Rogue
Base Class: Rogue

Knights. Soldiers. Guardsmen. Patrolmen. What do each of these people have in common? They are upkeepers of the law, people who dedicate their lives to snuffing out any criminal activity that manages to seep from the underbelly of society. Yet, even these steadfast holders of justice can have troubles tracking down the slipperiest of scumbags. That's when they call in the dogs of the law; The Bloodhounds. Bloodhounds are much different that your typical lawkeeper. They are experts in tracking down any and all slimebags that make their ways from the gutters and alleyways of the slums. If it has a heartbeat, they can hear it. If they bleed, they can smell it. And once they catch sight of their quarry, the chase begins. No matter the distance, no matter the obstacles, a Bloodhound will never stop, pursuing their target to the end of the realm itself, until either their prey cannot run anymore, or until one of them drops dead. Relentlessness. Ceaselessness. Efficiency. The standing pillars of a Bloodhound's fundamentals, and no one can convince them otherwise. Theres no teaching these old dogs new tricks, and their bite is much, much worse than their bark.

Bounty's Mark

Starting at 3rd level, you've learned to focus your efforts on pursuing a singular target. At the beginning of combat, before initiative is rolled, you may choose one creature that you can see within 60 feet of you, and place your Bounty's Mark on it. Whenever you would deal sneak attack damage to a creature that bears your Bounty's Mark for the first time during a combat, the creature must make a Constitution saving throw, where the save DC is equal to 10 + PB + your Dexterity modifier. On a failed save, apply one of the following effects of your choosing.

  • Atrophy: The creatures arms give out on them. Until the end of their next turn, the creature has disadvantage on all melee attack rolls and cannot cast any spells that involve somatic components.
  •  Cripple: The creatures legs grow weaker. Until the end of their next turn, the creature's movement speed is reduced by half, and they cannot use the dash or disengage actions.

Blood in the Water

When you choose this archetype at 3rd level, you gain the ability to always know where your bounty is, so long as they have blood. As a bonus action, until the end of your next turn, you can audibly detect the location of any creature that has a heartbeat within 30 feet of you and can smell exposed blood within 60 feet of you.

This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 5 feet of wood, or 7 feet of dirt. Once you use this trait, you can't use it again until you finish a short or long rest.

Additionally, you gain advantage on Investigation and Survival cheeks involving tracking blood.

Hot Pursuit

Starting at 9th level, you have grown relentless in the pursuit of apprehending your targets. Whenever you Dash on your turn, if you are moving in a straight line in the direction of a creature that bears your Bounty's Mark, you can choose to have your movement speed be tripled instead of doubled. You can only use this feature a number of times times as equal to your proficiency bonus, and regain all uses upon completing a long rest.

Dog of the Law

By 13th level, you have learned new tricks to aid in taking down your marks. Once per day, as an action, you can cast one off the following spells, using Wisdom as you spellcasting ability: hunter's mark, haste, rope trick, locate creature, and elevated sight

Bountiful Marks

When you reach 17th level, you've mastered the art of hunting down your marks. When you would apply your Bounty's Mark at the beginning of combat, you may apply it to two targets instead of one. Additionally, whenever you hit a creature that bears your Bounty's Mark with a sneak attack, you gain temporary hit points equal to the total amount of sneak attack damage dealt.

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