The Lord of Pain^
You have made a pact with the Lord of Pain, who grants you power from the underworld. To obtain this power you suffer immense pain until you are broken, this torture leaves you more resistant to magic and pain. Most Mordsith are women and are trained to be elite warriors.
Instrument of Pain
At 1st level, when wielding a club, you may inflict a single point of damage on yourself in order to deal 1d10 bonus necrotic damage. A successful Constitution saving throw vs. the DC reduces this necrotic damage by half (min of 1).
This necrotic damage increases by 1d10 when you reach 6th level (2d10), 10th level (3d10), and 14th level (4d10).
(DC = 8 + Proficiency bonus + Charisma modifier.)
For you clubs also count as having the finesse trait.
At 1st level, you no longer recharge spells when you short rest, however, you have advantage on all saving throws against spells and opponents have disadvantage to hit you with a spell, any spell you save against or that misses you as a reaction can be turned upon the caster using your spell save dc or spell attack. To a maximum of 2 x your charisma modifier per day.
Instrument of Fear
At 1st level, you inspire fear in those whom you stare at, you gain proficiency in Intimidation. (if you have proficiency instead gain expertise), and you have advantage to resist fear effects.
At 6th level, you may choose a fighting style from the following list; Defense, Tunnel Fighter, Two-Weapon Fighting.
At 6th level, you gain the ability to shrug off painful injuries. As an action, you can regain hit points equal to three times your level. You must finish a long rest before you can use this feature again.
At 10th level, you may choose one of the follow features: Enhanced Club or Empowered Club.
Enhanced Club – When wield a club its damage die increases by one step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12).
When you use the Attack action with an unarmed strike, club, or whip on your turn, you can make one additional attack with your club as a bonus action.
Empowered Club – any club you wield becomes a +1 magic weapon. (this +1 stacks with other enhancements)
On any critical hit with a club, it deals an additional 2d6 necrotic damage to the target (these dice are not doubled by the critical).
When you successfully hit a target with a club and they fail their saving throw, you may cause the target to gain a level of exhaustion for 1d4 rounds.
At 14th level, you may choose from either – Pain Mastery, Fighting Mastery, or Breathe of Life.
Breathe of Life – You may use Raise Dead 1/per day as a spell like ability. You may then sacrifice any number of hit points, the raised character then gains life equal to the amount sacrificed.
Fighting Mastery – You gain proficiency with whips, all previous enhancements you gained to clubs, now also apply to whips. In addition, when you hit with an attack made with a whip, you may as a reaction make a trip attempt.
Pain Mastery – You may use your Pain tolerance ability 3/per short rest. When you do so you may also choose to expend a HD to regain additional health.
Class made by Jarris Turreff, based on the Mordsith from the Sword of Truth book series/Legend of the Seeker TV series.