Base Class: Fighter
"Of course I remember the dragon! Damn thing burned down half the town. But you wouldn't believe what happened next."
"The baron announced that he wanted to put it on trial! Everyone thought he'd gone mad. But then he went ahead and hired one of them bloodhounds."
"A week later, she came back dragging the dragon with one hand. I still don't get how the hell she did it. Anyway, we didn't think the baron was crazy no more."
Bloodhounds are supernaturally gifted bounty hunters able to track and capture any sort of creature. The best of them demand their weight in gold as payment.
Keen Senses
At 3rd level, you gain proficiency in Investigation, Perception, and Survival. If you are already proficient, you add double your proficiency bonus to any checks made with that skill.
You also develop a remarkable sense of smell. You have advantage on ability checks to find, track, and detect things that rely on odor.
Mark
Starting at 3rd level, you can target, or mark, an individual foe to better hunt that enemy. To do so, you must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 5 minutes. Any interruption ruins the attempt and forces you to start the process again. Once this study is complete, that target is called a mark.
You have advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks made to determine the whereabouts of a mark or find information about them.
Initially, you can have only one mark at a time. At 7th, 10th, and 15th level, you can have one additional mark.
As you gain levels, you gain additional abilities that can be used against a mark.
Bring 'Em In
At 3rd level, when one of your marks is reduced to a number of hit points equal to or below your Fighter level while you are within 1000 feet of them and can see them, they must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier or become restrained as glimmering chains surround them. You can even affect creatures that are normally immune to the restrained condition. However, you cannot affect creatures size Huge or larger with this feature.
You can also use this feature as an action on one of your marks with current hit points equal to or below your Fighter level when you see it and are within 1000 feet of it.
Enchained creatures do not count as separate creatures for the purposes of teleportation spells. As an action, you can create chains connecting marks to any other marks within 25 feet of them and at the same time, create a leash in your hands connecting you to one mark within 25 feet of you. Thus, by dragging one mark, you could potentially drag them all.
The chains remain until you dismiss them (no action required) or until the mark breaks frees. The DC to break or escape the chains is the same DC to resist initially. Creatures can use teleportation magic while enchained; however, the chains (but not a leash) remain after teleporting. Creatures that can normally pass through objects or creatures cannot automatically escape.
The chains can be dispelled. Each set of chains counts as a 3rd level spell for the purposes of Dispel Magic.
Hunter's Dedication
At 7th level, you become particularly difficult to trick. When you roll an Intelligence, Wisdom, or Charisma saving throw against one of your mark's spells or abilities, you add a bonus equal to your Constitution modifier (minimum + 1)
Tenacious Pursuit
Beginning at 10th level, as a bonus action, you can move up to your speed toward a mark whose location you know or have reason to suspect. You must end this move closer to the mark than you started, to the best of your knowledge.
You also have advantage on all Constitution ability checks.
Flawless Senses
At 15th level, you gain truesight with a range of 60 feet.
In addition, when you make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check, treat a roll of 7 or lower on the d20 as an 8.
Really Bring 'Em In
At 18th level, your marks no longer can make a saving throw to avoid being affected by Bring 'Em In. Affected creatures are both restrained and paralyzed, even if they are normally immune. You may let a paralyzed creature speak, but it can take no other actions, including casting a spell or using an innate magical ability. Even creatures affected by Freedom of Movement are still restrained and paralyzed.
You can now affect creatures of any size with Bring 'Em In. The restrained creatures weigh as much as a feather for you.
While they remain paralyzed, affected creatures are immune to all damage and are stabilized if they are reduced to 0 hit points.
One week after being enchained, paralyzed creatures can make a Constitution saving throw against the DC of Bring 'Em In to end the paralysis. They can repeat this saving throw once a week. The paralysis can otherwise be removed only by Greater Restoration or mightier spells. The chains now count as a 7th level spell for the purposes of Dispel Magic.
When a restrained creature would be affected by teleportation magic against your will, the caster must succeed on an ability check using their spellcasting ability against a DC of 17. You are immediately aware of any such attempts. You can sense the location of restrained creatures as if you had cast Locate Creature.
In addition, you can cast Locate Creature once. When you cast it, it is not a concentration spell. You regain this feature when you finish a long rest. Wisdom is your spellcasting ability for this spell.
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