Rogue
Base Class: Rogue

Of all other rogues, you are the simplest in nature, desiring one thing and one thing only: to inflict pain on your enemies. You aren't concerned with theft or swords or death; you live to cause torment to your adversaries. For you, it's not about life, death, money, or skill, it's about pain and only pain, of which you are a master; your craft is that of agony. Many rogues follow the path of the tormentor for revenge against those who once harmed them and some develop the art for utility in other things, but all in all, a tormentor is simply a bringer of pain, for whatever reason he or she chooses.

Tools of the Trade

Starting at 3rd level, you gain proficiency with poisoner’s and herbalist’s kits, torturer’s tools, and whips.

Excruciating Attack

At 3rd level when you successfully sneak attack a creature, you can cause it exceptional amounts of pain. The creature must make a Constitution saving throw (DC 8+ your proficiency bonus+ your Dexterity modifier) or suffer one of the following effects of your choice.

  • Nerve Damage. -2 Strength or Dexterity or disadvantage on Concentration checks until the target takes a short or long rest. This feature can be used multiple to impose all the possible effects, but otherwise is not cumulative.
  • Hamstring. Movement speed is reduced by 5 (to a minimum of 5) until the target takes a short rest. This feature is cumulative.
  • Bloody Face. The creature’s environment is heavily obscured to the creature until it takes an action to wipe the blood from its eyes. Creatures that do not bleed or have no eyes are immune to this feature. You may use this feature a number of times equal to your Dexterity modifier before taking a short or long rest.

Bag and Gag

Starting at 9th level you can forgo your sneak attack damage to make a grapple check when you attack. Additionally when you attack a grappled creature you can attempt to tie them up as a bonus action using your sleight of hand, rendering them restrained. Once a creature is tied in this fashion they can attempt to escape every 15 minutes. The creature does so with disadvantage if they are under the effects of an excruciating attack.

Chemically Assisted Interrogation

Starting at 13th level, when you have restrained a target using Bag and Gag and are no longer in combat, you can use an herbalist’s kit to render them paralyzed for one hour. While affected in this way, the creature has disadvantage on Wisdom saving throws.

Torturer's Poisons

Starting at 17th level, you can forgo your sneak attack damage to inflict a creature with Chemically Assisted Interrogation while in combat, regardless of whether or not you have them restrained. When you use Chemically Assisted Interrogation in this way, the creature must make a Constitution saving throw (DC= 8+ your proficiency bonus + your Intelligence modifier). On a failure, you can choose to either cause paralysis as normal or impose a level of exhaustion. Enemies given levels of exhaustion in this way cannot die due to exhaustion, unless another source of exhaustion takes them to that level.

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