Fugitive hunters, as their name indicates, are specialists in tracking down people who do not wish to be found. There are some individuals who are simply too dangerous to allow to walk free, and it is these exceptional—and frequently despicable—people that fugitive hunters are tasked with bringing in or bringing down. Fugitive hunters normally focus on humanoid criminals and evildoers, but a few also take jobs hunting down particularly troublesome monsters from time to time.
At 3rd level, you can choose a number of specific, individual creatures up to your proficiency bonus to be your targets. You have an expertise die on Survival checks to track them, on attacks against them, on saving throws against their spells and abilities, and on Deception, Intimidation, Investigation, Insight, Perception, and Persuasion checks to uncover information about them. You may choose a new set of target creatures whenever you finish a long rest.
At 3rd level, you learn to bring in your targets alive and safely.
As an action, as long as you have a coil of at least 10 feet of rope handy, you can hog-tie a creature that is unconscious, incapacitated, paralyzed, stunned, or that has surrendered (and therefore isn’t resisting). A hog-tied creature can free itself as if grappled; the DC for your hogtie is your maneuver DC. However, escaping a hog-tie is much more taxing than escaping a grappling opponent. A creature that attempts to escape takes bludgeoning damage equal to 1d6 + the ability modifier it used to attempt to escape (success or failure), on a failed check gains a level of fatigue, and can’t attempt to escape again for an hour. Each repeated attempt comes with the same consequences, and a creature with 4 or more levels of fatigue can no longer attempt to escape the hog-tie. A creature reduced to 0 hit points by a hog-tie automatically stabilizes. A creature with a cutting implement can free a hog-tied creature as an action.
You also gain proficiency with the poisoner’s kit. When you make a poison that renders the victim unconscious but does not do poison damage (such as pseudodragon poison, oil of taggit, or couatl venom), you can craft that poison at half cost. Finally, the escape DC of any nets you deploy match your maneuver DC. (Nets which miss their target, are escaped from, dropped, or remain undeployed after 10 minutes no longer benefit from this effect.).
At 7th level, you become adept at ensuring those you are hunting do not escape. Once per turn at your option, you can spend 1 exertion to gain one of the following benefits until the end of the turn:
At 11th level, you become especially hard to manipulate, even by magical means. You are immune to the charmed and confused conditions, you have advantage on saving throws to avoid becoming frightened, and spells or effects that would compel you to take specific actions (such as command or dominate person) automatically fail.
At 18th level, your tracking skills tip over into the supernatural. If a creature is both your quarry from Hunter’s Target and one of your targets from Hunter’s Contract, you can sense their direction and distance from you as long as both of you are on the same plane.