Bounty Hunters of the Astral Sea utilize high tech weaponry to bring down their mark. Such weapons are coveted by the conclave, and a strict honor code forbids sharing this technology with outsiders.
When you take this archetype at 3rd level, you gain proficiency with Heavy Armor.
When you are hit with a weapon attack while wearing armor, you can use your reaction to roll a d20 and replace the original attack roll with the new result if it is lower.
You can use this ability a number of times equal to your Proficiency Bonus and regain all expended uses after a long rest.
At 3rd level, you gain proficiency with firearms and futuristic weapons (DMG, p. 268). Through conclave weaponsmiths, you gain 2 of the following hunting weapons.
If either of your hunting weapons are lost or destroyed, you may spend 8 hours of downtime and 1,000 gp to purchase a new hunting weapon. Alternately, you can spend 8 hours of downtime to trade a hunting weapon in your possession for a different one on the list.
As an action, you emit fire in a 15 foot cone. Creatures caught in that area must make a Dexterity saving throw against your spell DC. On a failed save, a creature takes PBd6 fire damage and catches on fire. On a successful save, a creature takes half damage and is not ignited.
A creature on fire takes PBd6 damage at the start of its turns for 1 minute, or until a creature uses its action to extinguish the flames on itself or another creature.
You can't use your flamethrower again until you complete a short or long rest.
As an action, you spend a spell slot to target a number of creatures up to your Wisdom modifier within 30 feet of you. Each creature must make a Dexterity saving throw against your spell DC. On a failed save, a creature takes 2d6 piercing damage per level spell slot used. On a successful save, a creature takes half damage.
This feature can target invisible creatures, provided you are aware of their presence.
You possess a net launching contraption on your wrist. A number of times equal to your PB, you can make a ranged weapon attack against a Large or smaller creature you can see within 60 ft of you. On a hit, the creature is restrained. A restrained creature can escape by using its action to succeed a Strength (Athletics) check against your spell DC.
You regain all expended uses of this feature after a long rest.
This ranged weapon (range 40/120) has infinite ammunition, and deals 2d4 radiant damage.
You learn to modify your blaster as you gain levels in this class. The damage increases to 3d4 at 11th level, and to 4d4 at 17th level.
This ranged weapon (range 150/600) has infinite ammunition, though it requires drawing a ventilation valve between shots to cool down. It deals 1d10 radiant damage, and has the heavy, loading, and two-handed properties.
You learn to modify your rifle as you gain levels in this class. The damage increases to 2d10 at 11th level, and to 3d10 at 17th level.
Vibroblade. Choose one melee weapon from the Player's Handbook. You gain a vibroblade version of that weapon that deals force damage instead of its normal damage type.
You upgrade your vibroblade as you gain levels in ranger. At 11th level, it deals an extra 1d8 force damage on a hit. This damage increases to 2d8 at 17th level.
Starting at 7th level, you can use a bonus action to gain Darkvision out to 120 feet for the next 10 minutes. Out to this range, you can see invisible creatures and objects, as well infrared light, giving you advantage on Survival checks made to track creatures who leave heat signatures (such as any warmblooded creature, but excluding most constructs and undead).
You can't use this feature again until you finish a long rest.
Starting at 11th level, you can use a bonus action to gain a 60 foot flying speed for the next minute. If you are airborne when a minute ends, you descend slowly to the ground at the end of your turn.
You can't use this feature again until you finish a long rest.
Starting at 15th level, when an enemy reduces you to 0 hit points, you can use your reaction to make a single weapon attack against that enemy. On a hit, the attack deals your ranger level in extra damage.
If this attack reduces your enemy to 0 hit points, you drop to 1 hit point instead.
You can't use this feature again until you finish a long rest.