Warlock
Base Class: Warlock

Torture is frowned upon in civilized societies, but you know that it has its uses. This fact has attracted a being of great power to you. Most beings that create Eldritch Torturers do so to find justice in the darkest corners of the world and extract the truth when all other methods fail. You may see these abilities as a blessing or as a curse, but one thing is for sure: they are effective. The abilities of an eldritch torturer are often seen as worse than the criminals they extract information from. But what the being that granted you these abilities knows is that in order to destroy evil one must use every tool at their disposal. You have become that being's tool, to seek out and extract the machinations of evil from its broken and bleeding lips. Pain brings answers. Answers bring Justice. You bring pain.

Expanded Spell List

The Eldritch Torturer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Eldritch Torturer Expanded Spells
SPELL LEVEL SPELLS

1st

Bane, Inflict Wounds

2nd

Zone of truth, Spike Growth

3rd

Bestow curse, Speak With Dead

4th

Vitriolic Sphere, Death Ward

5th

Geas, Contagion

Torturer's Tools

Starting at 1st level, you gain intimate knowledge of how to torture those you deem deserving. You learn two Torturous Maledictions of your choice from the options below. You learn an additional malediction when you reach 5th, 9th, 13th, and 17th level. Additionally, when you gain a level in this class, you can choose one of the Torturous Maledictions you know and replace it with another one that you could learn at that level. If a Torturous Malediction has prerequisites, you must meet them to learn it. You can learn the malediction at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Once per turn, when you deal damage to any creature that isn't a construct or fiend with a warlock spell that requires an attack roll, you may deal extra damage equal to your proficiency bonus. The type of damage is your choice of either bludgeoning, piercing, or slashing. Furthermore, when you deal this extra damage to a creature, you may choose one of the Torturous Maledictions you know and attempt to bestow that malediction upon that creature. When you do so, the creature must make a saving throw, the type of which depends on the specific malediction you are attempting to place on them, against your spell save DC. On a failure, the creature is subjected to the malediction's effects for one minute or until it dies.

You may only have one instance of each known malediction active at any one time.

Malediction of Arresting

Prerequisite: 13th level.

Curse: The target must make an intelligence saving throw. On a failure, their magic is arrested. Whenever the target casts a spell of first level or higher it must roll a d6. On a 1 it instead casts nothing and no resources are expended in the attempt to cast it.

Malediction of Bleeding

Curse: The target must make a constitution saving throw. On a failure it cannot regain health and it takes 1 necrotic damage at the start of its turn.

Malediction of Challenge

Prerequisite: 5th level.

Curse: The target must make an intelligence saving throw. On a failure they have disadvantage on attacks against creatures other than you.

Malediction of Distraction

Prerequisite: 17th level.

Curse: The target must make a constitution saving throw. On a failure it becomes easily distracted. They cannot cast spells that require concentration.

Malediction of Lead

Prerequisite: 9th level.

Curse: The target must make a strength saving throw. On a failure, their walk speed is halved, and they cannot fly or hover. Further, when they fall from a height greater than 10 feet, they take damage as if they had fallen from twice that height.

Malediction of Leeching

Prerequisite: 17th level.

Curse: The target must make a constitution saving throw. On a failure, attacks against them are critical hits on a roll of 19 or 20. And whenever an attack hits them, if it is a critical, the attacker gains 1d10 temporary hitpoints.

Malediction of Pain

Prerequisite: 5th level.

Curse: The target must succeed on a constitution saving throw. On a failure, the next time they take damage they take an extra 2d6 necrotic damage. This property resets at the start of each of the targets turns.

Malediction of Rage

Prerequisite: 5th level.

Curse: The target must succeed on a wisdom saving throw. On a failure they have disadvantage on attacks against targets that are not within 5ft of them.

Malediction of Reduction

Prerequisite: 13th level.

Curse: The target must make a charisma saving throw. On a failure, roll a d6. The target has disadvantage on ability checks and saving throws based on the result.

  1. Strength saves.
  2. Intelligence saves.
  3. Dexterity saves.
  4. Wisdom saves.
  5. Constitution saves.
  6. Charisma saves.

Malediction of Reticence

Curse: The target must make a wisdom saving throw. On a failure they suffer a 1d4 penalty to all weapon attacks.

Malediction of Shock

Prerequisite: 13th level.

Curse: The target must make a dexterity saving throw. On a failure the target cannot take reactions and attacks of opportunity against them score a critical hit on a roll of 18, 19, or 20.

Malediction of Sloth

Prerequisite: 9th level.

Curse: The target must make a dexterity saving throw. On a failure the target can use an action or bonus action on each of its turns, not both.

Malediction of the Unhidden

Curse: The target must make a dexterity saving throw. On a failure they emit dim light in a 5ft radius and ranged weapon attacks against them do not suffer disadvantage for attacking at long range.

Malediction of Vulnerability

Prerequisite: 9th level.

Curse: The target must make a constitution saving throw. On a failure, whenever it takes damage of a type it is resistant to it takes an additional 2d10 damage of that type.

Torturer's Gift

Starting at 6th level, as a bonus action on your turn you may target a creature that you can see that is under the effect of one or more of your torturous maledictions and cleanse them of their effects. When you do, pick another creature within 30 feet of the first and choose one of the following options.

  • Mercy: The target regains 1d6 hit points for each malediction cleansed.
  • Pain: The next time the target hits a creature with a weapon attack, the attack does an additional 1d6 necrotic damage for each malediction cleansed.
  • Caution: The target may move 10 feet for each malediction cleansed. This movement does not provoke attacks of opportunity.

Torturer's Cruelty

Starting at 10th level, you may have two instances of each known malediction active at any one time, but a creature cannot be under the effects of the same malediction multiple times. You also learn the Spare the Dying cantrip. It counts as a warlock cantrip for you but doesn't count against the number of warlock cantrips you know.

On your turn you may enter a torturous euphoria until the start of your next turn. While in this euphoric trance, you may attempt to bestow a Torturous Malediction to any creature you damage with a warlock spell. Once you enter this state you cannot enter it again until you finish a long rest.

Torturer's Opus

Starting at 14th level, when you attempt to bestow a Torturous Malediction on a creature, and they succeed on their saving throw, they take 2d8 psychic damage.

When you use your torturer's gift feature you may choose one ability score. For each malediction cleansed, the target of torturer's gift increases that ability score by one. However, the ability score cannot exceed 22 in this way. This benefit lasts for one minute or until you go unconscious. You may use this ability once per short or long rest. You may also use it again by expending a warlock spell slot.

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