Base Class: Rogue
Long ago, you honed your talents to strike nonfatally and drag targets back to your contractor, kicking and screaming. While some rogues are sneaky or charming, your methods are dirty, fast, and brutal. Your line of work is lethal and you are no different.
A Bounty Hunter excels in striking fast and keeping targets from running away.
Manhandle
At 3rd level, you gain the ability to grapple other creatures with ease. You may add your proficiency modifier to any attempts you make to grapple another creature. Additionally, you can make an attempt to grapple as a bonus action, and your speed is not reduced when dragging a grappled creature.
Dead or Alive
At 3rd level, your practice with bringing in living targets allows you to be more precise with your hits. When you reduce a creature to 0 hit points, you can choose to knock a creature unconscious rather than kill it outright. When you do this, the creature is instantly stable and does not need to make death saving throws. A creature knocked out this way will awaken in 1d4 hours. A creature knocked out by you and has since awoken is under the effect of the frightened condition toward you for one hour, after which the condition ends.
Intimidating Reputation
At 9th level, your prowess as a bounty hunter is known far and wide. Other creatures have disadvantage on checks to deceive you and you gain advantage on Charisma (Deception) and Wisdom (Insight) checks.
As an action, you can make a Charisma (Intimidation) check against a number of creatures within 15 feet of you equal to your Charisma modifier. These creatures must be able to see and hear you. Each creature must make a Wisdom saving throw, the DC of which is equal to 8 + you Charisma modifier + your proficiency bonus. On a failed save, they are frightened of you for 1 minute. At the end of each of their turns, they can repeat the saving throw, removing the condition from themselves on a success. A creature that succeeds on this saving throw cannot be frightened of you in the same way for 24 hours.
Wanted
At 13th level, your ability to track targets is unparalleled. You may add your Charisma modifier plus your proficiency bonus to any check you make to determine the whereabouts of any creature you know the general location or direction of.
Terrifying Gaze
At 17th level, you have become mythologized as a legendary bounty hunter, perfect in their craft. As an action, you can pierce a creature with your gaze. Choose one creature within 60 feet. That creature must make a Wisdom saving throw, the DC of which is equal to 8 + your Charisma modifier + your proficiency bonus. This creature has disadvantage on this saving throw if it has been frightened of you before. On a failed save, it is frightened of you permanently, with the condition only being ended by means of a Wish spell. On a success, it cannot be frightened of you for 24 hours.
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