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View Full Version : D&D 5e/Next Mord-Sith - Rogue Archetype [PEACH]



Alerad
2015-05-05, 12:11 AM
I'm in a need of Mord-Sith characters (Sword of Truth) in my campaign, and was wondering what class is suitable. So far the Rogue seems to cover what I need.

https://drive.google.com/file/d/0BzpmPBxaJU3mVmwtUXc5YU01OVE/view?usp=sharing


Mord-Sith Rogue Archetype

Dressed in leather from head to toe, Mord-Sith are
among the most feared torturers ever existed. Their
training starts when they are only little girls and
through pain and suffering they are shaped into
ruthless executioners. They are especially feared by
wizards for their ability to steal one's magic and use it
against them in the process of torturing.

Bonus Proficiency
At 3rd level, you gain proficiency in Intimidation.

Saving Throws. You Breaking requires your target to
make a saving throw to resist it. The saving throw DC
is calculated as follows:
Break DC = 8 + your proficiency bonus + your
Charisma modifier

Agiel
Starting at 3rd level, you can craft yourself an Agiel by
spending 8 hours and 25gp of materials.
When you hit a creature with your Agiel you can
choose to deal Psychic damage rather than
bludgeoning, including the Sneak Attack damage. If
you drop a creature to 0 hp this way you can choose to
knock them out or drop them to 1 hp, keeping them
conscious.

Breaking
Starting at 3rd level, you can break the will of other
creatures by torturing them with your Agiel. After you
have spend 8 or more hours breaking the creature, it
must a Wisdom saving throw or become Charmed by
you for a number of hours equal to the twice the time
you spent breaking it. During this time you can deal
damage to the creature with your Agiel without ending
the Charmed condition.

Spell Turning
Starting at 9th level, you can turn spells against their
caster. Whenever a creature casts a spell that targets
you or includes you in its area of effect, you can use
your reaction to cast Counterspell as a 3rd level spell.
You must be wielding your Agiel to do so. If you need
to make an ability check, your spellcasting ability
equals you proficiency bonus + your Intelligence
modifier. On success you can prevent the spell from
happening or turn it on the caster.
You can't use this feature again before you finish a
long rest. You can use this feature twice between long
rests starting at 13th level, and three times between
long rests starting at 17th level.

Second Breaking
Starting at 13th level, when you Break a creature, you
can attempt a second breaking while the effects of the
first one still last. After you have spend 4 or more
hours breaking the creature it must make a Wisdom
saving throw or become Charmed by you for a number
of days equal to the number of hours you spent
breaking it. During this time you can use Suggestion
on that creature by simply stating your wish to them. If
they succeed their Wisdom saving throw three times
in a row the Charmed effect is over.

Spell Trap
At 17th level, you gain the ability to magically steal the
knowledge of how to cast a spell from another
spellcaster.
Whenever you succeed on your Spell Turning, you can
steal the spell instead of turning it. The creature can't
cast that spell until you finish a long rest or use up the
spell. During this time you can cast the spell once
using your action. The spell's damage, attack or Spell
DC are the same as when you stole it. After you use
this ability the spell is no longer stolen and the
creature can use it again.
You can only have one stolen spell at any time. If you
steal a second spell before you use up the first one,
the first one is released.

Agiel
Cost 25 gp* (must be crafted, see feature)
Damage 1d4 bludgeoning
Weight 1 lb.
Properties Finesse, light, special
The Agiel causes constant pain to anyone who touches
it. If anyone but a person with the Agiel feature takes
up the weapon, that creature receives 2d6 psychic
damage or damage equal to the Mord-Sith's Sneak
Attack damage, whichever is higher, immediately and
at the beginning of each of its turns if holidng the
weapon. Also each time it takes damage this way, the
creature must succeed on a Constitution saving throw
or immediately drop the Agiel.
Mord-Sith with the Agiel feature can still feel the pain,
but can endure it without taking damage or dropping
the weapon.


Feedback is appreciated.

If you haven't read the books or watched the series (Legend of the Seeker), Mord-Sith are elite warriors loyal to the main antagonist (and later the protagonist). They only wield Agiel - a rod which causes immense pain to anyone who touches it - including the Mord-Sith as well. They are only capable of withstanding the pain because of their training.
Using pain they can break someone's will making them their own slaves or puppets. After enough time the person will do just about anything to please his Mord-Sith.
They can also capture magic. In the books the effect was more or less permanent though. In the series I think they were only capable of turning spells back to the caster.

Alerad
2015-05-07, 11:12 AM
Update

I removed the contested skill checks and replaced them with a fixed DC. It looks better, since all other classes use the same model.

The counterspell looked a little weak, so I increased its uses to 3 uses/long rest at level 17th.

Also, I noticed there was no entry for the Agiel as a weapon which I added (1d4 bludgeoning, light, finesse).

Black Mage
2015-06-05, 03:51 PM
Little late to the game here, but this is probably the best adaptation of the Mord-Sith that I've seen for any edition. Rogue fits very well, and using sneak attack damage to represent the crippling amount of damage the agiels are capable of was a great idea. I honestly don't see any problems with it. Well done.