Ranger
Base Class: Ranger

Whether at the wild or in civilization, the Bloodhound combines techniques used by farmers and fishermen on Beasts to capture dangerous, intelligent creatures with the minimum of harm with the skills to track them. Their primal connection manifests through tapping into the senses of bloodthirsty predators, though as with any trained hound, they only go for the kill when ordered to. Thus, they work as the best bounty hunters and trackers, often personally working for higher nobles when law enforcement doesn't suffice.

Level 3: Capturing Maneuvers

You master the art of hindering and capturing foes with as little harm as possible, gaining the following benefits:

Net Wrangling. As a Bonus Action, you can throw a Net at a creature if you have one at hand.
Lasso Wrangling. You can tie a Rope to create a hoop as a Utilize action.

As a Bonus Action or by replacing one of your attacks while using the Attack action, you can throw this hooped rope at a creature up to one size category from you within 30 feet (or the length of the rope minus 5, whichever is shorter). Make a Ranged Attack; on a success, the creature is Grappled, suffering the following penalties:

* The creature's Speed does not change, but it cannot move directly away from you. The creature must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or your spell save DC (whichever is higher) to move farther away from you. If the creature moves farther than the length of your rope, it remains Grappled but can move freely. A creature two sizes smaller than you makes the save at Disadvantage, while a creature larger than you makes the save at Advantage unless you have the Powerful Build feature.
* At the start of each of your turns, roll a d20 and add your Strength modifier, as if making a Strength check. The creature must make a Strength saving throw against a DC equal to the result of this roll or be pulled 10 feet closer to you. A creature two sizes smaller than you makes the save at Disadvantage, while a creature larger than you makes the save at Advantage unless you have the Powerful Build feature.

You must have a hand free to maintain the Grapple. The escape DC for this Grapple is equal to your spell save DC, and if the creature succeeds on a Strength (Athletics) check, it bursts the Rope.

Hamstring. When attacking with a weapon whose mastery property you can use, you can replace that property with the Slow or Topple property for that attack.

Level 3: Bloodhound Spells

When you reach a Ranger level specified in the Bloodhound Spells table, you thereafter always have the listed spells prepared.

Bloodhound Spells
Ranger Level Prepared Spells
3 Sleep
5 Web
9 Slow
13 Stone Shape
17 Hold Monster

Level 7: Scent of Blood

When you concentrate on the Hunter's Mark spell, you treat any Bloodied creature within 120 feet of you as if marked by the spell. You can deal your extra damage against any affected creatures you attack during your turn, but only once per turn for each creature affected.

Furthermore, if a creature marked by your Hunter's Mark is taken to 0 Hit Points, you can change the target of your spell as part of one of the attacks of your Attack action, provided that creature is Bloodied.

Level 11: Hounding Tactics

Your skill at disabling and harming foes improves further, gaining the following benefits.
Blood in the Water. When you concentrate on the Hunter's Mark spell, you deal an extra 1d6 points of damage to a creature marked by the spell or a Bloodied creature. This damage increases to 1d10 at level 20.

Giant Wrangling. You can use the Lasso Wrangling benefit against a creature two size categories larger than you, provided you hold the rope with both hands.

Heel Wound. When you affect a creature you attack with the Slow mastery property, the creature's movement is affected as if moving through Difficult Terrain until the start of your next turn.

Zip-Tie. As an Utilize action while Grappling an opponent, you can immediately hog-tie them with a Rope. While hog-tied, the creature is Incapacitated and Restrained, but can attempt a Strength saving throw at the start of each of its turns against your spell save DC. On a success, the Rope bursts, ending the effect.

Level 15: Quick Capture

When making the Attack action, you gain an additional attack, which you can only use to throw a Net, throw a hooped rope through the Lasso Wrangling feature, or make an Unarmed Strike to Shove or Grapple a target.

Furthermore, when you cast a Ranger spell on a creature marked by your Hunter's Mark or that is Bloodied, it makes any save against it at Disadvantage.

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