Bounty Hunter

A Gunslinger Specialty of contract shooters with a declared Mark that takes bonus damage, a field-medic kit, bonuses for nearby allies and a fear aura at 18th level.

Identity

The Bounty Hunter is the Gunslinger Specialty that works off a board: Echelon shadow-contractors, Black Meridian crew-leads on retainer, Halcyion reservist marksmen with a better-paying side gig, and freelancers with verified-reputation tags. They are the shooters the frontier's lone legends call when a job is too large for one gun, and they keep their gear immaculate and their crew alive because a dead crewmember is a lost referral. The contract Mark they declare on a target adds 1d6 to their firearm hits against it.

Features

  • L3 Contract Mark

    At the start of any encounter, or any time you have one minute to study a target, you can declare one creature within Close range as your Mark. Your firearm attacks against the Mark deal an additional 1d6 damage of the weapon's type, and you have advantage on the first attack roll you make against the Mark each round. A Mark lasts until the creature is reduced to 0 hit points, you finish a short rest or you declare a new Mark. You also gain proficiency in your choice of Insight, Investigation or Persuasion.

  • L7 Combat Medic

    You have a field-medic loadout. As a bonus action, you can spend one Field Kit charge to restore 2d6 + your Dexterity modifier hit points to a willing creature within Melee range. The target also gains a +1 bonus to AC and saving throws until the end of its next turn. You have a number of Field Kit charges equal to your proficiency bonus, and you regain all expended charges when you finish a long rest. If a creature you treat with Field Kit is at 0 hit points, the healing also stabilizes it.

  • L11 Trade Knowledge

    You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks to assess, identify or gather information about criminal syndicates, corporate security contracts, mercenary outfits, bounty boards and any other organization that hires professional shooters. Your Contract Mark damage increases to 2d6. You can also locate the local Bounty Hunter network (the bar, the broker or the broadcast frequency) in any settlement, station or fortified position large enough to support one. This takes 1 hour and access to a comms unit or a tap-room, and the GM decides what counts as large enough.

  • L15 Crew Loyalty

    While at least one allied creature is within 30 feet of you and can see or hear you, each such ally gains a +1 bonus to attack rolls and saving throws. When an ally within 30 feet of you is reduced to 0 hit points and you know they are in trouble, you can use your reaction and expend one Field Kit charge to stabilize them at range and restore 1d6 + your Dexterity modifier hit points. You do not need line of sight.

  • L18 Fearsome Reputation Capstone

    When you roll initiative, or the first time in a combat you take the Attack action against a creature, each hostile creature within Close range whose Power Rating or class level is lower than your Gunslinger level must succeed on a Wisdom saving throw against your Trick Shot DC or be Frightened of you until the end of its next turn. A creature that succeeds is immune to this feature from you for 24 hours. Outside combat, NPCs in mercenary, corporate-security or syndicate contexts recognize you on sight, and you have advantage on Charisma checks you make in their professional space.