Comments from the Finger: This disturbing class is an adaptation of the 3.5 prestige class Acolyte of the Skin. Some of the original features of this class needed to be condensed or eliminated in the update to Next. The Acolyte's summoning powers simply didn't translate mechanically well to Next, so had to be merged with the expanded spells, and the glare attacks simply didn't mesh well with the general thrust of this class: an innately defensive warlock.
You have made a pact with a Fiend from the depths of hell, whose skin you have bonded to your own, affording you a hideous appearance and wicked arcane power. To do this you performed and survived the blasphemous Ritual of Bonding, a foul rite that agonizingly kills most that undertake it. You now wear the essence of a fiend as a second skin, bonded inseparably in body and soul to a beast of hell.
Skin Expanded Spells
1st: False Life, Inflict Wounds
2nd: Barkskin, Enlarge/Reduce
3rd: Meld Into Stone, Protection from Energy
4th: Conjure Minor Elementals, Stoneskin
5th: Conjure Elemental, Hallow
Beginning when you make this pact at first level, you wear the skin of a fiend as your own. This fiendish skin is for all intents and purposes your own. The skin is unnaturally tough, and your armor class equals 12 + your Dexterity modifier.
At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks.
At 6th level, when you are struck with a blow, your fiend skin can toughen and become like armor. When a creature attacks you, you can as a reaction temporarily increase your armor class by 3, to a maximum of 20, and you have resistance against bludgeoning, piercing, and slashing damage until the beginning of your next turn. You must finish a short or long rest before using this feature again.
At 10th level, your fiend skin has become thicker. You gain resistance to fire damage and cold damage.
By 14th level, you fiend skin has begun to intertwine with your blood, closing your wounds as soon as they open. At the beginning of your turn, if you have taken damage since the end of your last turn, you regain hit points equal to your proficiency bonus, to a maximum of the damage you took.
Changelog: 7/13/15: Wear Fiend changed from static AC increase to AC equation.
8/2/15: Hideous Appearance separated from Wear Fiend. Hideous Appearance grants double proficiency rather than advantage on intimidation.