Torture and Execution(5e)

The torturer's victim first must be secured and restrained the entire time to actually torture them. This can be done by magical, or mundane means. During the torture, the torturer adds their Charisma to attacks they make on the subject. They also gain an advantage on all combat and Charisma-based rolls against the victim. After being tortured a being must make a Sanity saving throw (DC 10 + hours in duress) or suffer a degree of temporary madness/insanity that lasts until they get proper treatment(ask DM). When a good-aligned being tortures someone they must a make Purity saving throw (DC 20) or take 1d4 damage to their Purity score.

  • Torment concerns the amount of not only physical but also mental damage you inflict on the victim. 

Intensity 

Damage

Intimidating 

2

Painful 

1d4

Cruel

1d6+1

Excruciating 

1d8+2

Sadistic

2d10+3

Indescribable 

4d10+5 

  • The following are specific torture devices you may use.

Device

Damage

Cost

Weight

Branding Iron

1d4

50 cp

4 lb.

Hot Lead

1d4

1 sp

1 lb. 

Jawbreaker

2d4

5 gp

1 lb. 

Needle

1

1 cp

Pillory 

1d6 

50 gp

50 lb. 

Rack

1d4

150 gp

200 lb. 

Scalpel/Flenser

2d6

20 cp

Thumbscrew

1

10 cp

1 lb.

  • Descriptions

    • Branding Iron- Heated in hot coals, this iron rod is used to create painfully, but nonfatal burns. 

    • Hot Lead- The torturer melts lead and pours it onto the flesh of the victim. 

    • Jawbreaker- This wood and metal device is the reverse thumbscrew. The jailer inserts this into the victim’s mouth and turns a small wheel. This slowly and painfully expands the victim’s mouth. 

    • Needle- Large needles can be placed into the victim to maximize pain while minimizing life-threatening damage. 

    • Pillory- This wooden device is used to both detain and embarrass the victim. The wooden device has holes where the victim’s arms and head are held. Every eight hours of confinement causes 1d6 damage. They may make a Dexterity saving throw (DC 20) to attempt to escape.

    • Rack- A long table with chains and winches hooked up to manacles. As a crank is turned it stretches the victim. Every hour on the rack deals 1d4 damage. They make a Dexterity saving throw (DC 20) to attempt to escape. 

    • Scalpel/Flenser- A finely crafted knife with a short, sharp blade, the scalpel is used to slice off the flesh with precision.

    • Thumbscrew- A small wood and metal device made to crush fingers and thumbs. 

  • You are not limited to only these. You may ask your DM for additional devices and equipment to use. 

The executioner's victim first must be secured and restrained the entire time to actually execute them(after the torture of course). This can be done by magical, or mundane means. During execution, the executioner adds their Wisdom to the execution they make on the subject. They also gain an advantage on all combat-based rolls against the victim. The victim must be below 20% health for execution. When a good-aligned being executes someone they must make a Purity saving throw (DC 20) or take 1d4 damage to their Purity score.

Device

Cost

Weight

Crucifixion Cross

1 gp

50 lb.

Draw and Quarter

3 sp

1 lb.

Hanging Rope

3 sp

1 lb.

Execution Axe/Sword

250 gp

20 lb.

  • Descriptions

    • Crucifixion Cross- This includes two large lengths of wood or other strong material, and plus several nails. The executioner affixes the condemned to the structure by driving nails through the wrists and arch of each foot. The executor must make an execution check (DC 15) to see if it was successful or botched. If successful they die an excruciating death over several hours losing 10% of their total hit points per hour, they also suffer a level of exhaustion each hour. If botched the condemned is not secure and may make a Strength or Dexterity throw (DC 20) to escape. They still lose 10% of hit points every hour. 

    • Draw and Quarter- First the executioner forcefully affixes hooked cords to the victim’s flesh at the spots of where internal organs lie, or their hands and feet, this procedure deals 3d4 damage. They then attach the hooked cords to a mount/draught animal and have them go. The executor makes an execution check (DC 10) to see if it's successful or botched. If successful the victim dies from being ripped apart. If botched and attached to the intestines one of the cords come loose and the target takes 5d6 damage and is slowly disemboweled and takes more damage every two minutes. If botched and attached to limbs one of the cords come loose and rips the hand/foot off and the target takes 3d6 damage and is slowly bleed out and takes damage every minute. 

    • Hanging Rope- A rope used in execution has usually been boiled and stretched beforehand to eliminate further stretching and coiling. The knot is usually lubricated with wax to ensure a smooth slide as it tightens around the neck of the condemned. The executor makes an execution check (DC 10) to see if it’s successful or botched. If successful the victim dies from a snapped neck. If botched the victim begins suffocating after a number of rounds equal to their Constitution modifier. Before they suffocate they can make a Dexterity throw (DC 20) to escape. 

    • Execution Axe or Sword- Any weapon may serve in execution, but some are made especially for taking the lives of the condemned. These usually include religious or cultural symbols, prayers, sayings, and even spells(for example a worshipper of Asmodeus may have one inscribed with a spell that sends the soul to Baator). The executor makes an execution check (DC 5). If successful they die from beheading. If botched the victim loses 6d8 health.

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