The Sadist is a twisted fighter who takes pleasure in the pain of others. They use unorthodox and brutal techniques with not only the intent to kill, but to maim and prolong torture as well.
Cruel in Nature
When you choose this archetype at 3rd level, your sadistic nature gives you access to special talents that are fueled by Cruelty Points.
Talents. Talents are Special Attack actions. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. You learn three talents from the talent list. You can use only one talent per attack action. You gain more features as you gain levels in this subclass.
You learn two additional talents at 7th, 10th, and 15th level. Each time you learn a new talent, you can also replace one talent you know with a different one.
Cruelty Points You start with 0 Cruelty Points, and the maximum number that you can have cannot exceed your fighter level. You can spend these points to fuel various skills. You gain Cruelty Points through any of the following:
- You gain 1 Cruelty Point on your first turn in combat if no other enemies have taken a turn yet.
- You gain 1 Cruelty Point whenever you damage a creature in which you also damaged last turn.
- As a bonus action, spend 1 hit die. You take damage and gain a number of Cruelty Points equal to the amount rolled divided by half.
You lose all Cruelty Points if you have not attacked or been attacked for 1 minute, when you attack another target for the first time, or when an enemy you have not damaged deals damage to you.
Saving Throws. Some of your talents require a saving throw to resist it's effects. The saving throw DC is calculated as follows:
Cruelty save DC= 8 + your proficiency bonus + your Intelligence modifier
Beginning at 7th level, you can add your Intellgience modifier to any Wisdom (Perception) or Wisdom (Survival) check against any creature that don't have all its hit points.
At 10th level, creatures who are Stunned, Restrained, or Paralyzed automatically fail Charisma saving throws against you.
Starting at 15th level, if you have no Cruelty Points remaining at the start of your turn, you gain 1 Cruelty Point.
Bloodletter. Spend 2 Cruelty Points, and the next time you deal damage to target enemy you gain temporary hit points equal to the damage dealt.
Brand. You can spend 1 Cruelty point to mark target enemy that you've damaged. Enemies marked by your Brand have disadvantage against saving throws to resist being Frightened. This effect lasts for 1 minute. Multiple targets can be affected by this ability simultaneously.
Death's Reward You spend 6 Cruelty Points and make a melee weapon attack. If the attack hits, it deals an additional 2d8 psychic damage. If this attack reduces a creature to 0 hp, you gain temporary hit points equal to any remaining points of damage.
Devastation. You spend 2 Cruelty Points, and the creature you are attacking must make a Charisma saving throw. On a failed save, they cannot take the attack action until the beginning of their next turn.
Expose. You spend 2 Cruelty Points, and grant advantage to the first attack roll any ally makes against target enemy that you attacked this round.
Garrote. Attacking the throat, you attempt to silence your enemy. Spending 4 Cruelty points, target enemy within 5 ft of you must make a Constitution saving throw or be Silenced for 1 round.
Gouge. You attempt to blind your oponent. You spend 4 Cruelty points for this attack. The target must make a Dexterity Saving throw. On a failed save, they are blinded for 1 round.
Hamstring. You attempt to sever a vital tendon, shutting down an enemies mobility. You spend 1 Cruelty point for this attack. If it hits, it deals no damage, but the target's speed is halved for a number of rounds equal to your Intelligence modifier.
Kick. You can spend 1 Cruelty Point to deliver a powerful unarmed strike to break down your enemies defense. If they are currently concentrating on a spell or effect, they roll their Concentration saving throw at disadvantage. This attack also ignores disadvantage if the enemy has taken the Dodge stance.
Kidney Shot. You can spend 3 Cruelty points to severely weaken your enemy. The target must make a Constitution Saving throw. On a failed save, they gain 1 level of exhaustion.
Lamb to Slaughter. Your lust for blood reaches new terrifying heights. You can spend 6 Cruelty Points to force enemy that can see you to make a Wisdom saving throw or be Paralyzed with fear until the end of your next turn.
Probing Strike. You lash out wildly not with intent to harm, but to probe for weaknesses in an enemies defense. You spend 3 Cruelty Points, then add your Intelligence modifier to attack rolls and damage to your attacks until the beginning of your next turn against the same target.
Rending Strike. You can spend 3 Cruelty Points to rend the target, causing them to bleed profusely and take additional damage equal to half the damage dealt at the beginning of their next turn.
Rupture. You can spend 2 Cruelty Points to destabilize your enemy. The target must make a Constitution saving throw, or be deafened for 1 round.
Stalk. You can spend 1 Cruelty Point, and the next time your target moves, you can use your reaction move half your movement speed towards it.