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# Mord-Sith M*ord-Sith are Warlocks with Master Rahl as their Patron. Unlike most Warlocks, Mord-Sith tend to focus more on melee combat like a Rogue, using spells more as backup in niche situations. They specialize in Intimidation, using their Agiel as a deadly weapon and as an instrument of torture and pain. They excel at combating other magic users, stealing their magic and turning their own spells against them.* ## Patron: Master Rahl Master Rahl is an ancient wizard who went mad with power, creating several objects and creatures of magic before disappearing who knows where. But his influence remains in his creations, in particular the Agiel and the Mord-Sith who are trained with them. Master Rahl's followers continue his tradition of using the magic of the Agiel to torture young girls until they are instilled with the power of the Mord-Sith. 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. 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. \columnbreak #### Patron Features | Level | Feature | | :---: | --- | | 1 | Agiel, Spelldrinker | | 6 | Pain Threshold, fear Mastery | | 10 | Thought Swiper, Improved Spelldrinker | | 14 | Spellthief | ### Agiel 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, but a Mord-Sith learns how to channel Master Rahl's power through it to cause immense pain. You may wield your Agiel as a simple finesse weapon with a 1d4 damage die that deals necrotic damage. You may make one attack with your Agiel as a bonus action. 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 your choice of exhaustion which lasts for one hour or bleed* which lasts for one minute. You may force such a saving throw a number of times equal to your Warlock level plus your Charisma modifier, after which you may not do so again until you finish a short or 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. 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. At 6th level, your Agiel's damage die increases to 1d6 and it becomes a +1 magic weapon. At 10th level, its damage die increases to 1d8 and on any critical hit it deals an additional 2d6 necrotic damage (these dice are not doubled by the critical). At 14th level its damage die increases to 1d10 and it becomes a +2 magic weapon. Finally, at 18th level its damage die increases to 1d12, and it becomes a +3 magic weapon. Your Agiel only has these traits while you are holding it; out of your hands it is simply an arcane focus like any other. \pagebreak ### Spelldrinker Where most Patrons grant their Warlocks an expanded spell list, Master Rahl grants his Mord-Sith the ability to steal spells from other spellcasters. You do not regain spell slots by resting, and you do not learn spells by leveling up after level 1. 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 regain one of your spell slots. In addition, any time you absorb a spell this way, that spell is removed from the spell list and list of 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 as one of your Mystic Arcanum, 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. The spell must be of a level you can cast to use this feature, or else of a level of Mystic Arcanum you have access to, in which case the absorbed spell replaces that level of Mystic Arcanum if you succeed. 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. ### Pain Threshold At 6th level you gain a limited well of stamina that you can draw on to shrug off painful injuries. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warlock level. Once you use this feature, you must finish a short or long rest before you can use it again. ### Fear Mastery At 6th level you become immune to fear effects and gain proficiency with the Intimidation skill. (If you are already proficient with Intimidation, you add double your proficiency bonus on Intimidation checks.) ### Thought Swiper Beginning at 10th 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. ### Improved Spelldrinker Beginning at 10th level, you add double your proficiency bonus on Spelldrinker saving throws. \columnbreak ### Spellthief At 14th 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. For example, if you have absorbed a 4th level spell slot from a wizard, if he is within 30 feet of you you could use one of his unspent 3rd, 2nd, or 1st level spell slots to cast a spell you know. You must complete a short or long rest before using this feature again.
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