Base Class: Rogue
"Haven't I warned you already? Jump as it might, a flea can't escape the hand closing over it"
The Ch'unokkun is a type of Rogue that uses specially made Bonds, called Ohra Bonds, to Bind, Capture, and Transport their marks. Often working with City Guards, Bounty Hunting Offices, or people in Human Trafficking Rings. Whoever Pays the best, or asks first.
Ohra Bonds - Level 3
"Surrender to the Ohra Bonds!"
Crimson Ohra Bonds
Starting at level 3, you gain long, braided, Crimson Rope which you have learned how to use them to restrain people from range.
Once per turn, as an attack replacement, you can force one creature within 15 feet of you to make a DC (8 + Your dex mod + Your Proficiency bonus) dexterity or strength saving throw. On a failure, the creature is Grappled by you, as well as gains 1 stack of "Trussed". You can force the Trussed Creature to make the saving throw again, on a failure, the creature gains another stack of Trussed, on a success, one stack of Trussed is removed. If a Trussed creature reaches 0 Trussed stacks, the Grapple Ends. If the creature escapes the Grapple without depleting the Trussed Stack, all Trussed stacks are removed from the creature.
A creature Trussed by you cannot be moved more than 15 feet away from you, and when you move more than 15 feet away from the trussed target, the Trussed creature is pulled to the nearest unoccupied space within 15 feet of you. Your movement within 15 feet of the Trussed Creature does not cost extra movement from having the creature Grappled.
A Trussed Creature cannot be Trussed by another creature. If you Truss another creature, all Trussed stacks are removed from the previous Trussed creature.
Trussed has a maximum stack of 3.
At 1+ Stacks, the creature's AC is reduced by 1.
At 2+ Stacks, the creature's attack rolls have disadvantage, and the damage they deal is reduced by your proficiency bonus.
At 3 Stacks, the creature is also Restrained. Creatures Restrained this way also have disadvantage on Strength saving throws, and cannot take reactions action.
Prisoner Transport Arrangements
While a creature is Trussed by you, your movement speed increases by 10 Feet, and you deal an additional 1d6 damage against Trussed targets. The bonus damage gains the damage type of the damage type that has the most damage dice on the attack.
At level 9, You also add your proficiency bonus to the bonus damage.
At level 13, The Bonus damage from this feature increases to 1d8.
At level 17, The Bonus damage from this feature increases to 1d10.
Ch'unokkun's Infiltration - Level 9
"Look how the moon hangs so bright in the sky, its light leaving no corner covered by shadows in these alleyways. Hide if you want, run if you must, But I'll still find you and drag you back."
Snatch Up
While you are Hidden, your Ohra Bonds range is increased by 10 feet, and the target has disadvantage on the saving throw. When using the Ohra Bonds from stealth and Trussing a creature, the creature is dragged within 5 feet of you and is also brought into stealth, the creature uses the result of your Dexterity (Stealth) check. You do not exit stealth when attacking or sneak attacking a Trussed creature, provided no other creature can clearly see you.
Antimagic Bonds
Creatures Trussed by you cannot teleport or enter extradimensional spaces, cannot cast spells with Somatic components, and have disadvantage on Constitution saving throws made to maintain Concentration.
At level 13, Trussed Creature also cannot cast spells with Verbal components
Cut Losses and Claim Lives - Level 13
"If you want to find work as a Ch'unokkun, this Scouring Hunterband is a must-have. Just draw it down over your eyes, and you can see clear as day even at night. You can even get directions along the road, too... and, with the proper authorization, you get to take a little peek at the S Corp. residents' identifications, too~"
Scouring Hunterband
At level 13, you gain a special blindfold. While wearing the blindfold, you gain blindsight out to a range of 40 feet (If you have more than 40 feet of Darkvision, your blindsight range extends to the range of your darkvision), always know how to get to your desired location as long as a physical route exists, and have advantage on checks to conceal your identity.
At level 16, You gain advantage on checks to discern people's identity.
At level 18, when a creature misses an attack against you, you can either make 1 weapon attack against the attacker as a reaction, or use your Ohra Bonds against the attacker as a reaction.
Avulsion Slash
Once per turn, when attacking a target you have Trussed that has 2 or more Trussed stacks, you can remove 1 stack of Trussed from the target to make an extra attack, tearing through some of the bonds to reach vital areas. On a hit with this extra attack, the target is inflicted with 2 'Avulsion wound' stacks. You Roll an additional weapon damage die for attacks against creatures with Avulsion Wound.
The first two times each turn that a creature with Avulsion Wound stacks takes an action requiring an attack roll, ability check, or saving throw, it takes 2d4 slashing damage that ignores resistance. Avulsion Wound reduces by 1 at the end of the creature's turn.
A hunter's Relentless pursuit - Level 17
"We've rounded up the last of the Nobi on the wanted writ... Picked up a few Branded ones, too, so that's a bonus... Haha, perhaps we should treat ourselves to a modest little feast of meat and wine?"
Ropes Stained a Shade of Red More Crimson than Hell itself
When Hitting a Trussed Creature, you heal Health equal to (The Creature's Trussed stacks + Your proficiency Bonus), With Excess healing becoming temporary hit points. If you hit a creature with Avulsion Wound, the healing from this feature is doubled.
When hitting a Trussed Creature that does not have Avulsion Wound, the creature must make a DC (8 + Your proficiency bonus + your dexterity modifier) constitution saving throw, with the creature being inflicted with 1 Avulsion Wound on a failure.
'Struggling against these bonds will only make things worse for you~!'
When a creature loses all Trussed stacks or ceases to be Trussed by you, it takes 1d6 Fire damage for each Trussed stack it gained while restrained by you, up to a maximum of 10d6. If the creature has one or more Avulsion Wound stacks, it instead takes 2d6 Fire damage per stack gained, up to a maximum of 20d6.
Changing your Trussed target counts as the previous Trussed creature losing all stacks.
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