MonkeyDM
Caption
Enshrouded within the radiance of Luyarnha, a conclave of Rangers lies concealed, their solemn duty vowed to the preservation of peace within the walls, regardless of the means. Ever vigilant against the insidious advance of the Scourge, they have honed their inquisitorial craft, recognizing the importance of early prevention of this plague. They achieve this by finding and interrogating victims—and even potential victims—before signs of sickness manifest themselves.
Although these Rangers have been known to serve the clergy and royalty, since the fall of the House of Commons, they are no longer beholden to the fickle desires of any specific lord or lady. Many are now driven by a loftier purpose, one that necessitates the utmost discipline and commitment, for they recognize that if the Scourge is allowed to propagate, it shall wreak havoc upon all they cherish. Yet, some pursue baser ambitions, offering their expertise to those who desire to bend these Rangers to their malevolent will, extracting confessions or inflicting retribution upon adversaries. After all, torture, a practice as ancient as the very bedrock of the earth, is a dreadful instrument, potent enough to shatter even the most indomitable of spirits.
In the throes of battle, these Rangers bring their torturous expertise with them, employing it with merciless precision to break their enemies and methodically subject them to unspeakable agony. They show no mercy to their foes, for they are well aware that none would be extended to them in kind.
Disclaimer
Please be advised that while some may use torture as a plot device or as a means of gathering information, it is a sensitive and disturbing topic. While the use of torture can be integral to the story being told, which is why it is included in this book, it is important to ensure that everyone at the table comes to an agreement regarding its use prior to the session beginning, and if it’s included, whether descriptions should fade to black or be more detailed.
Level 3: Tools of the Trade
You’ve learned to interrogate and use implements of torture. You gain proficiency with Torture Tools and the Insight skill. You also have Expertise with them.
Level 3: Torturer Techniques
You learn to use techniques. Unlike others who require patience and careful preparation, you make use of techniques that are fueled by your magic, letting you employ of Torture Tools in the midst of hunts—no creature too alien or too resolute to escape your methods.
You can use each technique twice, and you regain all expended uses when you finish a Long Rest. You can expend one use of your Favored Enemy feature (no action required) to regain one use of a technique.
Techniques. When you hit a creature with a melee weapon attack or an Unarmed Strike while you have Torture Tools in one hand (or a free hand and the presence of Torture Tools at your disposal, such as strapped around your leg), as part of that attack, you can use a technique to enhance it in some way. You can only use a technique once per turn, though you can use different techniques in the same turn, and you can only use one technique per attack.
Empowered Techniques. When you use a technique, you can empower it by expending a spell slot (no action required). When you do so, you inflict extra damage to the target, and the target subtracts a number of d4s from the saving throws it makes against the technique. The amount of damage and the number of dice subtracted are determined by the level of the spell slot expended, as shown on the following table. You can expend a spell slot up to a level determined by your Ranger level, also shown on the following table. You can also empower a technique if you expend one use of your Favored Enemy feature, which counts as a level 1 spell slot.
| Ranger Level | Spell Slot | Extra Damage | Saving Throw Penalty |
|---|---|---|---|
| 3 | 1 | Wisdom mod | 1d4 |
| 5 | 2 | 2 × Wisdom mod | 2d4 |
| 9 | 3 | 3 × Wisdom mod | 3d4 |
| 13 | 4 | 4 × Wisdom mod | 4d4 |
| 17 | 5 | 5 × Wisdom mod | 5d4 |
TECHNIQUES
You learn each of the following techniques. At higher levels, these techniques are improved.
Technique Save DC. If a technique requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Combing
You scrape, tear, and flay the victim’s body. On a hit, the target takes an extra 1d10 Slashing damage.
Starting at Ranger level 7, if you damage a target two rounds in a row with this technique, it must make a Constitution saving throw. On a failure, it begins to decompose, taking Necrotic damage equal to your Wisdom modifier at the start of each of its turns for 1 minute. This damage can’t be reduced or prevented. The creature repeats the save at the end of each of its turns, ending the effect on a success.
Any extra damage from empowering this technique also applies to this Necrotic damage. A creature can’t suffer multiple instances of this effect at once.
Enucleation
You aim a vicious strike at the target’s eye, reducing their vision to a macabre blur. On a hit, the target takes an extra 1d6 of the weapon’s damage type, and it must make a Constitution saving throw. Creatures with more than two eyes have Advantage on this saving throw. On a failed save, the target has Disadvantage on Wisdom (Perception) checks and has the Blinded condition against anything further than 60 feet from it for 1 minute. The target repeats this save at the end of each of its turns, ending the effect on itself on a success.
Starting at Ranger level 11, if the target fails its saving throw against this technique two rounds in a row, it has the Blinded condition for the same duration.
Hamstringing
You slash at the creature’s tendons. On a hit, the target takes an extra 1d6 Slashing damage and must succeed on a Constitution saving throw or have its Speed reduced to 0 until the start of your next turn.
Starting at Ranger level 7, if the target fails its saving throw against this technique two rounds in a row, its Speed becomes 0 for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.
Nerve Scraping
You damage the creature’s nerves. On a hit, the target takes an extra 1d4 Psychic damage and must make a Constitution saving throw.
On a failed save, until the start of your next turn, the target must use its action before moving to make a melee attack against a randomly determined creature within reach other than itself. If no creature is in reach, it acts normally but randomly determines targets.
Starting at Ranger level 11, if the target fails this save two rounds in a row, it subtracts 1d4 from its attack rolls and saving throws for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.
Throat Chop
You deliver a fierce cleave to the target’s throat, severely impairing its ability to breathe and speak. On a hit, the target takes an extra 1d8 Bludgeoning damage and can’t speak or use the Verbal components of spells until the start of your next turn.
Starting at Ranger level 11, if you hit a target two rounds in a row with this technique, it must make a Constitution saving throw. On a failure, the target has the Stunned condition until the end of your next turn.
Tympanic Rupture
You slam the target’s ears in an attempt to destabilize it. On a hit, the target takes an extra 1d8 Bludgeoning damage and must succeed on a Constitution saving throw or have the Deafened condition for 1 minute. A Deafened creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Starting at Ranger level 7, if the target fails its saving throw against this technique two rounds in a row, it is disoriented for the duration. While disoriented, the target can’t take Reactions.
Level 7: Depraved Mind
You’ve seen the worst depravities that plague this world and have committed most of them. You are immune to the Frightened condition and gain Resistance to Psychic damage.
In addition, if a creature attempts to read your mind or telepathically talk to you against your will, it must first make a Wisdom saving throw against your Technique save DC. On a failed save, it witnesses the horrors within your mind. It takes Psychic damage equal to your level and fails to communicate with you. On a successful save, it can interact with you in this way for 1 minute without making the saving throw.
Level 11: Veil of Pain
When you damage a creature with your torturer techniques, you can attempt to rattle its mind with the pain (no action required). The target must succeed on a Wisdom saving throw against your Technique save DC or start dissociating your presence, its mind refusing to acknowledge the anguish you are causing it, only perceiving you as a flicker. You have the Invisible condition to the target for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a Long Rest.
Level 15: Mental Agony
You know how to cause pain to your quarry both physically and mentally. When a creature you can see within 60 feet of yourself that failed a saving throw against one of your torturer techniques since the start of your last turn makes an Intelligence, a Wisdom, or a Charisma saving throw, you can take a Reaction to flourish your blades, smile, or perform a similar terrifying display. The target subtracts 1d10 from its saving throw. Creatures that are immune to the Frightened condition are immune to this effect.
