Base Class: Fighter
The archetypal Head Hunter dedicates themselves to the tracking and collection of their targets. Head Hunters learn how to corner their targets, exposing their weaknesses and leaving little room for their quarry to escape. Many of these fighters display a dedication that is nigh unmatched, be it by the desire of monetary wealth or for the glory of claiming the biggest bounty among their peers.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Survival and Perception checks.
Hunter's Prowess
Starting at 3rd level, your line of work has made you an expert at modifying weapons to better suit your needs. Whenever you finish a long rest, you can modify two martial or simple weapons that you are proficient with that lack the Heavy property. When you are wielding a modified weapon, it gains the Finesse property and their damage increases to 1d8. This benefit lasts until you finish a long rest.
Marked For Death
Starting at 3rd level, you can use a bonus action to mark a creature that you can see within 120 feet of you. The mark lasts for 8 hours or until you mark another creature. When you mark a creature in this way, you gain the following benefits:
- Whenever you hit a marked creature with a modified weapon, you deal additional psychic damage equal to your proficiency bonus.
- You have advantage on Perception and Survival checks made to track the marked creature.
- The marked creature can not benefit from half and three-quarters cover against you.
Grim Agent
At 7th level, your heart races with excitement as you close in on your quarry. As a bonus action, you can give yourself a number of temporary hit points equal to your Constitution modifier until the start of your next turn. While these temporary hit points persist, whenever a marked creature forces you to make a saving throw, you can give yourself a bonus to the saving throw equal to the number of temporary hit points. You expend the temporary hit points if the saving throw succeeds.
Gruesome Tools
Starting at 7th level, your modified weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when you damage a target with a modified weapon, you can change the damage type to bludgeoning, piercing, or slashing.
Skull Collector
At 10th level, you are eager to claim the reward on your target. You can take one additional bonus action on your turn. The additional bonus action can not be used in the same way as the previous bonus action and it can not be used to make an attack.
Additionally, your modified weapons gain the Light property.
Cruel Tracker
Starting at 15th level, your weapon modifications cripple your targets. When you hit a creature with a modified weapon, you can choose to suspend one of their damage resistances and halve their movement speed until the end of your next turn. You choose which damage resistance to suspend.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Death's Apologies
Starting at 18th level, your dedication to your line of work has made you a legend in the criminal underworld. Creatures that start their turn marked by your Marked For Death feature and any creature of your choice within a 30-foot radius of you must make a Wisdom saving throw. On a failed save, the creature can move or take an action on their turn, but not both. The creature also can't take a bonus action or a reaction. The creature can use an action on their turn to make another saving throw. If a creature's saving throw is successful, the creature is immune to this feature for the next 8 hours.
Death's Apologies save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Previous Versions
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