Rogue
Base Class: Rogue

Reveling in the agony of their enemies, Torturer Rogues strive to bring the most excruciating pain to their enemies, debilitating them and learning their secrets.

This subclass was originally made by a good friend of mine, Beeboatmelonz. I have permission from him to post this subclass in his name.

Bonus Profiencies

When you choose this class at level 3, you gain proficiencies in tying strong knots, using manacles and shackles, and Intimidation.

Torture

Also at level 3, you have mastered the art of torture. As an action you can begin torturing a paralyzed, incapacitated, or restrained target. For this torture, you can use any method you can conceive: drowning, knives, acid, sand, etc.(get creative with it!) As long as the target is in horrible pain or discomfort, they are in the process of being tortured. While being tortured, the target has disadvantage on Strength and Constitution saving throws and Charisma and Strength skill checks. In addition, you have advantage on Charisma (Intimidation) checks against your tortured target. If you torture the target for at least 10 minutes, you can force them to make a Constitution saving throw equal to 10 + your Dexterity modifier + your Intelligence modifier + your Charisma modifier. On a fail, you can force the target to reveal a number of secrets to you equal to your proficiency bonus. The target may lie to you. If they fail the check by 10 or more, they must tell you the truth in these secrets. If they fail by 15 or more, they must diverge the entire truth to you. If they target succeeds, you must torture them for an additional hour to force them to make the saving throw again. If you torture a target every day for a hour over the course of a week, they may (at the DM’s discretion) gain some sort of insanity, permanent or temporary. Of course, you do not know what the target rolled, because that is the DM’s business.

Callous

Starting at level 9, you have hardened your heart and mind against pain and the suffering of others. You gain proficiency in Constitution and Charisma saving throws.

Excruciating Pain

Beginning at level 13, you have perfected how to make your weapons cause your enemies to writhe in agony. When you make a Sneak Attack, you can choose to force the target to make a Constitution check equal to that of your Torture feature. On a fail, the target is paralyzed. The target may reroll the check at the end of their turn. On a success, the target is immune to this feature for the next 24 hours.

No Escape in Death

At 17th level, you have learned how to keep - and revive- your target, leaving no escape in death. If you target a creature who has been dead for less than 24 hours, you can revive them to 1 health.  The target - and all targets of your torture - remain alive until you choose to cease the torture all together. If the target was dead before you began the torture, they instantly die. Additionally, if you have tortured a creature within the last 24 hours, you deal an additional 3d6 necrotic damage with your weapons for the next 24 hours.

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