SWURPG

Bounty Hunter

advanced from Scoundrel
Hit Die
d8
Primary Ability
Dexterity and Charisma
Saves
Dexterity, Charisma
Expertise Pts
3
Starting Credits
3d6x100
Skill Profs
Deception, Intimidation, Mechanics, Stealth, Pilot, Perception, Survival

The Bounty Hunter is the Scoundrel who doesn't stop until the target is in custody. Where Assassins kill quickly and Smugglers escape, Bounty Hunters lock onto a quarry and wear them down through pursuit, intelligence-gathering, and superior firepower.

Quick read: The relentless Scoundrel. Tracking, target-locking, heavy ranged + melee combat. Think Boba Fett, Cad Bane, the Mandalorian, IG-11.

What you do at the table

Bounty Hunters fight at medium range with heavy weapons + melee backup. Unlike Smugglers (who avoid stand-up fights) or Assassins (who end them in one strike), Bounty Hunters can trade — your traits emphasize sustained pressure, target-marking debuffs, and survival in prolonged firefights. You have access to heavier armor and weapon proficiencies than other Scoundrel subclasses.

Outside combat, your sheet keys off Survival, Investigation, and Perception — the tracking toolkit. You're the party's "I have a guy I can find" character.

Sibling differentiation

  • vs. Smuggler — Smugglers escape; Bounty Hunters pursue.
  • vs. Assassin — Assassins end fights in one strike; Bounty Hunters out-trade across rounds.
  • vs. Soldier (any) — Bounty Hunters use Scoundrel's social and survival tools alongside combat. A Soldier is a professional warrior; a Bounty Hunter is a freelance one with a wider out-of-combat toolkit.

Build tips

DEX or STR primary (DEX for ranged, STR for melee + heavier weapons). CON 14+ — you fight in prolonged engagements, durability matters. Survival, Perception, and Intimidation are signature skills.

Common pitfalls

  • Don't out-stealth the Assassin. The build can sneak, but it's not the build's strength. Lean into pressure and intimidation.
  • Pick a signature weapon. Bounty Hunters are visual icons — a wrist blaster, a flame projector, a vibro-axe. Mechanically, sticking to one weapon family lets you stack your specialization traits cleanly.

Class Features by Level

Level 31 feature

Fearsome Reputation

bonus_action · proficiency bonus per long rest

As a Bonus Action, target creatures within 30 feet that can see or hear you. Each target must make a Wisdom saving throw (DC = 8 + CHA + PB). On a failed save, the target becomes Frightened for the listed duration. On a successful save, it has Disadvantage on its attack rolls for the same duration. Usable a number of times equal to your Proficiency Bonus per Long Rest. Level 3: 1 creature, 1 turn. Level 7: 2 creatures, 1 turn. Level 11: 3 creatures, 2 turns. Level 17: any number of hostile creatures, 3 turns.

Scales: Lv 7 · Lv 11 · Lv 17
Level 51 feature

Hunter's Arsenal

Choose 1 (creation)

Gain proficiency with Medium Armor and Medium Ranged Weapons (rifles, carbines, etc.). Choose one weapon you are proficient with to specialize in, gaining +1 to attack and +1 to damage with it.

Level 61 feature

Stun Blast

proficiency bonus per long rest

When you hit a creature with a ranged attack, you may choose to deal no damage and instead unleash a concussive pulse. The target makes a Constitution saving throw (DC = 8 + Dex + PB). On a fail, it is stunned until the end of its next turn; on a success, it has Disadvantage on its next attack. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 15, you may target two creatures within 10 feet of each other with the same attack.

Scales: Lv 15
Level 71 feature

Armor Training

Increase the maximum Dexterity bonus you can apply to AC by +1. At level 13, this bonus increases to +2 and you ignore Stealth disadvantage from Medium Armor.

Scales: Lv 13
Level 91 feature

Mark for Capture

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, designate one creature you can see within range as your mark. Until the target is captured, killed, or you complete a Long Rest, you have Advantage on attack rolls against it and on Intimidation checks to influence or threaten it. These benefits can be applied a number of times equal to your Proficiency Bonus during the duration. You can have only one marked target at a time.

Level 101 feature

Extra Attack

You can attack twice instead of once when you take the Attack action.

Level 111 feature

Weapon Expertise

Choose 1 (creation)

Choose one weapon you already have specialization with. You gain expertise with it: +2 to attack and +2 to damage. At level 18, your critical hit range with all specialized or expert weapons becomes 19–20.

Scales: Lv 18
Level 131 feature

Far Shot

Treat the range category of your attacks as one step closer for penalty purposes (Long → Medium → Short → Point Blank). The Point Blank Shot bonus does not apply when using Far Shot to treat a longer range as Point Blank.

Level 141 feature

No Escape

When a creature you hit with an opportunity attack attempts to move, its speed becomes 0 until the start of its next turn.

Level 151 feature

Adaptive Combat Mastery

bonus_action · once per short rest

Once per Short Rest, as a Bonus Action, choose a combat mode that lasts for 3 rounds: Precision Mode (+2 to attack rolls with ranged weapons), Assault Mode (+2 to damage rolls with ranged weapons), or Defensive Mode (+2 AC). You may switch modes again as a Bonus Action during the duration.

Options
  • Precision Mode
  • Assault Mode
  • Defensive Mode
Level 171 feature

Relentless Pursuit

reaction · once per long rest

Once per Long Rest, when a creature you damaged on your last turn moves or teleports, you may use your Reaction to move up to your speed toward it and make one attack. If the attack hits, its speed becomes 0 and it cannot benefit from movement-increasing effects until end of its turn. Usable even if the target leaves your line of sight, provided you know its direction.

Level 181 feature

Ultimate Arsenal

Choose 2 (creation)

Gain specialization or expertise with two additional weapons of your choice (melee or ranged).

Level 191 feature

Tactical Reflex

once per short rest

Once per Short Rest, when initiative is rolled, you may immediately take either the Dash, Hide, or Attack action before the first turn of combat begins. If you choose to attack, make a single ranged weapon attack with Advantage.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Legendary Hunter

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, channel the legacy of the galaxy's most feared bounty hunters for 3 rounds. Choose one path each activation.

Options
  • Boba FettDeal +2d8 bonus damage. Once per turn, when a creature within 30 ft attempts to flee, use your Reaction to move up to half your speed toward it without provoking opportunity attacks.
  • Cad BaneGain +5 to Initiative rolls. Once per round, when a creature within your weapon's range attacks, moves, or uses an ability, use your Reaction to make a ranged attack with Advantage against it.
  • Din DjarinWhen an ally within 15 ft takes damage, use your Reaction to move adjacent to them and impose Disadvantage on the triggering attack. The first time you take damage during this state, gain temporary HP equal to your level + Constitution modifier.
  • Aurra SingWhen you make a ranged attack while hidden, it deals +2d6 bonus damage and does not reveal your position on a hit. When you reduce a creature to 0 HP, you can immediately Hide as a Bonus Action.
  • BosskGain Resistance to all damage and deal +5 bonus damage on all melee weapon attacks.