Ranger
Base Class: Ranger

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.

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 Wisdom (Insight) checks, and your
proficiency bonus is doubled for any ability check you
make that uses them.

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
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 additional 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).

 

 

 

Additionally, the first two times you use a technique
after you finish a long rest, you can choose to 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).
Saving Throws. 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, you learn an additional way to use
each technique.

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 turns
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 additional 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 turns in a row, you
slash out its eyes, and the creature 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 of the legs. 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 turns 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 turns 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 their 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 damage a target two turns
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 turns 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 their mind with the pain. They must succeed on
a Wisdom saving throw against your technique save DC
or start dissociating your presence, their mind refusing
to acknowledge the anguish you are causing them, only
perceiving you as a flicker; you become heavily
obscured to them for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending
the effect on a success.


You can use this ability a number of times equal to
your Wisdom modifier 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, giving them a 1d10 penalty to
the saving throw. Creatures that are immune to the
frightened condition are immune to this ability.