People are starting to talk about a group of bandits, and you're part of it. You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it. When you make an Attack or successfully steal on your turn, you can attempt to demoralize one creature you can see within 60 feet of you that can see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight). If successful, the target is frightened of you for 1 minute. They can repeat the save until they succeed or 1 minute has passed. Otherwise, the target can't be frightened by you in this way for 1 hour. You can use this feature a number of times equal to your Charisma modifier (minimum 1).
Additionally, you can use your action to force a character within 30 feet, who you can see, to make a Wisdom check with a save DC of 8 + Proficiency Bonus + Charisma Modifier, any character who fails this check becomes Frightened for 1 minute. This Wisdom roll is made by the affected character at the end of each of their turns, ending this effect on a success. You may use this feature a number of times equal to your Charisma Modifier after finishing a long rest.
Lastly, add your Charisma modifier to your Reputation score once only when you take this feature, and increase your reputation by the same value whenever your Charisma ability score is increased.