Mord-Sith (Class)

by CallMeCal

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Mord Sith

Mord-Sith

She looks her pet up and down with cold malice, as blood runs down his limply hanging body and drips from his toes onto the stone floor.
- . "Now now, pet, you mustn't say such things. It will only get worse for you if you do."
- . "I can't imagine what more you could possibly do to me," he groans in a hoarse whisper.

She smiles wickedly. "Oh, my love, you have such a limited imagination."

Mistress of Pain

Candidates to become Mord-Sith are selected from the gentlest and kindest girls, regardless of rank, wealth or any other factors. The kindest girls always make the best Mord-Sith because they have the farthest to fall. Mord-Sith candidates must have no siblings. They are kidnapped along with their parents and trained from a young age on three levels. Each time, she must be "broken."

The first breaking is a time during which she is tortured to the point of obedience so strong that she would do absolutely anything her master/mistress tells her, without question or hesitation. The girl is hung from a chain and tortured methodically with an Agiel until she breaks. This part of the training rids her of her sense of self and personal desires.

During the second breaking, she is forced to watch as her teacher slowly and brutally tortures her mother to the point of being broken, and eventually, death. This is to rid her of compassion.

The third, and arguably the most difficult, breaking is when she is given the instrument of torture and must inflict pain and suffering upon her own father until he breaks as well, and then she must kill him. When she has completed this task, she is a full Mord-Sith.

Creating a Mord-Sith

The most important question to consider when making a Mord-Sith is what is your character's alignment? The life of a Mord-Sith is easiest for those who are Lawful Evil, and indeed the process of training and breaking is meant to force them into that alignment. However, a Mord-Sith may have managed to keep her original alignment (usually Good, based on the candidate selection parameters) by burying it deep and repressing or ignoring it. She will usually still emit Lawful Evil behaviors, especially when in the presence of her master/mistress, but if she gets out on adventures of her own her true alignment may find ways to peek out through the patterns of behavior she has been trained to follow.

Quickbuild

You can make a Mord-Sith quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background. Third, choose gauntlets and the explorer's pack. Fourth, choose Intimidation and Insight.

Class Features

Hit Points

Hit Dice: 1d8 per Mord-Sith level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mord-Sith level after 1st

Proficiencies

Armor: Leather, Studded Leather
Weapons: Simple Weapons, Whip
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • an Agiel (arcane focus) and a suit of red leather armor
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a whip or (b) a pair of gauntlets*
  • 10 darts

If you are using starting wealth, you have 2d4 x 10 gp


Gauntlets

If you are wearing gauntlets, your unarmed strikes have a damage die of 1d3 instead of 1 and count as melee weapon attacks. Gauntlets are included with several types of armor, and may be purchased separately for 1gp for a pair. You cannot be disarmed of gauntlets, and you can hold objects, wield weapons, and cast spells with a hand wearing a gauntlet, but you can only attack with it if that hand is unoccupied.


Agiel

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • When you use the Attack action with an unarmed strike, Agiel, or whip on your turn, you can make one unarmed strike as a bonus action.

As a Mord-Sith, you must start play with an arcane focus, and that arcane focus must be an Agiel. An Agiel is a bright red leather rod about one inch thick and twelve inches long. In the hands of anyone other than a Mord-Sith it is merely an arcane focus like any other, but a Mord-Sith learns how to channel power through it to cause immense pain.

Mord-Sith
Level Proficiency
Bonus
Agiel Fast
Movement
Features Max
Spells
Known
Max
Cantrips
Known
Max
Spell
Slots
Slot
Level
1st +2 1d4 Agiel, Mistress of Pain
2nd +2 1d4 +5 Fast Movement, Spelldrinker 3 4 1 1st
3rd +2 1d4 +5 Discipline 4 4 2 2nd
4th +2 1d4 +5 Ability Score Improvement 5 5 2 2nd
5th +3 1d6 +5 Mistress of Fear 6 5 2 3rd
6th +3 1d6 +10 Discipline Feature 7 5 2 3rd
7th +3 1d6 +10 Improved Initiative 8 5 2 4th
8th +3 1d6 +10 Ability Score Improvement 9 5 2 4th
9th +4 1d6 +10 Pain Tolerance 10 5 2 5th
10th +4 1d6 +15 Extra Attack 11 6 2 5th
11th +4 1d8 +15 Discipline Feature, Additional Max Spell Slot (6th Level) 12 6 3 5th
12th +4 1d8 +15 Ability Score Improvement 12 6 3 5th
13th +5 1d8 +15 Spellthief, Additional Max Spell Slot (7th Level) 13 6 3 5th
14th +5 1d8 +20 Improved Spelldrinker 13 6 3 5th
15th +5 1d8 +20 Thought Swiper, Additional Max Spell Slot (8th Level) 14 6 3 5th
16th +5 1d8 +20 Ability Score Improvement 14 6 3 5th
17th +6 1d10 +20 Discipline Feature, Additional Max Spell Slot (9th Level) 15 6 4 5th
18th +6 1d10 +25 Enchantment Drinker 15 6 4 5th
19th +6 1d10 +25 Ability Score Improvement 15 6 4 5th
20th +6 1d10 +25 Master Spelldrinker 15 6 4 5th

You may wield your Agiel as a simple finesse weapon that deals necrotic damage with a damage die based on your level as shown in Table: Mord-Sith. When you hit a target with your Agiel, you may force them to make a Constitution saving throw at a DC equal to 10 + the damage dealt by the attack; if they fail, they gain one level of bleed* which lasts for one minute. You may force such a saving throw a number of times equal to your Mord-Sith level plus your Charisma modifier, after which you may not do so again until you complete a short or long rest.

The DC to Intimidate someone hit by your Agiel is lowered by an amount equal to the total damage they have taken from it (including bleed) since their last long rest.

Bleed

The target loses 1 hit point per bleed level at the start of each of its turns due to blood loss; bleed level can be reduced to zero by spending an action on a DC 15 Medicine check or by regaining any number of hit points.

Your Agiel only benefits from Mord-Sith class features while you are holding it; out of your hands it is simply an arcane focus like any other.

Spelldrinker

A Mord-Sith does not have any magic power of her own; rather, beginning at 2nd level, she is able to steal the magic of her enemies. You do not regain spell slots by resting, and you do not learn spells by leveling up. Instead, any time you are the target of a spell or are within a spell's area of effect, you may make a Charisma saving throw at that spell's save DC. If you succeed, the spell does not affect you, and instead you add that spell to your list of spells known (replacing one of the spells you already know if necessary) and you gain a spell slot, up to your maximum.

In addition, any time you absorb a spell this way, that spell is removed from the spell list and list of prepared spells or spells known of the one who cast it, and the spell slot they used to cast the spell is not restored by resting. This lasts as long as the spell remains on your list of spells known, or until you die. You gain a bonus to all Intimidation checks targeting anyone you have stolen a spell from equal to the highest level of spell or spell slot you have stolen from them.

What if they won't cast spells at me?

If you come upon a spellcaster who tries to avoid casting spells on you, you can use torture and intimidation to convince them to do so against their better judgment.

The spell must be of a level you can cast to use this feature. You may absorb cantrips this way, but you do not regain a spell slot from absorbing a cantrip. You cannot absorb your own spells or the spells of other Mord-Sith.

Your spellcasting ability is Charisma for any spell you cast, and you use your Agiel as an arcane focus for your spellcasting. The Mord-Sith table shows how many spell slots you may have at any time; all of your spell slots are the same level as shoiwn on the table, until 11th level when you start being able to gain additional higher level spell slots. For example, at 13th level, you have a maximum capacity of three 5th level slots, one 6th level slot, and one 7th level slot. You may only gain a spell slot of 6th level or higher by absorbing a spell of its level or higher.

Fast Movement

Beginning at 2nd level, when unencumbered and wearing Leather, Studded Leather, or no armor, your movement speed increases as shown on the Mord-Sith table.

Discipline

At 3rd level, you choose a Discipline. Choose between Torturer, Bruiser, or Whip-Master, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mistress of Fear

Beginning at 5th level, you gain advantage on all saving throws versus fear effects and you gain proficiency with the Intimidation skill (if you were already proficient with Intimidation, you now add double your proficiency bonus on Intimidation checks).

Improved Initiative

Beginning at 7th level, you add your proficiency bonus to Initiative checks.

Pain Tolerance

At 9th level, you gain the ability to shrug off painful injuries. As an action, you can regain hit points equal to three times your Mord-Sith level. You must finish a long rest before you can use this feature again.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spellthief

At 13th level, you gain the ability to use your enemies' magic as if it was your own. If a spellcaster who is missing a spell slot you have stolen is within 30 feet of you, you may use one of their spell slots of a lower level than the highest level spell slot they are missing as though it were your own. You must complete a short or long rest before using this feature again.

Improved Spelldrinker

Beginning at 14th level, you add double your proficiency bonus to Spelldrinker saving throws.

Thought Swiper

Beginning at 15th level, you can hear the thoughts of anyone currently missing a spell or spell slot you have stolen, as the Detect Thoughts spell. This requires concentration but has unlimited range and does not require line of sight.

Enchantment Drinker

Beginning at 18th level, if you are struck by an enchanted weapon, the weapon must make a Charisma Saving Throw with a DC of 20 plus your Charisma modifier. If it fails, the enchantments are stripped from the weapon and you gain a spell slot and spell at DM discretion based on the weapon's enchantment. The weapon is no longer magical until you expend that spell slot, lose that known spell, or die; until then, you treat the weapon's wielder as though the spell and spell slot gained from the weapon were stolen from them.

Master Spelldrinker

At 20th level, a Mord-Sith learns to truly make her target's magic her own. You may use your Spellthief feature any number of times without resting, and any time you absorb a spell with Spelldrinker you may absorb an additional spell and spell slot as though the caster had cast it on you.

Mord-Sith Disciplines

Torturer

Torturers excel at dealing damage and causing pain with their Agiel.

Agiel Specialty

At 3rd level, Torturers gain the following benefits:

  • Your Agiel damage die increases by one step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12).
  • When you use the Attack action with an unarmed strike, Agiel, or whip on your turn, you can make one additional attack with your Agiel as a bonus action.

Improved Agiel Specialty

Beginning at 6th level, your Agiel becomes a +1 magic weapon, and when you successfully hit a target with your Agiel and they fail their saving throw, you may cause one of the following effects in place of bleed:

  • The target is stunned for one round.
  • The target is blinded for 1d6 rounds.
  • The target is deafened for one minute.

Greater Agiel Specialty

Beginning at 11th level, Torturers gain the following benefits:

  • Your Agiel becomes a +2 magic weapon.
  • On any critical hit with your Agiel, it deals an additional 2d6 necrotic damage to the target (these dice are not doubled by the critical).
  • When you successfully hit a target with your Agiel and they fail their saving throw, you may cause the target to gain a level of exhaustion for one minute in place of bleed.

Agiel Mastery

Beginning at 17th level, Torturers gain the following benefits:

  • Your Agiel becomes a +3 magic weapon.
  • When you successfully hit a target with your Agiel and they fail their saving throw, you may cause the target to become paralyzed for 1d6+1 rounds in place of bleed.

Bruiser

Bruisers excel at unarmed combat and grappling.

Brawling

At 3rd level, Bruisers gain the following benefits:

  • You may use your Agiel damage die in place of the damage die of your unarmed strikes.
  • You may use Dexterity instead of Strength for grappling.
  • When you successfully hit a target with an unarmed attack, you may attempt to grapple them as a bonus action.
  • When wearing no armor, you add your Charisma bonus to your AC. When wearing Leather or Studded Leather armor, you add +1 to your AC.

Ki

Beginning at 6th level, you add your proficiency bonus to all grapple checks, and your unarmed strikes count as magical. You also gain a Ki Pool equal to half your Mord-Sith level. Your Ki Pool refills at the end of a short or long rest. You may spend points from your Ki Pool in the following ways:

  • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
  • You can spend 1 ki point to give yourself advantage on any grapple check.

Improved Ki

Beginning at 11th level, your Ki Pool is equal to your Mord Sith level, and you gain the following additional ways to spend Ki points:

  • On successfully hitting a target with an unarmed attack, you can spend 1 ki point to force the target to make a Dexterity saving throw. If it fails, it is knocked prone.
  • On successfully hitting a target with an unarmed attack, you can spend 1 ki point to prevent the target from taking reactions until the end of your next turn.
  • On successfully hitting a target with an unarmed attack, you can spend 1 ki point to force the target to make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your Mord-Sith level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Whip-Master

Whip-Masters excel at the use of a whip in combat.

Whip Specialty

At 3rd level, Whip Masters gain the following benefits:

  • You may use your Agiel damage die in place of the damage die of your whip.
  • When you use the Attack action with an unarmed strike, Agiel, or whip on your turn, you can make one additional attack with your whip as a bonus action.
  • When you successfully hit a target with a whip attack, you may attempt to grapple them as a bonus action. If successful, you may choose to enter the grapple as normal or to give the target the Restrained condition for as long as you stay within your whip's range of them and do not use your whip for anything else. Each round on the target's turn they may spend their action to attempt to escape with a Strength Saving Throw with a DC of 8 plus your Dexterity modifier plus your Proficiency bonus.

Whip Control

Beginning at 6th level, your reach with a whip increases from 10 feet to 15 feet, and whenever you hit a creature with a whip, you gain a bonus equal to the damage dealt by that attack to your next Intimidation or Animal Handling check targeting that creature. You can also use your whip as though it were a grappling hook attached to 15 feet of rope.

Touch of the Lash

At 11th level you gain the ability to deliver touch spells through your whip, allowing you to make a touch attack with your whip in place of any allowed unarmed touch attack as part of casting a touch spell, treating any contact with your whip as though it was contact with you for the purpose of delivering touch spells.

Whip Mastery

Beginning at 17th level, your reach with a whip increases from 15 feet to 20, and you can use your whip as though it were a grappling hook attached to 20 feet of rope. You gain an additional reaction each round that can only be used for opportunity attacks with a whip.

Mord Sith

A Hybrid Class of Warlock and Monk based on Terry Goodkind's Sword of Truth series.


Cover Art: amano001

Back Cover Art: Me on Hero Machine 2.5



Multiclassing

Due to the backstory requirement of the thrice-broken torture training that creates a Mord-Sith, this class can only be taken at 1st level.

 

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