Spelldrinker
She looks her victim up and down with cold malice, as blood runs down his limply hanging body and drips from his toes onto the stone floor.
"Come now, pet, we haven't got all day. I know you want to counter my spell. You know how much I hurt you when you don't."
"No... please..." the helpless wizard whispers hoarsely, his conviction slowly waning.
"Don't worry, my pet, this will all be easier once you've been broken. Now, on the count of three, you cast counterspell on me. Ready? One... two..."
Creating a Spelldrinker
Spelldrinker is a Hybrid Class of Monk and Warlock, who are trained to fight, capture, and torture magic users. They learn to use special pain weapons to inflict not just lethal injury but excruciating agony, the kind that will make a wizard spill all the secrets in that spellbook of his.
Spelldrinkers are trained in the art of torture by first being broken themselves, usually being kidnapped by a master at a young age and beaten and cut and tormented until she learns to accept it, and to perpetrate it for herself. She serves her master unquestioningly as she knows the price of disobedience, and she expects the same from those she captures for herself.
The most important question to consider when making a Spelldrinker is what is your character's alignment? The life of a Spelldrinker 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 Spelldrinker can have managed to keep her original alignment 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 can find ways to peek out through the patterns of behavior she has been trained to follow.
Quickbuild
You can make a Spelldrinker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background.
Class Features
Hit Points
- Hit Dice: 1d8 per Spelldrinker level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spelldrinker level after 1st
Proficiencies
- Armor: Light
- Weapons: Simple Weapons, Flails, Whips
- Tools: Poisoner's Kit
- 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:
- (a) any simple weapon or (b) a whip
- (a) an explorer's pack or (b) a dungeoneer's pack
- (a) a component pouch or (b) an arcane focus
- leather armor, two daggers, and a pair of gauntlets*
If you are using starting wealth, you have 2d4 x 10 gp
Gauntlets
Gauntlets are included with several types of medium and heavy armor, but can be purchased separately for 1 gp for a pair.
Mistress of Pain
You gain the following benefits when you are wearing light or no armor and not wielding a shield and unarmed or only wielding pain weapons, which are clubs, daggers, flails,
and whips.
-
You can use Dexterity instead of Strength for the
attack and damage rolls of your unarmed strikes
and pain weapons. -
You can roll 1d4 in place of the normal damage die of your pain weapons. This die changes as you gain Spelldrinker levels, as shown in the Mistress of Pain column of the Spelldrinker table. If you are wearing gauntlets, you can also use this die for your unarmed strikes.
-
When you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
-
Whenever you hit a creature with a pain weapon, you can force them to make a Constitution saving throw at a DC of 10 + half the damage dealt by the attack; if they fail, they gain one level of bleed* which lasts for one minute, and they can't be forced to make such a saving throw again until your next turn.
-
You have advantage on any Intimidation check targeting a creature you have hit with a pain weapon in the last minute.
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.
Spelldrinker
| Level | Prof Bonus |
Mistress of Pain |
Fast Move |
Features | Max Cantrips Known |
Max Spells Known |
Max Spell Slots |
Slot Level |
|
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | 1d4 | — | Mistress of Pain, Spellthief | 2 | 2 | 1 | 1st | |
| 2nd | +2 | 1d4 | +5 | Fast Movement, Pain Specialty | 2 | 3 | 2 | 1st | |
| 3rd | +2 | 1d4 | +5 | Discipline | 2 | 4 | 2 | 2nd | |
| 4th | +2 | 1d4 | +5 | Ability Score Improvement | 3 | 5 | 2 | 2nd | |
| 5th | +3 | 1d6 | +5 | Mistress of Fear, Extra Attack | 3 | 6 | 2 | 3rd | |
| 6th | +3 | 1d6 | +10 | Discipline Feature | 3 | 7 | 2 | 3rd | |
| 7th | +3 | 1d6 | +10 | Improved Pain Specialty | 3 | 8 | 2 | 4th | |
| 8th | +3 | 1d6 | +10 | Ability Score Improvement | 3 | 9 | 2 | 4th | |
| 9th | +4 | 1d6 | +10 | Thought Swiper | 3 | 10 | 2 | 5th | |
| 10th | +4 | 1d6 | +15 | Discipline Feature | 4 | 10 | 2 | 5th | |
| 11th | +4 | 1d8 | +15 | Additional Max Spell Slot (6th Level) | 4 | 11 | 3 | 5th | |
| 12th | +4 | 1d8 | +15 | Ability Score Improvement | 4 | 11 | 3 | 5th | |
| 13th | +5 | 1d8 | +15 | Greater Pain Specialty, Additional Max Spell Slot (7th Level) | 4 | 12 | 3 | 5th | |
| 14th | +5 | 1d8 | +20 | Improved Spellthief | 4 | 12 | 3 | 5th | |
| 15th | +5 | 1d8 | +20 | Pain Mastery, Additional Max Spell Slot (8th Level) | 4 | 13 | 3 | 5th | |
| 16th | +5 | 1d8 | +20 | Ability Score Improvement | 4 | 13 | 3 | 5th | |
| 17th | +6 | 1d10 | +20 | Discipline Feature, Additional Max Spell Slot (9th Level) | 4 | 14 | 4 | 5th | |
| 18th | +6 | 1d10 | +25 | Enchantment Drinker | 4 | 14 | 4 | 5th | |
| 19th | +6 | 1d10 | +25 | Ability Score Improvement | 4 | 15 | 4 | 5th | |
| 20th | +6 | 1d10 | +25 | Master Spellthief | 4 | 15 | 4 | 5th |
Spellthief
A Spelldrinker has minimal magic power of her own; mostly she relies on stealing the magic of her enemies.
Any time you are the target of a spell or are within a spell's area of effect, you can make a Charisma saving throw at that spell's save DC. On a failure, the spell's effects on you are halved, if possible. On a success, the spell does not affect you, and instead you regain a spell slot, and you can add that spell to your list of spells known (replacing one of the spells you already know if necessary).
The spell must be of a level you can cast to use this feature. You can absorb cantrips this way, but you do not regain a spell slot from absorbing a cantrip. You can use this feature a number of times equal to your Charisma modifier (minimum once), after which you must finish a short or long rest before you can do so again.
Cantrips
At 1st level, you know two cantrips of your choice from the Warlock spell list. You learn additional cantrips by absorbing them from other spellcasters, up to the number shown for your level on the Spelldrinker table.
Spell Slots
The Spelldrinker table shows how many spell slots you can have; all of your spell slots are the same level as shown 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 can only gain a spell slot of 6th level or higher by absorbing a spell of its level or higher.
To cast one of your Spelldrinker spells of 1st level or higher, you must expend a spell slot. You gain one spell slot of your lowest level when you finish a long rest only if you have no spell slots remaining. You gain further spell slots by absorbing them from other spellcasters with your Spellthief feature. You can't have more spell slots than the number shown for your level on the Spelldrinker table.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st level spells of your choice from the Warlock spell list. You learn additional spells by absorbing them from other spellcasters, up to the number shown for your level on the Spelldrinker table.
What if they won't cast spells at me?
Despite the name, Spelldrinkers are not primarily spellcasters. You should mostly be relying on your pain weapons, using your Spellthief feature only when necessary.
That said, if you find a spellcaster you want to steal spells from but they try to avoid casting spells on you, you can use your pain weapons for torture and intimidation to convince them to use magic on you against their better judgment, as depicted in the opening skit.
Spellcasting Ability
Charisma is your spellcasting ability for your Spelldrinker spells regardless of what spellcaster or spell list you stole them from. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spelldrinker spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Spelldrinker spells.
Fast Movement
Starting at 2nd level, your speed increases as shown on the Spelldrinker table while you are wearing light or no armor and not wielding a shield.
Pain Specialty
By 2nd level, you have gotten used to bruises and beatings. You have resistance to bludgeoning damage when wearing light or no armor and not wielding a shield.
In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become stunned for one round in addition to bleed.
Discipline
At 3rd level, you choose a Discipline. Choose between Bruiser or Whip-Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th level.
Ability Score Improvement
At 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).
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Pain Specialty
By 7th level, the cut of lash or blade means nothing to you. You have resistance to slashing damage when wearing light or no armor and not wielding a shield.
In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become blinded for 1d6 rounds or deafened for one minute in addition to bleed.
Thought Swiper
Beginning at 9th level, you can hear the surface thoughts of anyone you have stolen a spell from, as the detect thoughts spell. This has unlimited range, does not require line of sight, and a has a duration of "until dispelled"; it becomes dispelled if you attempt to dig deeper and the target succeeds on the saving throw.
Greater Pain Specialty
By 13th level, even a twisting knife barely registers to your senses. You have resistance to piercing damage when wearing light or no armor and not wielding a shield.
In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become poisoned for one minute in addition to bleed.
Improved Spellthief
Beginning at 14th level, you add double your proficiency bonus to Charisma saving throws for absorbing spells with your Spellthief feature.
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 for a number of days equal to the level of spell or spell slot stolen plus your Charisma modifier (minimum 1). This effect ends immediately if you become unconscious, are reduced to 0 hit points, or die.
Pain Mastery
By 15th level, you have learned to shrug off even the most grievous of injuries. As an action, you can regain hit points equal to three times your Spelldrinker level. You must finish a long rest before you can do this again.
In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become paralyzed for 1d4+1 rounds in addition to bleed.
Finally, when you score a critical hit with a pain weapon, it deals an additional 2d6 necrotic damage (these dice are not doubled by the critical).
Enchantment Drinker
At 18th level, you gain the ability to absorb magic from enchanted weapons. When you are struck by a magic weapon, you can force the weapon to make a Charisma saving throw at your Spelldrinker spell save DC (if the weapon has no Charisma score, its wielder makes the save instead). On a success, you take half damage from the attack. On a failure, you take no damage from the attack and you regain a spell slot. You must complete a short or long rest before using this feature again.
Master Spellthief
At 20th level, a Spelldrinker learns to truly make her target's magic her own. As an action, if you are within 30 feet of someone who is missing a spell or spell slot that you have stolen, you can force them to make a Charisma saving throw at your Spelldrinker save DC. If they fail, they lose their highest level remaining spell slot and you gain a spell slot of that level or lower (minimum 5th). If they succeed, the same thing happens but they lose a random level of spell slot instead of their highest. You must complete a long rest before using this feature again.
Spelldrinker Disciplines
Bruiser
Bruisers excel at unarmed combat and grappling.
Brawling
At 3rd level, Bruisers gain the following benefits:
-
As long as you are wearing gauntlets, your unarmed strikes count as pain weapons.
-
You can use Dexterity instead of Strength for grappling.
-
When you hit a creature with an unarmed strike, you can immediately spend a bonus action to grapple it.
-
When wearing no armor and not wielding a shield, you add your Charisma bonus to your AC. When wearing light armor but not wielding a shield, 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 for overcoming damage resistance or immunity.
In addition, your training allows you to harness the mystical energy of Ki. You have a number of Ki Points equal to half your Spelldrinker level, rounded up.
You can spend these points as long as you are wearing light or no armor, not wielding a shield, and unarmed or only wielding pain weapons. You can spend Ki to do the following:
- 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 10th level, you have Ki Points equal to your full Spelldrinker level instead of half. In addition, you can spend Ki to do the following:
-
When you hit a creature with an unarmed strike, you can spend 1 Ki Point to force the creature to make a Dexterity saving throw. If it fails, it is knocked prone.
-
When you hit a creature with an unarmed strike, you can spend 1 Ki Point to prevent the creature from taking reactions until the end of your next turn.
-
When you hit a creature with an unarmed strike, you can spend 1 Ki Point to force the creature 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 Spelldrinker 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:
-
When you use the Attack action with a pain weapon on your turn, you can make one additional attack with your whip as a bonus action.
-
When you hit a creature with a whip, you can immediately attempt to grapple it. You use Dexterity instead of Strength for this grapple check. If successful, you can choose to pull the creature to you and enter the grapple as normal, or to give the creature 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 creature's turn it can spend its action to attempt to escape by making 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 half 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 10th level you gain the ability to deliver spells through your whip, treating any target your whip is touching as though you were touching them.
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.
Multiclassing
Prerequisites
To qualify for multiclassing into the Spelldrinker class, you must meet these prerequisites:
Tortured by a master until broken.
Charisma 13 or higher and Dexterity 13 or higher.
No levels of Monk or Warlock.
If you have any levels of Spelldrinker, you can't multiclass into Monk or Warlock.Proficiencies
When you multiclass into the Spelldrinker class, you gain the following proficiencies:
Light Armor, Simple Weapons, Flails, WhipsSpellcasting
Any spell slots gained from other classes or features are added to your Max Spell Slots, but do not refresh on their own; you must use your Spellthief feature to regain them as with your Spelldrinker spell slots. You can use Spelldrinker spell slots to cast spells you know or have prepared from other classes.
Thanks for Reading!
Spelldrinker was inspired by the Mord-Sith from Terry Goodkind's Sword of Truth series.
A special thank you to all the redditors on r/DnDHomebrew who helped me refine this!
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