Base Class: Rogue
When the corrupt walk free, the wicked escape the gaze of the law, and justice goes unserved, a hangman is let off the leash. Known as executioners and headsmen, a hangman's only duty is to kill or capture their target. Often feared by all that glimpse their hoods, a hangman knows that blood must be spilled to keep the innocent clean.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons.
Dead Man Walking
Starting at 3rd level, your brutal strikes can cripple your foes, drawing their focus. When you damage a creature with your Sneak Attack, their movement speed is reduced by half and they have disadvantage on attack rolls against creatures other than you until the end of their next turn.
In addition, your Sneak Attack no longer requires a Finesse or Ranged weapon.
Bloody Hands
At 9th level, you have personally seen to the end of many a life, and others around you can sense that. You gain twice proficiency in Charisma (Intimidation), and are immune to being Frightened.
Gallows Noose
At 13th level, you've learned to wield a noose as a capture tool. After tying a noose, you can throw it at a creature as a bonus action within 60 feet of you. That creature must make a Dexterity saving throw against a Dexterity (Sleight of Hand) check from you. If your target is further than 30 feet away from you, they will have advantage on the saving throw. If they fail, they will be ensnared. You require at least one free hand to maintain this ability. They are considered Grappled, but their movement speed is halved instead of reduced to 0. They cannot move outside of the length that you ensnared them at. You can move closer to them, shortening the rope between you as you do. To escape, they must make a Dexterity (Acrobatics) check or a Strength (Athletics) check against your original Dexterity (Sleight of Hand) roll. You can release them as a free action at any time.
The rope has an AC equal to yours, and has 5 hit points.
A creature without a neck or suitable place to ensnare is unable to be targeted by this action.
Fear the Reaper
At 17th level, you are feared as a killer and hunter of the wicked, a terrifying slayer of the evil and corrupt. When you hit a creature with your Sneak Attack, hostile creatures within 20 feet of you must succeed on a Wisdom saving throw against a Charisma (Intimidation) check from you. If they fail, they become Frightened of you until the end of their next turn. While they are afraid of you in this way, they cannot take reactions.
Previous Versions
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