Fighter
Base Class: Fighter

The Bounty Hunter is a legend in the making—feared by their enemies, respected by their peers. These fighters are not just merciless in combat but also skilled in using their presence to control situations, forcing their targets into submission before they ever draw a weapon. Whether they're tracking, capturing, or eliminating their prey, the Bounty Hunter is always calculating, always precise, and always a looming threat to those who dare cross their path.

3rd Level: Hunter’s Marksmanship & Firearm Proficiency

When you choose this archetype at 3rd level, you gain proficiency with firearms (if you don’t already have it). This includes pistols, rifles, shotguns, and other modern firearms as determined by your DM. Additionally, you gain the following benefits:

  • Firearm Expert: You ignore the loading property of firearms and can make ranged attacks with a firearm even if you're holding it in one hand.

  • Hunter's Marksmanship: You can use a bonus action to mark a creature you can see within 90 feet. This mark lasts for 1 hour or until you drop it (no action required). While marked, you gain the following benefits:

    • You have advantage on Wisdom (Survival) checks to track the target.
    • You add your proficiency bonus to any damage roll made against the marked target with a firearm.

Additionally, if the marked target drops to 0 hit points, you regain one expended use of Second Wind (if you have it) or another special feature granted by your Fighter subclass.

3rd Level: Quick Capture

You are a master at bringing in targets alive and intact. When you hit a creature with a ranged attack using a firearm, you can choose to deal non-lethal damage instead of lethal damage. If the creature drops to 0 hit points due to non-lethal damage, you can choose to automatically grapple the target as part of the same attack.

If the creature is willing or incapacitated, you can tie them up or restrain them, using your action to secure them with rope or other tools. You can also use this ability to intimidate them into submission, forcing them to drop weapons or comply with your demands.

7th Level: Fearsome Presence

At 7th level, your reputation precedes you. You have learned to use your presence to instil fear and command respect. You gain the following benefits:

  • Intimidating Aura: You can use your action to attempt to frighten all creatures within 30 feet of you that can see or hear you. Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Reputation of the Hunter: You gain proficiency in Intimidation (if you don’t already have it). If you already have proficiency in Intimidation, you can double your proficiency bonus for any Charisma (Intimidation) checks made to cause fear or force submission.

10th Level: The Mark of the Hunter

At 10th level, your reputation as a deadly force becomes even more pronounced. You can now mark a target in a way that has lasting effects on their psyche and behavior. When you mark a creature with Hunter’s Marksmanship, they suffer a debilitating fear or paranoia, giving you the following benefits:

  • Psychological Terror: While a creature is marked by you, it has disadvantage on saving throws against being frightened and on checks made to resist being intimidated.

  • Prey’s Weakness: You gain insight into the weaknesses of your marked target. You can use your bonus action to learn one of the following pieces of information about the marked creature:

    • Its resistances or vulnerabilities.
    • Its weaknesses or any specific psychological tendencies (such as fear triggers, superstitions, or phobias).

Additionally, once per short rest, you can choose to make an attack with a firearm that automatically causes the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the target becomes frightened of you for 1 minute.

15th Level: Bounty’s Call

At 15th level, you can call upon your reputation and skill to unsettle even the most composed adversaries. When you use the Intimidating Aura feature, you can choose one creature that is frightened by you. That creature suffers disadvantage on attack rolls and ability checks for the duration of the frightened condition. While the target is frightened, they can’t willingly move closer to you.

Additionally, once per long rest, you can use a special action called Bounty's Call. As an action, you can choose a creature you’ve marked with Hunter’s Marksmanship and force them to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes stunned for 1 minute and can’t take reactions while the condition lasts. A creature can repeat the saving throw at the end of each of its turns to end the effect early.

18th Level: Master Hunter

At 18th level, you are the ultimate predator, and your name alone is enough to paralyze enemies with fear. Your mastery of intimidation and the hunt grants you the following benefits:

  • Hunter's Fear: As a bonus action, you can instil overwhelming terror into a creature that has been marked by you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 hour. While frightened by you, the creature cannot take reactions, and it must take the Dash action to move away from you, if possible. Once you use this feature, you can’t use it again until you finish a long rest.

  • The Bounty’s End: Once per long rest, you can declare a target’s end with an unyielding conviction. As a reaction to an attack you make against a creature you’ve marked, you can choose to deal double damage on that attack. The creature has disadvantage on its saving throws to resist being frightened or intimidated until the end of your next turn. Additionally, if you kill a marked target with this feature, you gain temporary hit points equal to the creature’s hit point maximum (minimum of 10).

 

TL;DR

 

Hunter's Marksmanship & Firearm Proficiency

When you choose this archetype at 3rd level, you gain proficiency with firearms (if you don’t already have it). This includes pistols, rifles, shotguns, and other modern firearms as determined by your DM. Additionally, you gain the following benefits:

  • Firearm Expert: You ignore the loading property of firearms and can make ranged attacks with a firearm even if you're holding it in one hand.

  • Hunter's Marksmanship: You can use a bonus action to mark a creature you can see within 90 feet. This mark lasts for 1 hour or until you drop it (no action required). While marked, you gain the following benefits:

    • You have advantage on Wisdom (Survival) checks to track the target.
    • You add your proficiency bonus to any damage roll made against the marked target with a firearm.

Additionally, if the marked target drops to 0 hit points, you regain one expended use of Second Wind (if you have it) or another special feature granted by your Fighter subclass.

Quick Capture

You are a master at bringing in targets alive and intact. When you hit a creature with a ranged attack using a firearm, you can choose to deal non-lethal damage instead of lethal damage. If the creature drops to 0 hit points due to non-lethal damage, you can choose to automatically grapple the target as part of the same attack.

If the creature is willing or incapacitated, you can tie them up or restrain them, using your action to secure them with rope or other tools. You can also use this ability to intimidate them into submission, forcing them to drop weapons or comply with your demands.

Fearsome Presence

At 7th level, your reputation precedes you. You have learned to use your presence to instil fear and command respect. You gain the following benefits:

  • Intimidating Aura: You can use your action to attempt to frighten all creatures within 30 feet of you that can see or hear you. Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.

  • Reputation of the Hunter: You gain proficiency in Intimidation (if you don’t already have it). If you already have proficiency in Intimidation, you can double your proficiency bonus for any Charisma (Intimidation) checks made to cause fear or force submission.

Additionally, you gain proficiency in the Intimidation skill (if you don't already have it).

The Mark of the Hunter

At 10th level, your reputation as a deadly force becomes even more pronounced. You can now mark a target in a way that has lasting effects on their psyche and behaviour. When you mark a creature with Hunter’s Marksmanship, they suffer a debilitating fear or paranoia, giving you the following benefits:

  • Psychological Terror: While a creature is marked by you, it has disadvantage on saving throws against being frightened and on checks made to resist being intimidated.

  • Prey’s Weakness: You gain insight into the weaknesses of your marked target. You can use your bonus action to learn one of the following pieces of information about the marked creature:

    • Its resistances or vulnerabilities.
    • Its weaknesses or any specific psychological tendencies (such as fear triggers, superstitions, or phobias).

Additionally, once per short rest, you can choose to make an attack with a firearm that automatically causes the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the target becomes frightened of you for 1 minute.

Bounty’s Call

At 15th level, you can call upon your reputation and skill to unsettle even the most composed adversaries. When you use the Intimidating Aura feature, you can choose one creature that is frightened by you. That creature suffers disadvantage on attack rolls and ability checks for the duration of the frightened condition. While the target is frightened, they can’t willingly move closer to you.

Additionally, once per long rest, you can use a special action called Bounty's Call. As an action, you can choose a creature you’ve marked with Hunter’s Marksmanship and force them to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes stunned for 1 minute and can’t take reactions while the condition lasts. A creature can repeat the saving throw at the end of each of its turns to end the effect early.

Master Hunter

At 18th level, you are the ultimate predator, and your name alone is enough to paralyze enemies with fear. Your mastery of intimidation and the hunt grants you the following benefits:

  • Hunter's Fear: As a bonus action, you can instil overwhelming terror into a creature that has been marked by you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 hour. While frightened by you, the creature cannot take reactions, and it must take the Dash action to move away from you, if possible. Once you use this feature, you can’t use it again until you finish a long rest.

  • The Bounty’s End: Once per long rest, you can declare a target’s end with an unyielding conviction. As a reaction to an attack you make against a creature you’ve marked, you can choose to deal double damage on that attack. The creature has disadvantage on its saving throws to resist being frightened or intimidated until the end of your next turn. Additionally, if you kill a marked target with this feature, you gain temporary hit points equal to the creature’s hit point maximum (minimum of 10).

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