Rogue
Base Class: Rogue

The Persecutor is called upon when someone needs to die, preferable after extracting all of the valuable information they have. Persecutors are known to go to any length to accomplish this goal. Many cross the line into the realm of evil. Some, however, justify their actions as serving the greater good.

Originally by NCGurthwulf

Tools of the Trade

Starting at 3rd level, you gain proficiency with renaissance firearms martial ranged weapons (DMG Page 268), medium armor, and torturer's tools.

Excruciating Attack

At 3rd level when you successfully hit a creature with a sneak attack you can cause it exceptional amounts of pain. The creature must make a Constitution saving throw against 8+proficiency bonus+Dexterity bonus or suffer the effect you choose from the list below.

Bloody Face

Creature cannot see until they take an action to wipe the blood from their eyes. Creatures that do not bleed or do not have eyes are immune to this feature.

Hamstring

 Movement is reduced by 10 until the target takes a short rest. This feature is cumulative.

Nerve Damage 

-2 Strength and Dexterity until the target takes a short rest. This feature is not cumulative.

You can use this feature a number of times equal to your Dexterity modifier before taking a short or long rest.

There...Are...Four...Lights!

Starting at level 9, if you are able to restrain a creature in a secluded location for an hour you may make any persuasion or intimidation checks with advantage as you interrogate them.

The creature may not be willing to release certain information easily. Every hour after the first, they must make a Wisdom saving throw against 8+Proficiency+Charisma Modifier if you are trying to Persuade them, or a Constitution saving throw against 8+Proficiency Bonus+Dexterity Modifier if you are torturing them. Failure results in them releasing one piece of information. You may continue this process for a number of hours equal to the target's Constitution score. After that point they gain a level of exhaustion for every hour until they die.

Typically, only humanoid creatures that you can speak to are subject to this feature, but with creative use, perhaps, a giant, dragon, or even an aberration or celestial may be interrogated.

Take Them Alive

At 13th level, after dealing sneak attack damage and reducing a creature to 0 hit points, you can elect for them to be stabilized and paralyzed for one hour.

Cowl of the Executioner

Starting at 17th level, death follows you wherever you go. When you sneak attack a creature, they become immune to healing and cannot regenerate until the end of their next turn.

Additionally, when you reduce a creature to 0 hit points with a sneak attack you may roll your next attack with advantage so long as it occurs within your next 3 turns.

Previous Versions

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