of a marked one increases to 60ft.

- You may add 1d6 to your damage rolls against the marked.

- You have resistance against attacks of opportunity and they no longer reduce your movement to zero.

- If a marked one is within your area of awareness, you may take the dash action as a bonus action.

This ability can be activated as a bonus action during your turn, and can be used a number of times equal to your constitution modifier. This ability deactivates after a number of turns equal to your constitution modifier, and after its use you gain a point of exhaustion (which does interact with Stakeout).

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