Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Bounty Hunter

    The Bounty Hunter is the galaxy’s professional problem-solver — for a fee. You track targets across systems, negotiate with gangsters and governors alike, and bring your quarry in dead, alive, or somewhere in between. You are a walking toolkit of weapons, gadgets, and tactics, built to survive ugly jobs and even uglier clients.

    As a subclass of the Scoundrel, the Bounty Hunter builds on the shared Scoundrel foundation at levels 1–2. From level 3 onward, you specialize in tracking, battlefield control, tactical versatility, and relentless pressure. You are more durable and broad than most Scoundrels, with the skills to pilot, fight, and negotiate your way through almost any contract.

    Bounty Hunters excel in missions where the target matters more than the method: captures, recoveries, sabotage, and enforcement. You are the one they call when someone needs to be found — or when someone needs to be very sure they are never found again.

    Examples from Star Wars lore: Boba Fett, Jango Fett, Din Djarin, Bossk, Dengar, Cad Bane

    Class Traits by Level

    Scoundrel Training – Shared Scoundrel Traits (Levels 1–2)

    All Bounty Hunters begin as Scoundrels. The traits below are the shared Scoundrel features from levels 1–2, representing your early development in point-blank blaster work, street instincts, fast draws, and improbable survivals. For more detail on the base class, see the Scoundrel page.

    Level 1 – Point Blank Shot

    When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.

    Level 1 – Street Savvy

    When you make a Deception check, you can choose to gain Advantage on the roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 2 – Quickdraw

    You gain Advantage on your first ranged attack roll made during the first round of combat.

    Level 2 – Lucky Break

    Once per Long Rest, when you fail an attack roll, ability check, or saving throw, you can reroll it and must take the new result.

    Bounty Hunter Path Traits (Level 3+)

    At level 3, you fully embrace the Bounty Hunter path — becoming a versatile, combat-ready hunter who combines tracking, firepower, and tactical tools to lock down your marks. The traits below are unique to the Bounty Hunter and build on the Scoundrel training above.

    Level 3 – Fearsome Reputation

    As a bonus action, you can target creatures within 30 feet that can see or hear you. Each target must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus). On a failed save, a target becomes frightened for the listed duration. On a successful save, the target instead has disadvantage on its attack rolls for the same duration.
    You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
    The number of affected targets and duration of the effect increase as your reputation grows:

    • Current Level: You may target one creature. Duration: 1 turn.
    • Level 7: You may target two creatures. Duration: 1 turn.
    • Level 11: You may target three creatures. Duration: 2 turns.
    • Level 17: You may target any number of hostile creatures. Duration: 3 turns.

    Level 5 – Hunter’s Arsenal

    Your combat training expands.
    Gain proficiency with Medium Armor and Medium Ranged Weapons (rifles, carbines, etc.).
    You may also choose one specific weapon you are proficient with to specialize in, gaining +1 attack and +1 damage with it.

    Level 6 – Stun Blast

    Once 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. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    • At Level 15 you may target two creatures within 10 ft of each other with the same attack.

    Level 7 – 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.

    Level 9 – Mark for Capture

    Once per Long Rest, as a bonus action, you can designate one creature you can see within range as your mark.
    Until the target is captured, killed, or you complete a Long Rest, you gain the following benefits against it:

    • You have Advantage on attack rolls against that target.
    • You have Advantage on Intimidation checks made to influence or threaten that target.

    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 10 – Extra Attack

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

    Level 11 – Weapon Expertise

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

    Level 13 – 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 14 – 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 15 – Adaptive Combat Mastery

    Once per Short Rest, as a bonus action, choose a combat mode for 3 rounds:

    • Precision Mode: +2 attack with ranged weapons.
    • Assault Mode: +2 damage with ranged weapons.
    • Defensive Mode: +2 AC.

    You may switch modes again as a bonus action during the duration.

    Level 17 – Relentless Pursuit

    Once per Long Rest, when a creature you’ve 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 effects that increase movement until the end of its turn.
    You can use this even if the target leaves your line of sight, provided you know its direction.

    Level 18 – Ultimate Arsenal

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

    Level 19 – Tactical Reflex

    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, you make a single ranged weapon attack with Advantage.

    Level 20 – Legendary Hunter

    Once per Long Rest, as a bonus action, you channel the legacy of the galaxy’s most feared bounty hunters for 3 rounds. Choose one path each time you activate this feature:

    • Boba Fett – You deal +2d8 bonus damage. Once per turn, when a creature within 30 feet attempts to flee, you can use your Reaction to move up to half your speed toward it without provoking opportunity attacks.
    • Cad Bane – You gain +5 to Initiative rolls. Once per round, when a creature within your weapon’s range attacks, moves, or uses an ability, you can use your Reaction to make a ranged attack with Advantage against it.
    • Din Djarin – When an ally within 15 feet takes damage, you can use your Reaction to move adjacent to them and impose Disadvantage on the triggering attack. The first time you take damage during this state, you gain temporary hit points equal to your level + your Constitution modifier.
    • Aurra Sing – When 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.
    • Bossk – You gain Resistance to all damage and deal +5 bonus damage on all melee weapon attacks.