Base Class: Rogue
The torturer loves to inflict pain on themselves and others, commonly being employed as bruisers or extractors of information. These fiends are just as likely to hurt themselves as they are others, though usually for intimidation if they are on the job.
Occult Intimidation
Starting at 3rd level, you use your knowledge of pain to intimidate others by demonstrating your skills on yourself (sticking nails through your eyelids, burning dead skin, etc. While it is harmless, to an untrained eye, it would be rather scary. David Blaine type shit) You gain advantage on your next intimidation check.
Fiendish Fervor
Starting at 3rd level, once per short rest you can use your bonus action to inflict pain upon yourself for additional effects. You pull out a knife or nail and stick it into your skin.
The following happens:
-You are now bleeding, your bleed die is 1d4.
-For as long as you are bleeding, when you hit a creature that can see you, you deal an additional 1d4 psychic damage and inflict bleeding, their bleed die is 1d4.
-For as long as you are bleeding, when you hit a creature that can see you, it must make a wisdom saving throw. If the target fails, it is frightened of you until the end of your next turn.
Harnessed Pain
Starting at 9th level, you can now harness any damage that has been inflicted on you. Each time you take damage from any source, you may add an additional 1d10 necrotic damage to your next attack.
Macabre Intimidation
Starting at 13th level, your presence itself is intimidating. Your excess of piercings and scars shows that you are not someone to be messed with. You now have permanent advantage on intimidation checks.
Additionally, you can use your bonus action to attempt to intimidate a creature. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Shared Pain
Starting at 17th level, you want to share in the delight of pain with others, including your enemies. When you are hit with a melee attack you can see, you may use your reaction to make a melee attack against your attacker. You and your attacker are both now bleeding. Both of your bleed dice are 1d10.
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