Typical lawmen and bounty hunters, The Pursuer looks for ever more challenging outlaws to hunt down and bring to justice. They are relentless in their search for a mark stopping at nothing to find the target of a bounty. they tend to be lone wolves but have been known to team up with others when hunting larger parties or beasts of considerable strength.
Becoming a The Pursuer...
As a Level 1 Character:
- Gain all the traits in the Core Pursuer Traits table.
- Gain the Pursuer's level 1 features, which are listed in the Pursuer Features table.
As a Multiclass Character:
- Gain the following traits from the Core Pursuer Traits table: Hit Point Die, proficiency in one skill of your choice from the Pursuer's skill list, proficiency with Gunsmiths' Tools, and training with Light/Medium Armor.
- Gain the Pursuer's level 1 features, which are listed in the Pursuer Features table.
Class Features
Level 1 — Sidearm Mastery
You specialize in firearm combat.
You gain:
- Proficiency with Light firearms
- Pistols count as Light weapons for dual wielding
- You may draw or reload firearms without using an object interaction
When dual-wielding pistols:
- You may add your Dex modifier to the bonus attack damage.
Level 1 — Bounty Target
As a bonus action, you mark a creature you can see within 60 ft.
The mark lasts 1 minute or until the target dies.
Against your marked target:
- You deal +1d6 damage with firearm attacks
- You have advantage on Perception and Survival checks to locate them
You may mark a target PB times per long rest.
Level 2 — Combat Slide
Bonus Action.
You slide up to 30 ft in a straight line.
During the slide:
- Do not provoke opportunity attacks
If you end adjacent to an enemy:
- Your next firearm attack gains advantage.
Uses: 2 per short rest
Level 3 — Pursuer Subclass
Choose a Subclass
Level 5 — Extra Attack
You attack twice when taking the Attack action.
Level 5 — Rapid Fire
If wielding two pistols:
- You may make one additional off-hand firearm attack as a bonus action.
Level 6 — Pursuer Talent
Choose one:
- Juke Boots: Slide distance increases by 10 ft
- Combat Reload: Reloading no longer requires an action.
- Close Combat: Firearm attacks within 5 ft do not suffer disadvantage.
Level 7 — Retribution
When your marked target damages an ally within 30 ft of you:
- You may use your reaction to immediately make a firearm attack against them.
Level 9 — Improved Mark
Your bounty damage increases to 1d8+3
Level 10 — Combat Slide Improvement
You may attack once during your slide.
Level 11 — Executioner
When you reduce a marked creature to 0 HP:
- Gain temporary HP = Pursuer level
- Immediately move 15 ft without provoking opportunity attacks
Level 13 — Relentless Hunter
You gain:
- Climb speed equal to walking speed
- Advantage on checks to track marked targets
Level 17 — Perfect Tracking
You always know the direction of your marked target while on the same plane.
Your mark damage increases to 2d8=3
Level 18 — Master Slide
Combat Slide:
- Distance increases to 40 ft
Level 20 — Grand Judgment
When you mark a target:
- Attacks against that target score critical hits on 19–20
- The target takes +2d10 damage from all sources
Once per long rest.
Subclasses
Heroic Leap Duelist
Level 3 — Duelist’s Aim
You gain +2 to attack rolls against your marked target.
Level 7 — Disorienting Pursuit
Combat Slide imposes disadvantage on enemy combatants when adjacent to an enemy for one round.
Level 15 — Perfect Positioning
After using Combat Slide you may:
- Reload or Hide as a free action.
Death Hastens Enforcer
Level 3 — Death Hastens
When you kill an enemy:
- Gain +10 ft movement and +1d6 firearm damage until end of next turn.
Level 7 — Suppressive Fire
Action:
- Creatures take 3d6 piercing (DEX save half).
Recharge Short Rest.
Level 15 — Relentless Assault
If you kill a marked target:
- Immediately make two firearm attacks against another creature.
Retribution Arbiter
Level 3 — Condemned Mark
When you mark a target, for 2 rounds:
- Target has disadvantage on attacks vs you
- You have advantage on saving throws caused by them
- Target takes +1d4 damage from all sources
Uses = PB per long rest
Level 7 — Hunter’s Superiority
If your marked target misses you:
- Use your reaction to make a firearm attack.
Level 15 — Judgment Without Escape
Condemned Mark improves:
- Duration becomes 1 minute (concentration)
- Bonus damage becomes +1d6 from all sources
- Mark transfers when target dies