Before the Devil Strahd conquered Barovia, swift justice was often dealt by the Ratchet Hounds: Barovian bounty hunters usually hired by nobles or group of commoners. After Strahd came, though, there was lesser need for Ratchet Hounds, as the only law became the Count's, and he always had plenty of undead servants to summon at his whim.
Anyway, there are Ratchet Hounds in Barovia up to these days, still pursuing some scoundrel, an outlaw or monstrous criminal - almost always for a hire. Sometimes ratchets are enrolled by the Count Von Zarovich himself, whenever he's pestered by an enemy he deems unworthy of dealing with by himself, but too tough for the Vistani or his undead horrors.
In moonless nights, watch your steps: you could catch a glimpse of the typical Ratchet Hound's black leather cloak called mantie hastily turning round a corner.
Ratchet Hound Features
|3rd||Whip Master, Wood Lore|
|9th||Shroud of Shadows|
The whip is the signature weapon of a true Ratchet Hound, a symbol of strength and cunning, a weapon they learn to master to a deadly degree!
Starting at 3rd level, you learn an array of whip combat techniques. First, you become proficient with the whip, if you don't already have it. Second, in your hand a whip deals 2d4 damage instad of 1d4, and you can consider it a light weapon, suitable for two-weapon fighting.
Life in the woods is part of the ratchet's life, for the accurate knowledge of the Svalich Woods could make the difference between a successful bounty hunter and a slayed one.
Starting at level 3, as you join the Ratchet Hounds, you become proficient in the Survival skill. If you already have it, you have advantage on all Wisdom (Survival) rolls.
Shroud of Shadows
At 9th level, as you plunge in the darkest corners of Barovia chasing your preys, you become tougher when it comes to resist the powers of the creatures who stalk the night. You should also choose a ratchet nickname to fancy youself with, like the Sparrowhawk or the Slug.
You have advantage on any saving throw you must roll as a consequnce of a feature or attack of undead and hags.
Nobody can escape your clutches for long, as you've become a master at hunting down unnamed horrors and human beings as well!
Starting from 13th level, you can cast the find traps or locate creature spells a total number ot times equal to your Wisdom modifier, without consuming any spell slot. This feature recharges after you finish a short or long rest.
At 17th level, you gain a dire wolf companion - a creature untouched by Strahd's dark powers over the forest's denizens - that accompanies you on your adventures and is trained to fight alongside you.
Look at the the dire wolf stats (see p. 321 MM); add your proficiency bonus to the creature's AC, attack rolls, and damage rolls, as well as to any saving throws. The beast's hit point maximum equals its normal maximum or four times your rogue level, whichever is higher. The dire wolf obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). As a bonus action you can verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
If the beast dies, you can obtain another one by spending 24 hours bonding with another dire wolf that isn't hostile to you.
(2018) Author: Andrea Tupac Mollica V1.3