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Homebrew

The Pursuer

Core The Pursuer Traits
Primary Ability Dexterity and Constitution
Hit Point Die 1d6 per level
Saving Throw Proficiencies Dexterity, Wisdom
Skill Proficiencies Choose three skills from the following list: Acrobatics Athletics Insight Intimidation Investigation Perception Stealth Survival
Weapon Proficiencies Shortsswords, Light Pistols, Submachineguns
Tool Proficiencies Choose two from the following: Thieves’ Tools Tinker’s Tools Gunsmith’s Tools (new tool for firearm repair & modding) Investigator’s Kit Forgery Kit Navigator’s Tools
Armor Training Light Armor, Medium Armor
Starting Equipment Choose A or B: (A) Shortsword, Studded leather armor, Dagger, Investigator’s kit, Traveler’s clothes, Explorer's Pack, 15 gp (B) 200 gp (from last bounty), Manacles

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:
  • Ignore difficult terrain
  • 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
  • Heroic Leap Duelist
  • Death Hastens Enforcer
  • Retribution Arbiter
  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:
  • Uses become unlimited
  • 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:
  • Fire a 15 ft cone burst.
  • 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


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