Ranger: Torturer Conclave

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, achieved 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, methodically subjecting them to unspeakable agony. They do not recoil from these savage tactics, for they understand that failure means death or a fate grimmer still. 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.

Tools of the Trade

Starting at 3rd level, you’ve learned to interrogate and use implements of torture. You gain proficiency with torture tools and Insight checks, and your proficiency bonus is doubled for any ability check you make that uses them.

Torture Tools

This satchel contains various small implements that can bludgeon, cut, and pierce in ways designed to maximize pain. Meant to extract the truth, many use these tools with far more nefarious intentions. Proficiency with these tools grants the following benefits:
Exhaustion
Using these tools for 1 hour on a restrained creature causes them to gain 1 level of exhaustion, after which you must make a Dexterity (torture tools) check. The DC is equal to 20 - the creature’s Constitution modifier. On a failure, the creature takes 10 points of your choice of bludgeoning, piercing, or slashing damage.
Intimidation
When you make an Intimidation check against a creature whom you used these tools against, you gain a bonus equal to your proficiency bonus + twice the level of exhaustion the creature has.     Cost: 50 gp / Weight: 10 lb

Torturer Techniques

Also at 3rd level, you learn to use techniques. Unlike others who require patience and careful preparation, you employ techniques that are fueled by your magic, letting you make use of torture tools even in the midst of hunts.   You can use each technique twice and regain the ability to do so again when you finish a long rest, or when you expend a spell slot of 1st level or higher to reuse it.

Techniques

When you make a melee weapon attack against a creature 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 must use the technique before the attack roll is made, and regardless of the outcome, the use or the spell slot is expended. You can only use a technique once per turn, though you can use multiple different techniques in the same turn, and you can only use one technique per attack.

Empowered Techniques

At certain levels in this class, you gain the ability to empower your torturer techniques using magic. When you expend a spell slot to use a technique, you inflict extra damage, and the target suffers a penalty to saving throws it makes against the technique, as shown on the following table. You can’t empower a technique using a spell slot of a level you haven’t unlocked, even if you have higher level spell slots (e.g., through multiclassing or items).  
Ranger Level Spell Slot Unlocked Extra Damage Saving Throw Penalty
3 1st Wisdom mod -1d4
5 2nd 2 x Wisdom mod -2d4
9 3rd 3 x Wisdom mod -3d4
13 4th 4 x Wisdom mod -4d4
17 5th 5 x Wisdom mod -5d4
  Additionally, the first two times you use a technique after you finish a long rest, you can expend a spell slot of 1st level or higher, in which case the technique is empowered as if you had expended a spell slot one level higher (up to a maximum of the highest spell slot you’ve unlocked). Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:   Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

Techniques

At 3rd level, you learn each of the following techniques. At higher levels, these techniques are improved.
Combing
You scrape, tear, and flay the victim's flesh. On a hit, the target takes an extra 1d12 slashing damage.    Starting at 7th level, if you damage a target two rounds in a row with this technique, it must make a Constitution saving throw against your technique save DC. On a failure, you tear away so much flesh that its body starts to bleed deeply. It takes 1d8 necrotic damage at the start of each of its turns (this damage can’t be reduced or ignored in any way) for 1 minute. A bleeding creature can repeat the saving throw 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 must succeed on a Constitution saving throw or have disadvantage on Perception checks and be blinded beyond 60 feet for 1 minute. Any healing ends this effect. The target can repeat this saving throw with disadvantage at the end of each of its turns, ending the effect on a success.   Starting at 11th level, if the target fails its saving throw against this technique two rounds in a row, it becomes blinded for 1 minute. Creatures with more than 2 eyes have advantage on this saving throw. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Hamstringing
You slash at the tendons. On a hit, the target takes an extra 1d8 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 7th level, if the target fails its saving throw against this technique two rounds in a row, you sever its tendons, and its walking speed becomes 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Nerve Scraping
You damage the target’s nerves, causing its body to writhe in pain. On a hit, it takes an extra 1d8 psychic damage. The target must then succeed on a Constitution saving throw or lose its grip on reality, unable to differentiate friend from foe through the veil of pain; until the start of your next turn, it must use its action before moving on each of its turns to make a melee attack against a randomly determined creature within its reach other than itself. If no creature is within its reach, it acts as normal, though still can’t discern allies and enemies, and if it makes an attack, it randomly determines a target within its reach or range other than itself.   Starting at 11th level, if the target fails its saving throw against this technique two rounds in a row, it suffers a 1d4 penalty to its attack rolls and saving throws for 1 minute. The target can repeat this saving throw 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 11th level, if you hit a target two rounds in a row with this technique, it must make a Constitution saving throw against your technique save DC. On a failure, the pain shocks the target, which becomes stunned 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 1d10 bludgeoning damage and must succeed on a Constitution saving throw or become deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Starting at 7th level, 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.

Depraved Mind

By 7th level, 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 torture save DC. On a failure, it witnesses the horrors within your mind and fails to communicate with you, taking psychic damage equal to your level. On a success, it must repeat the saving throw after each minute spent reading your mind or telepathically talking to you against your will.

Veil of Pain

Starting at 11th level, when you damage a creature with your torturer techniques, you can attempt to rattle its mind with the pain. It 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 become heavily obscured to it for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.   You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses when you finish a long rest.

Mental Agony

At 15th level, you know how to cause pain to your quarry both physically and mentally. When a creature that you can see within 60 feet of you that failed its saving throw against one of your torturer techniques since the start of your last turn makes a Wisdom, Charisma, or Intelligence saving throw, you can use your reaction to flourish your blades, smile, or perform a similar terrifying display, imposing a -1d10 penalty to the saving throw. Creatures that are immune to the frightened condition are immune to this effect.


Cover image: Yharnam by Anato Finnstark