TEXT: Frontier Enforcers
  Whether it be to enforce the laws of a distant colonizing
  nation or to punish the enemies of a local crime syndicate,
  bounty hunters can be found and hired to take down the
  world's worst. Bounty hunters rely on their honed instincts
  and fearsome reputations to survive their dangerous
  profession.
  Tricks of the Trade
  When you choose this archetype at 3rd level, you learn
  maneuvers that are fueled by your sneak attack dice.
  Maneuvers. You learn three maneuvers of your choice,
  which are detailed under “Maneuvers” below. Many
  maneuvers enhance an attack in some way. You can use
  only one maneuver per attack.
  If a maneuver you use requires your target to make a
  saving throw to resist the maneuver's effects, the saving
  throw DC equals 8 + your proficiency bonus + your
  Strength or Dexterity modifier (your choice).
  You learn two additional maneuvers of your choice at 9th,
  13th, and 17th level. When you gain a level in this class, you
  can also replace one maneuver you know with a different
  one.
  Using Maneuvers. Whenever you land a Sneak Attack on a
  creature, you can activate a Maneuver before rolling for
  damage. To do so, you must forgo two of your Sneak Attack
  dice, after which any remaining Sneak Attack dice are
  rolled for damage.
  Combat Ready
  At 3rd level, you've expanded your martial capabilities. You
  become proficient with medium armor and all martial
  weapons.
  Imposing Presence
  At 9th level, you've learned to leverage your reputation for
  your benefit. As an action, you can force a creature to make
  a Wisdom saving throw against your maneuver save DC.
  The creature must be able to see and hear you, and the two
  of you must share a language.
  On a failure, the creature is charmed or frightened by you
  (your choice) until the end of your next turn. A hostile
  creature cannot be charmed, and the effect ends for a
  charmed creature if it takes any damage.
  On subsequent turns, you can use your action to maintain
  this effect, extending its duration until the end of your next
  turn. The effect ends if the creature can neither see nor
  hear you.
  Once the effect ends, or if the creature succeeds on the
  initial saving throw, the creature is immune to this effect for
  the next 24 hours.
  Lock 'em Down
  At 13th level, you've become a master at locking down your
  foes. When you use one of your maneuvers on a creature,
  you can use a bonus action to attempt to grapple the target.
  Additionally, you can use your bonus action to attempt to
  restrain a creature grappled by you. The creature makes a
  Dexterity or Strength saving throw against your maneuver
  DC. On a failure, the creature is restrained until the grapple
  ends.
  Marked for Death
  Starting at 17th level, when you roll initiative, you can
  designate one creature within 60 feet of you as your quarry.
  Attacks you make against your quarry have advantage. You
  retain this benefit until your quarry dies or you use this
  ability again.
  Bounty Hunter
  Roguish Archetype
  
  Maneuvers
  The maneuvers are in alphabetical order.
  Concussion
  When you hit a creature with a weapon attack, you can
  attempt to concuss the target. The target must make a
  Constitution saving throw. On a failed save, it is deafened,
  has disadvantage on all Wisdom (perception) checks, and
  has disadvantage on opportunity attacks against you until
  the end of your next turn.
  Confuse
  When you hit a creature with a weapon attack, you can
  attempt to confuse it as to what happened. The creature
  makes a Wisdom (insight) check against your maneuver
  DC. On a failure, the creature has disadvantage on attacks
  against you until the end of its next turn.
  Disarm
  When you hit a creature with a weapon attack, you can
  attempt to disarm the target, forcing it to drop one item of
  your choice that it’s holding. The target must make a
  Strength saving throw. On a failed save, it drops the object
  you choose. The object lands at its feet.
  Diversion
  When you hit a creature with a weapon attack, you attempt
  to grab the creature's attention. The target must make a
  Wisdom saving throw. On a failed save, the target cannot
  make opportunity attacks against targets other than you
  until the end of your next turn.
  Distraction
  When you hit a creature with a weapon attack, you can
  attempt to distract the creature, giving your allies an
  opening. The next attack roll against the target has
  advantage if the attack is made before the start of your next
  turn.
  Elude
  When you hit a creature with melee weapon attack, you can
  take the Disengage action for free immediately following
  the attack.
  Intimidate
  When you hit a creature with a weapon attack, attempt to
  frighten the target. The target must make a Wisdom saving
  throw. On a failed save, it is frightened of you until the end
  of your next turn.
  Mage Bane
  When you hit a creature with a weapon attack, you can
  attempt to break their concentration. The creature must
  make a Constitution saving throw. On a failure, they
  immediately lose concentration. On a success, they still
  must make the Constitution saving throw to maintain
  concentration from taking damage.
  Rapid strike
  When you hit a creature with a weapon attack, you can
  immediately make another attack against a different
  creature within 5 feet of the target.
  Shove
  When you hit a creature with a weapon attack, you can
  attempt to drive the target back. If the target is Large or
  smaller, it must make a Strength saving throw. On a failed
  save, you push the target up to 15 feet away from you.
  Stab and Grab
  When you hit a creature with a melee weapon attack, you
  can use attempt to grapple the creature hit until the start of
  your next turn. The creature makes a Strength (Athletics) or
  Dexterity (Acrobatics) check against your maneuver DC to
  resist your grapple.
  Stagger
  When you hit a creature with a weapon attack, you can
  attempt to stagger it. The creature must make a
  Constitution saving throw. On a failure, it can't take
  reactions until the start of its next turn.
  Swarm
  When you hit a creature with a weapon attack, you can use
  your bonus action to direct one of your allies within 5 feet of
  the target to strike. When you do so, choose a friendly
  creature who can see or hear you. That creature can
  immediately use its reaction to make one weapon attack
  against the target.
  Trip
  When you hit a creature with a weapon attack, you can
  attempt to knock the target down. If the target is Large or
  smaller, it must make a Strength or Dexterity saving throw.
  On a failed save, you knock the target prone.
  Credits
  Author: u/Xyrlian
  Art: Deadeye Plunderers by Greg Opalinski
  Inspirations:
  Hyperlanes by Scrivened, LLC
  Operative: Gunslinger from SW5e
  Scout: Deadeye Technique from SW5e
  Ruffian by u/Jaekbad
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Bounty Hunter - Roguish Archetype v2.pdf