Base Class: Fighter
You are part of an guild of bounty hunter Trained in the hunting and subduing humanoids. Armed with your standard issued Hunter Gauntlet you are able to use alchemy to better capture and track your prey. Although you have been trained in how to properly use your Gantlet their is still the risk of some of it more combat oriented Alchemical Solutions back firing and casing harm to yourself so it is only really used as an trump card or last resort but its still an usefully tool that should be used
Hunter's Gauntlet
starting at 3rd level, you obtain the Hunter's Gauntlet which allows you to uses special alchemical solutions. on your turn you can use your action to use one of your solutions in your gauntlet. The DC is 8+proficiency+dexterity. Whenever you force a creature to make a saving throw against your gauntlets DC do to one of your Solutions, you to must make the same saving throw with an DC of 10, on a fail you suffer full effects of your solution.
Alchemical Solutions
Elixirs are special alchemical solutions that that are only usable in the hunters gauntlet. Do to their complex nature the Alchemical Solution they are expensive to make and take time. Over the course of a short rest you can make one Alchemical Solution if you have the components available. The damage and healing of an Solution is doubled if you spend twice the Solutions cost to refine it or three times if the cost is triple its price. The price for each Solution is listed below. It takes a action to load a Alchemical Solution in the gauntlet and a bonus action to eject one. You can have only one Solution can be active in the gauntlet at any given time.
1,000gp Lashing Shadows: Dark tendril form from the gauntlet. attack as normal, on a hit the target takes 2d8 bludgeoning damage and must make a Constitution saving throw or take an extra 2d10 necrotic damage
100gp Healing Mist: A pale blue mist leaks out of your gauntlet surrounding a 10 foot radius. all creatures within the mist heals 1d4+4 hit points each turn their in it. this effect lasts for 1 min
750gp Hunters Blade: An blade made up of a hard metal like substance appeasers from your gauntlet. the blade counts as a short sword and does a extra 1d4 acid damage. The blade lasts for 5 hours or until dismissed as a bonus action.
500gp Blinding Radiance: A bright light bursts from your gauntlet. all creatures within 5 feet of you must make a constitution saving throw or take 2d6 radiant damage and are blinded for 10 min, half as much on a save and they are not blinded. also sheds bright light in a 10 foot radius and dim light for an additional 10 feet for 1 hour.
800gp Scarlet Lightning: A bolt of red lightning shoots forth from your gauntlet. choose a target within 20 feet of you, that target must make a dexterity saving throw on a fail the target takes 2d6 lightning damage and is set on fire or half as much on a save and are not set on fire on a save.
250gp Tracer Paint: You shoot a spray of glowing paint out of your gauntlet. A creature within 10 feet of you must make a dexterity save. On a fail any attack against that creature has advantage until the creature use an action to remove it. Additionally, the creature has disadvantage on stealth checks and leave a trail of paint behind them that adds a plus 10 bonus to survival check to track that creature.
Hunter's intuition
starting at 3rd level, though training you have learned how to find and track others. You gain proficiency in investigation checks, along with advantage on investigation checks to track humanoid creatures.
Quarry
At 7th level, as a bonus action you can focus all you attention on one target within line of sight. you gain advantage on all saving throws against your Quarry. The target also has disadvantage on saving throws against your gauntlet DC. When you kill the creature that you marked as your Quarry you can mark another creature as part of the same action. if you attack a creature other then the one you marked you lose this feature. If the target is a humanoid creature you have +2 to attack and damage rolls. you can use this once per long rest
Grappling Hook
Starting at 10th level, you make a hook attachment for your gauntlet allowing you to climb up tall surfaces. you can use a action to climb up 60 foot walls or gaps. you may also use it to make a ranged attack on a creature with a range of 60 feet. On a hit, the targat takes 1d4 piercing damage they are then grappled and pulled 30 feet towards you. This can be repeated as a bonus action each turn untill the grapple is broken.
Adrenaline Rush
starting at 15th level, you can use your reaction on your turn to push your body to its limits. once per short rest you gain the effects of the haste spell for 1 minute after which you gain one point of exhaustion. if you drop to zero hit points while your still under this effect you can instantly use a action surge to bounce back to live at 1 hp if that damage doesn't kill you upright
Hunters Endurance
Starting at 18 level, your able to recover from most attacks quicker then normal. After succeeding a Dexterity, Strength, or Constitutions saving throw you heal hit points equal to 1d10+ your constitution modifier. This healing is doubled if you succeeded after using Indomitable
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