Fighter
Base Class: Fighter

While training in combat, you learned that not all problems can be solved with violence. There are often those you will face where killing them is not the answer, so you were trained to subdue your opponent instead. As a Fugitive Hunter you have continued to hone these skills to the point of becoming a specialist in bringing your tagrets back alive.

whether you have a strong moral compass or just find it a fun challenge, you will show that such a handicap is not one for someone as talented as you. No matter if it is a humanoid or monster, you'll rise to the challenge and leave your enemies knowing that you are still out there ready to keep them in check.

Bonus Proficiencies

You gain proficiency in one of the following skills.

Forgery Kit

Forgery Kit

History

History

Insight

Insight

Investigation

Investigation

Persuasion

Persuasion

Survival

Survival

Non-lethal Armaments

At 3rd level, whether it is by blunt ammunition or expert marksmanship you have learned to subdue targets from a distance. When you reduce a creature to 0 hit points with a ranged weapon attack, you can knock the creature out. You can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Ethereal Entanglement

At 3rd level, as an action you may attach magical manacles to a paralyzed, restrained, stunned, or unconscious Medium or smaller creature within 5 feet of you. These manacles are magical translucent frey cuffs that lasts until you dismiss it, you are incapacitated, or after 24 hours. A creature can escape or another creature can free them from these restraints by making a Dexterity or Strength check, the creature can add their proficiency bonus if they are proficient in thieves' tools (DC equals 8 + your proficiency bonus + your Dexterity or Strength modifier)

Long Arm of the Hunter

At 7th level, when you hit a creature with a weapon attack the creature's speed is reduced by 10 feet until the start of your next turn.

Rigorous Restraints

At 10th level, the magical manacles from the Ethereal Entanglement feature now gains the following features.

  • You can now effect paralyzed, restrained, stunned, or unconscious Large creatures
  • Creatures bound by the manacles have disadvantage on checks made to escape their restraints
  • Creatures bound by the manacles can no longer cast spells, teleport, or travel to another plane unless you allow them to.

Haunting Whistle

At 15th level, you have seen your allies charmed or sleeping on the job one too many times, and you needed a way to pacify the toughest prisoners. You have developed a special whistling tune to solve both problems. As an action, you whistle causing every creature that can hear within 15 feet of you to take 1 thunder damage.

An Obsessed Detective

At 18th level, as a bonus action you can expend one use of your Ethereal Entanglement feature to mark one creature that you can see within 60 feet of you for one minute. While marked, yo instantly know which direction and how far away the creature is while it is in the same plane of existence as you and all attack rolls you make against that creature are made with advantage.

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