Fighter
Base Class: Fighter

Undesirables, miscreants, outlaws, murderers, and those who wield the dark powers of the world run rampant. City Guards lack the capability, time, and, to be frank, the wages to search the cities and countryside for such individuals. The established military of nations often lack the freedom to pursue such interests as they are beholden to their oaths. A new profession arose from the need to take down those who run beyond the grasp of the law - the Bounty Hunter.

Outlaws and brigands live in fear of the tracking skills and scope of the Bounty Hunter. Many groups are wary of extending beyond their means in fear of a contract being issued for their heads. Bounty Hunters are known for being mercenaries of the highest caliber. Most of them work strictly for coin and sell their services to the highest bidder which is often the government or recognized nobles of the land. Bounty Hunters who are particularly successful bring with them a reputation that might increase the cost for a near-guaranteed success rate for their employer. 

With the need to bring targets in alive or dead, Bounty Hunters often wield various unique forms of equipment that specialize in the tracking, detaining, or obliterating of a target. The most skilled and renowned Bounty Hunters might be tasked with bringing down entire organizations that run rampant - such as the Zhentarim on the Sword Coast or the Clasp in Taldorei. For these such instances, more devastating equipment might be necessary.  Using skills similar to an Artificer, these Bounty Hunters craft and repair specialized gear to handle any and all forms of bounties.

Bounty Tracking

Beginning when you pick this subclass at 3rd level, you have trained to methodically and logically hunt any creature. You gain proficiency in the Investigation skill and may double your proficiency bonus when tracking or gathering information about creatures.

Hunting Equipment I

Beginning when you pick this subclass at 3rd level, you gain proficiency in Tinker's Tools and use your Intelligence modifier for any checks that relate to your Tinker's Tools. You learn to use them to construct and repair specialized gear for your trade. You gain three of the following abilities: Concussion Missiles, Cryo Projector, Defense Matrix, Gravity Grenade, Malice Projector, and Mechanical Tracker.

You may use this feature twice and regain all expended uses when you finish a short or long rest. Your uses may be in any combination of your three chosen abilities.

You use your Intelligence modifier when setting the saving throw DC for any of your Hunting Equipment.

If any of your Hunting Equipment items are ever lost or stolen, you may craft new ones using your Tinker's Tools over the course of a long rest (material costs may apply at DM discretion).

Concussion Missiles

Replacing one attack from your attack action, you activate an arcane and technological missile pod attached to your armor. You launch two dagger-sized missiles of thunderous force. Each missile hits a creature of your choice that you can see within 120 feet. A missile deals 1d4+1 Thunder damage to its target. All missiles strike simultaneously, and you can direct them to hit one or multiple creatures. Each target must make a Constitution saving throw or be deafened until the end of your next turn. If all missiles hit the same target, the target has disadvantage on this saving throw. When you reach 11th level in this class, you launch three missiles instead of two.

Cryo Projector

Replacing one attack from your attack action, you use an arcane and technological attachment on your arm to cause a burst of cold energy to emanate from you in a 30-foot by 5 foot line. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 cold damage and is hindered by ice formations for 1 minute or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and their walking speed is halved until the end of your next turn. When you reach 11th level in this class, the damage of Cryo Projector increases to 2d8.

Defense Matrix

As a reaction when you are hit with an attack or the Magic Missile spell, you use a modified apparatus attached to your armor to project a protective barrier. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Gravity Grenade

Replacing one attack from your attack action, you throw an arcane grenade at a point you can see within 60 feet. The gravity in a 10-foot-radius sphere centered on that point increases for a moment. Each creature in the sphere on the turn when you use this feature must make a Strength saving throw. On a failed save, any speed it has can be no higher than 10 feet until the end of its next turn, and it is knocked prone. On a successful save, any speed it has is halved until the end of its next turn, and they do not fall prone. A creature huge or larger has advantage on the saving throw. Until the end of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength (Athletics) check against your Hunting Equipment save DC to pick up or move.

Malice Projector

Replacing one attack from your attack action, you use an arcane and technological attachment on your arm to cause a spray of poisonous gas to blast forth. Each creature in a 15-foot cone centered on you must make a Constitution saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. When you reach 11th level in this class, the damage of Malice Projector increases to 4d6.

Mechanical Tracker

Over the course of one minute, you withdraw and power-up a mechanical creature from your gear which functions as a familiar. The Mechanical Tracker uses the same rules and options for a familiar conjured by the find familiar spell except it is a construct. The familiar created by this feature can telepathically communicate with you and share their visual or auditory senses but will lose their signal and cease to function if they are ever more than one mile away from you. These mechanical familiars last for 1 hour. At the end of the hour, they will use the last of their energy making their way back to you as quickly as possible. 

Bounty in Sight

Starting at 7th level, you can focus your ire on one foe. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Hunting Equipment II

Starting at 10th level, you have acquired or constructed more Hunting Equipment. Pick two of the following abilities: Agonizing Injection, Othur Grenade, Restoration Field, Teleportation Belt, or Toxic Blade.

You may use each of your chosen Hunting Equipment II abilities once and you regain all expended uses when you finish a long rest.

Agonizing Injection

Replacing one attack from your attack action, you swiftly inject a creature within 5 feet of you with a chemical substance. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the injection has no effect. While the target is afflicted by this crippling pain, any speed it has can be no higher than 20 feet. The target also has disadvantage on ability checks and concentration checks. This effect lasts for 1 minute. Any effect that removes a disease or otherwise ameliorates a disease’s effects will remove this effect.

Othur Grenade

As an action, you throw a grenade filled with concentrated Burnt Othur poison at a point you can see within 120 feet. You create a 20-foot-radius sphere of poisonous fog centered on a point you choose within range. The fog spreads around corners. It lasts for 10 minutes or until strong wind disperses the fog, ending the effect. Its area is heavily obscured. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 3d8+8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet in a random direction at the start of each of your turns - rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land - even pouring down openings.

Restorative Burst

Using an arcane matrix attached to your body, you are able to use the Second Wind feature once per long rest without expending the feature. Whenever you use Second Wind, you can choose up to three creatures within 30 feet of you that are allied with you. Each one regains hit points equal to your fighter level. 

Teleportation Belt

As an action, you coat your weapon in poison and activate an arcane powered belt that allows you to move through the weave for a short period of time. Choose up to five creatures you can see within 60 feet of your starting location. Make a weapon attack against each target. On a hit, each of these attacks deals 2d6 additional poison damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Toxic Blade

Replacing one attack from your attack action, you strike a nearby creature with a hidden blade laced with a toxic disease. Make a melee weapon attack using your Strength or Dexterity modifier against a creature within 5 feet of you. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the effect ends. If the target fails three of these saves, the target is no longer poisoned, but the target is subjected to one of the diseases from the Contagion spell for seven days. Since this feature induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Bounty Seeker

At 15th level, you are able to relentlessly hunt your bounty with ruthless efficiency using a small eye piece or pair of goggles brimming with arcane power. As long as the target of your Bounty in Sight feature is on the same plane of existence, you may use a bonus action to activate the Bounty Seeker and magically discern their current location. Additionally, you are able to choose to maintain your Bounty in Sight feature on a target whenever you finish a rest.

Hunting Equipment III

Starting at 18th level, you have acquired or constructed one final Hunting Equipment. Pick one of the following abilities: Disintegration Ray, Galvanize, or Implosion Mine.

You may use your chosen Hunting Equipment III ability once and regain the expended use of it when you finish a long rest.

Disintegration Ray

As an action, you point a shoulder-mounted projectile weapon at a creature within 60 feet and fire a beam of arcane energy. The creature targeted by this effect must make a Dexterity saving throw. On a failed save, the target takes 13d6+40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This feature automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this ability disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this feature.

Galvanize

As an action, you draw a handheld cannon and fire a stream of electricity at a target within 120 feet. Four bolts then leap from that target to as many as Four other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 8d8+8 lightning damage on a failed save, or half as much damage on a successful one. 

Implosion Mine

As an action, you arm and throw a small device at a floor or ceiling within 120 feet. The device attaches itself to the surface with claws or clamps. When you use this ability, you must designate proximity or controlled. If you choose proximity, it will activate whenever a creatures comes within 20 feet of the mine. If you choose controlled, one of your hands is taken up by a small switch that, when activated, will detonate the mine. However, the mine detonates on its own if it stays in place for more than eight hours without being triggered or disarmed. Each creature in a 40-foot-radius sphere centered on the mine must make a Dexterity saving throw. A creature who fails the save and any loose objects are pulled 20 feet towards the mine. After all creatures have rolled for the first effect, all creatures within 20 feet of the mine must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The mine's base damage is 8d6+6. If at the end of your turn the mine has not yet detonated, the damage increases by 1d6 up to a maximum total damage of 20d6+6 fire damage. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

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