Fighter
Base Class: Fighter

Vagabonds. Outlaws. Murderers. Those who dabble in the nefarious, and who seek ruination in the world, run rampant and unchecked.

Local authorities may lack the capability, time, or resources to actively search for such undesirables. And the established militaries of the world’s powers, while occupying resources in abandon, often lack the freedom to pursue such interests as is dictated by their oaths of service. And so, a new profession arose from the ever-growing need to remove those who manage to run beyond the grasp of the law.

Outlaws and brigands live in trepidation of the skills and scope of the world’s most renowned Bounty Hunters, and many groups are wary of extending beyond their reach for fear of landing a contract on their heads.

Bounty Hunters are known for being the no-nonsense type of mercenary, cut from stock of the highest calibre. Most of them work strictly for coin and sell their services to the highest bidder, which is often a government, recognized noble, or other, more insidious institution. Given the alignment of any individual Bounty Hunter, the source of their work might mean very little. For most, all that matters is getting paid for it.

Bounty Hunters who are particularly successful bring with them a reputation that might increase the cost for their next employer, a near 100% success rate is sure to bring with it a marked increase in price.

Dead or alive, maimed or un-harmed. Whatever is deemed necessary, is what will get done. Nothing more. Nothing less. One question asked.

“What’s the job”?

Level 3: Tools and Tricks of the Trade

Beginning when you choose this archetype at 3rd level, you have trained to methodically and logically hunt any man, beast, or creature with relentless efficiency.

• You gain proficiency in Investigation or Perception (your choice). You also gain expertise (double proficiency) in that skill.


• You maintain a Bestiary, a tome of notes on creatures you’ve encountered. When you spend 10 minutes consulting your bestiary about a creature type you’ve studied, you gain advantage on your next Survival or Investigation check to track that creature within the next hour.


• Target Identified. At 3rd level, choose three creature types from the list below. When you make checks to track or gather information about those creature types, you add double your proficiency bonus. At 5th, 7th, 11th, 15th, and 18th level you may add one more creature type.


aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.

• You gain proficiency with firearms and Tinker’s Tools. You can craft ammunition at half the normal cost, repair damaged firearms, and (with DM approval) design new ones.


• Firearm Specialization: Choose one of the following. Your choice shapes features you gain at later levels.

Pistoleer
When you take the Attack action with a firearm, you may make one additional firearm attack. At 11th level, this increases to two additional firearm attacks. (These stack with Extra Attack.)

Sniper
When you hit a creature with a firearm attack, you deal an additional 1d12 damage. This increases to 2d12 at 11th level and 3d12 at 17th level. This extra damage applies once per turn.

Reloading a firearm requires an action. If you possess a speed loader or similar device, it instead requires a bonus action.

Pistoleer

When you take the Attack action with a firearm, you may make one additional firearm attack. At 11th level, this increases to two additional firearm attacks. (These stack with Extra Attack.)

Sniper

When you hit a creature with a firearm attack, you deal an additional 1d12 damage. This increases to 2d12 at 11th level and 3d12 at 17th level. This extra damage applies once per turn.

Tools and Tricks of the Trade (Skills)

Beginning when you choose this archetype at 3rd level, you have trained to methodically and logically hunt any man, beast, or creature with relentless efficiency.

• You gain proficiency in Investigation or Perception (your choice). You also gain expertise (double proficiency) in that skill.


• You maintain a Bestiary, a tome of notes on creatures you’ve encountered. When you spend 10 minutes consulting your bestiary about a creature type you’ve studied, you gain advantage on your next Survival or Investigation check to track that creature within the next hour.


• Target Identified. At 3rd level, choose three creature types from the list below. When you make checks to track or gather information about those creature types, you add double your proficiency bonus. At 5th, 7th, 11th, 15th, and 18th level you may add one more creature type.


aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.

• You gain proficiency with firearms and Tinker’s Tools. You can craft ammunition at half the normal cost, repair damaged firearms, and (with DM approval) design new ones.


• Firearm Specialization: Choose one of the following. Your choice shapes features you gain at later levels.

Pistoleer
When you take the Attack action with a firearm, you may make one additional firearm attack. At 11th level, this increases to two additional firearm attacks. (These stack with Extra Attack.)

Sniper
When you hit a creature with a firearm attack, you deal an additional 1d12 damage. This increases to 2d12 at 11th level and 3d12 at 17th level. This extra damage applies once per turn.

Reloading a firearm requires an action. If you possess a speed loader or similar device, it instead requires a bonus action.

Investigation

You gain proficiency in Investigation or Perception (your choice). You also gain expertise (double proficiency) in that skill.

Perception

You gain proficiency in Investigation or Perception (your choice). You also gain expertise (double proficiency) in that skill.

Tools and Tricks of the Trade (Bestiary & Target Identifed)

You maintain a Bestiary, a tome of notes on creatures you’ve encountered. When you spend 10 minutes consulting your bestiary about a creature type you’ve studied, you gain advantage on your next Survival or Investigation check to track that creature within the next hour.

• Target Identified. At 3rd level, choose three creature types from the list below. When you make checks to track or gather information about those creature types, you add double your proficiency bonus. At 5th, 7th, 11th, 15th, and 18th level you may add one more creature type.

aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.

Aberration

When you make checks to track or gather information about Aberration, you add double your proficiency bonus.

Beast

When you make checks to track or gather information about Beast, you add double your proficiency bonus.

Celestials

When you make checks to track or gather information about Celestials, you add double your proficiency bonus.

Constructs

When you make checks to track or gather information about Constructs, you add double your proficiency bonus.

Dragon

When you make checks to track or gather information about Dragons, you add double your proficiency bonus.

Elemental

When you make checks to track or gather information about Elementals, you add double your proficiency bonus.

Fey

When you make checks to track or gather information about Fey, you add double your proficiency bonus.

Fiends

When you make checks to track or gather information about Fiends, you add double your proficiency bonus.

Giant

When you make checks to track or gather information about Giants, you add double your proficiency bonus.

Humanoid

When you make checks to track or gather information about Humanoids, you add double your proficiency bonus.

Monstrosity

When you make checks to track or gather information about Monstrosities, you add double your proficiency bonus.

Ooze

When you make checks to track or gather information about Oozes, you add double your proficiency bonus.

Plant

When you make checks to track or gather information about Plants, you add double your proficiency bonus.

Undead

When you make checks to track or gather information about Undead, you add double your proficiency bonus.

Level 3: Ruthless Professional

At 5th level, you gain proficiency in one additional skill or tool of your choice. You also gain half proficiency on Initiative rolls.
In addition, you have advantage on Charisma checks made to negotiate payment, rewards, or contracts.

Level 7: Expert Marksman

At 7th level, your firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, your melee weapon attacks score a critical hit on a roll of 19–20.

Also, depending on the choice of either sniper or pistoleer made earlier, you gain the following:

Pistoleer – Lightning Hands

When you take the Attack action and attack with a light melee weapon in one hand, you can use a bonus action to attack with a light firearm in the other.

Sniper – Practiced Hands

You can stow your rifle and draw a melee weapon, and vice versa, as a bonus action instead of an action.

Level 10: With Blade and Black Powder

At 10th level, you gain access to a powerful firearm technique depending on your specialization. You can use these once per short or long rest.


Barrage (Pistoleer). As a bonus action, you prepare to unleash a cone of gunfire. Choose a 15-foot cone in front of you. Using your next action, all creatures in the area must make a Dexterity saving throw (DC = 8 + proficiency + Dexterity modifier). On a failed save, a creature takes 2d6 + Dexterity modifier damage, or half as much on a success. This damage increases to 4d6 at 12th level and 6d6 at 18th level.


Headshot (Sniper). Using a bonus action, you prepare a devastating shot. Until the start of your next turn, your speed is 0, and you must be prone or braced. Your next firearm attack before the start of your next turn is made with advantage. On a hit, you roll damage dice. And three times instead of twice on a critical hit. If the attack hits, the target must also succeed on a constitution saving throw (DC = 8 + proficiency + Dexterity modifier) or be stunned until the start of your next turn.

Barrage (Pistoleer)

As a bonus action, you prepare to unleash a cone of gunfire. Choose a 15-foot cone in front of you. Using your next action, all creatures in the area must make a Dexterity saving throw (DC = 8 + proficiency + Dexterity modifier). On a failed save, a creature takes 2d6 + Dexterity modifier damage, or half as much on a success. This damage increases to 4d6 at 12th level and 6d6 at 18th level.

Headshot (Sniper)

Using a bonus action, you prepare a devastating shot. Until the start of your next turn, your speed is 0, and you must be prone or braced. Your next firearm attack before the start of your next turn is made with advantage. On a hit, you roll damage dice. And three times instead of twice on a critical hit. If the attack hits, the target must also succeed on a constitution saving throw (DC = 8 + proficiency + Dexterity modifier) or be stunned until the start of your next turn.

Hell, and High Water

At 11th level, you gain the following benefits:

• You learn one additional language and gain proficiency with one tool of your choice.

• You ignore movement penalties from difficult terrain and gain a climbing speed equal to half your walking speed.

• You may reroll a Wisdom (Survival) check related to tracking if you roll a 6 or lower, taking the new result.

• While mounted, your mount’s carrying capacity increases by 50% and it ignores difficult terrain.

Level 15: Veteran’s Grit

At 15th level, your Constitution score increases by 1, to a maximum of 22. You can add your proficiency, and additional time, to Constitution saving throws against poison and disease.
In addition, when you use your Second Wind feature, you may choose one of the following benefits until the start of your next turn:


• Your AC increases by 1.
• Your movement speed increases by 10 feet.


If you use Second Wind while below half your hit points, you also gain temporary hit points equal to 10 + your Constitution modifier until the end of combat.

Level 18: Worlds Don’t Need Heroes, They Need Professionals

Aura of Intimidation. When you enter a settlement or structure, any creature within 30 feet of you that has a criminal background or bounty on them and can see you must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become frightened of you until the end of your next turn. A creature that succeeds is immune for 24 hours.


Professional’s Edge. Once per turn when you hit a creature with an attack, you deal an additional 1d10 damage. If the attack was made with your chosen firearm specialization, this increases to 2d10.


Cold Negotiator. When negotiating payment or rewards for a contract, you can often name your price. At DM discretion, you may double the payment or valuables offered, reflecting your fearsome reputation.

Comments

Posts Quoted:
Reply
Clear All Quotes