Bloodhound

(Martial Archetype)

Whether tasked with bringing in wanted criminals or hunting down a bounty, bloodhounds are valued for their ability to track and capture their targets.

Sleuth

At 3rd level, you develop a keen sense for leads and a second nature for detecting deceit. You gain proficiency in two of the following skills: Insight, Intimidation, Investigation, Medicine, Persuasion and Survival.

Additionally, you gain proficiency with manacles and other tools used to restrain creatures.

Expert Captor

At 3rd level, you've become a specialist in toppling and capture foes. You may perform grapple or shove attempts as a bonus action.

Additionally, once per turn, when you hit an enemy with a weapon attack, you may deal an additional 1d6 damage if that enemy is suffering from one of the following conditions: blinded, frightened, grappled, incapacitated, prone or restrained.

At 15th level, this additional damage increases to 2d6.

Just a Hunch

By 7th level, you gain a knack for deective work. You gain advantage on the following types of checks:

  • Checks made to detect hidden creatures or objects.
  • Checks made to discern lies or deceit.
  • Checks made to obtain information.
  • Checks made to follow tracks.

Additionally, you may perform the Search action as a bonus action and you may attempt an Intelligence (Investigation) check to discern an illusion as a bonus action.


Cuff 'Em Up

By 10th level, you are ready to get your target, no matter what. While you are grappling a creature, you gain advantage on checks and saving throws against effects that would cause you to release your grappled target, such as a shove attempt made against you or a hold person spell.

Additionally, you count as one size larger for the purpose of grapple or shove attempts you make, and creatures have disadvantage on rolls to burst or break bonds you apply, such as manacles or ropes.

On the Chase

Starting at 15th level, you can stay hot on the heels of your targets. Moving through difficult terrain costs you no additional movement.

Additionally, if you are wearing light or medium armor, or no armor, you may perform the Dash action as a bonus action.

One Step Ahead

By 18th level, no one can one up you in combat. Whenever you roll a critical hit on an attack roll, the target of your attack gains the restrained condition until your next turn.

Additionally, critical hits made against you become normal hits.