How to Use Interrogation & Psychological Warfare in D&D 5e
Dungeons & Dragons is typically about defeating monsters, delving into dungeons, and accumulating treasure. However, there's an untapped realm of roleplay that goes beyond stabbing or fireball-flinging. Interrogation and psychological warfare allow players (and Dungeon Masters) to add layers of tension, moral ambiguity, and cunning to any campaign.
Below, we’ll break down the fundamentals—what each technique is, how you might use it in 5e, and examples to illustrate the fun (and fear) these methods can bring to the table.
Interrogation Tactics
1. Tools of the Trade
Tools of the trade are the physical items and magical aids that help interrogators capture, restrain, or coerce their targets. These range from mundane manacles to specialized spells and homebrew “torturer’s kits.” Essentially, these are the props that make your interrogation more convincing and effective.
How to Use It
Manacles (PHB): Standard issue cuffs that restrain a prisoner’s hands. Perfect for ensuring no pesky Somatic spell components or runaway attempts.
Torturer’s Kit (Homebrew or Fluff): Think scalpels, clamps, hot irons—anything that inflicts pain or the threat of pain. Don’t have a dedicated tool, not to worry, whip out a toothpick and threaten to hammer it under their fingernails. While it may push a darker tone, it’s a visceral way to heighten the tension and test player limits.
Useful Spells:
Zone of Truth: Forces creatures in the area to speak only truths (if they choose to speak at all).
Detect Thoughts: Lets you read surface thoughts or, with a contested check, dig deeper for well-guarded secrets.
Thaumaturgy/Prestidigitation: Create minor, spooky effects—like flickering flames, ominous whispers, or the stench of brimstone—to rattle the captive.
Example
A Paladin casts Zone of Truth, while the Rogue stands behind the prisoner, slowly twirling a red-hot poker. The Paladin softly says, “You can’t lie here. Now, tell us: who sold those potions to you?” The prisoner sweats nervously, realizing that both divine power and a sadistic tool are at play.
2. Roleplaying the Interrogation
Roleplaying the interrogation means stepping into your character’s mindset and using dialogue, tone, and behaviour to extract information. It’s not just about a single Intimidation or Persuasion check; it’s about making the captive feel the stakes.
How to Use It
Set the Scene:
Pick a location that amplifies fear or vulnerability. A dark cellar, a cramped closet, or a holy shrine (for guilt-trips) can work wonders.Identify Motivations:
Ask yourselves, “What does the captive want?” Freedom? Coin? Glory? Use it against them—offer a carrot or threaten with a stick.Collaborate:
Involve the whole party. Let one PC play “good cop” with warm reassurance, while another looms in the corner as “bad cop,” cracking knuckles.Hide the truth from your party: If your peers do not agree with your methods, a well-timed interrogation in the dead of night while your party sleeps may yield results. Just remember to include Perception checks for the party waking up. (DM Tip: Consider conducting the interrogation in another room to keep the rest of the team in the dark about what is happening. Periodically return to the sleeping party for Perception checks to determine if anyone stirs. If discovered, this could lead to tension or conflict within the group, creating opportunities for rich roleplay and character development. Optionally, you might ask for a Constitution saving throw to reflect the interrogator’s interrupted rest, potentially leading to exhaustion the next day.)
3. Mechanical Execution (Ability Checks)
While interrogation is primarily a roleplay scenario, mechanical checks in 5e help determine success or failure. These can be Intimidation, Persuasion, Deception, Insight, and even Performance checks, depending on your approach.
How to Use It
Intimidation: Threatening violence, showcasing a terrifying aura, or harming the captive’s belongings can force compliance.
Persuasion: Offering a deal, promising safety, or appealing to reason or morality.
Deception: Telling them you’re allied with a powerful demon lord or that their comrades have already betrayed them.
Insight: Reading the captive’s body language to detect lies or hidden fears.
You might allow “degrees of success”:
A bare success might yield partial info.
A high success might make the prisoner spill everything, plus some extra secrets.
A failure could result in silent defiance or false information.
Example
After a dramatic “bad cop” speech, the DM asks for an Intimidation check. The Barbarian, flexing and snarling, rolls a 19. The DM rules that the goblin captive shrieks in terror and blurts out the details of his tribe’s next raid.
4. The Dark Side of Interrogation
This refers to when interrogation techniques cross the line into torture or psychological torment. While it can be effective, it brings up moral and ethical quandaries in-character (and sometimes out-of-character).
How to Use It
Torture: Inflicting direct physical harm. Mechanically, you might grant advantage on Intimidation checks but also risk scarring your character’s conscience (and alignment).
Relentless Mind Games: Threatening loved ones, depriving the captive of sleep, or subjecting them to horrifying illusions.
Example
A warlock locks a prisoner in an underground chamber, casting Prestidigitation to make water drip from the ceiling like Chinese water torture. Every hour, the prisoner hears rattling chains or monstrous growls from illusions. Over time, the captive breaks—muttering confessions through cracked lips and tear-stained eyes.
Chapter 2: Psychological Warfare
1. Fear is a Weapon
Fear-based strategies aim to intimidate, demoralize, or terrify the enemy—often before a fight even starts. In D&D, fear can break an opponent’s will to fight, cause them to flee, or sow chaos in their ranks.
How to Use It
Reputation: Let survivors run away to tell tales of your party’s brutality or cunning, ensuring the next group of foes thinks twice.
Fear-Based Spells: Fear, Phantasmal Force, or illusions that manifest as personal nightmares.
Gory Displays: Leaving severed heads on spikes or blood-written warnings can ensure your enemies’ morale hits rock bottom.
Example
After defeating a gang of gnolls, the Ranger spares one survivor. She points to the carnage and snarls, “Tell the rest we’re coming. Next time, nobody walks away.” A subsequent Intimidation check sets the difficulty for whether that gnoll spreads terrifying rumours about the party.
2. Divide and Conquer
“Divide and conquer” is the strategy of splitting your enemies so they can’t support or trust each other. This includes turning them against one another or preventing them from uniting under a single plan.
How to Use It
Spread Misinformation: Deliver forged letters, sow rumours, or manipulate lieutenants into believing they’re being undermined.
Pit Leaders Against Each Other: Convince a prominent captain that the general secretly plans to replace him.
Interfere with Communication: Ambush couriers, tamper with sending stones, or disrupt magical messages.
Example
A Bard, disguised as an enemy scout, hands a sealed note to the second-in-command that reads: “Initiate Plan D. Eliminate Captain Harrow.” The real captain storms in shortly after, furious about the “treason,” causing confusion that tears the chain of command apart from within.
3. Exploiting Superstition
Many D&D races and cultures have deep-rooted beliefs and superstitions. Exploiting these fears—demons, ghosts, ancient curses—can be a powerful form of psychological warfare.
How to Use It
Fabricate Curses & Omens: Use illusions or Prestidigitation to create “bad omens,” like blood-stained altars or ominous chanting.
Divine Prophecies: Claim the stars foretell their doom, or that your party is chosen by a wrathful deity.
Desecrate Shrines: Destroy or corrupt sacred sites to show the enemy that even their gods can’t protect them.
Example
Before attacking a cult stronghold, the party sneaks in at night. The Cleric casts Thaumaturgy to make the statue of the cult’s deity weep blood. When the cultists arrive the next morning, they believe the deity is displeased, fracturing their morale and opening the door for a swift infiltration.
4. Infiltration and Subterfuge
Infiltration and subterfuge mean striking from within—getting close to the enemy in disguise, turning them unwittingly into allies, or sabotaging resources so that their entire operation falls apart quietly.
How to Use It
Disguises: Disguise Self or carefully prepared physical disguises let you blend in.
Charm Spells: Charm Person or Suggestion can flip a key figure onto your side—or at least make them pliable.
Sabotage & Espionage: Poison their food supply, steal crucial documents, or cause "accidents" that erode trust in leadership.
Example
The party’s Rogue sneaks into the enemy fortress kitchen and dumps an herbal concoction (with a nasty laxative effect) into the stew. An hour before the big battle, half the garrison is racing for the latrines, leaving the fortress woefully under-defended.
5. Long-Term Psychological Campaigns
Sometimes a quick scare or one-time infiltration isn’t enough. A long-term campaign of psychological pressure can cripple an enemy faction over days, weeks, or months. It’s about playing the long game—harassing them at every turn, haunting their dreams, and eroding their will to fight.
How to Use It
Night-time Raids: Ambush small patrols, leave bizarre calling cards, then vanish without a trace.
Rumours and False Flags: Spread tales of unstoppable beast-men prowling the woods.
Symbolic Warfare: Replace their banners with your own or deface their heroic statues, reminding them they are losing ground psychologically.
Example
Every night, the Warlock uses Sending to whisper into the enemy commander’s mind: “We see you. We’re coming.” The commander’s morale plummets day by day, eventually leading to sleepless nights, mistakes in judgment, and paranoid infighting among his ranks.
DM Tip: Track events to allow consequences to build over time. If the players have built a reputation for ruthlessness or spread rumours of a foul beast roaming the lands, consider how this might affect enemy plans. Some enemies might break down in fear and flee, while others may rally and call for reinforcements.
Use rolls to determine the effect: for instance, a Charisma (Deception) or Intimidation check from the players, opposed by enemy Wisdom saving throws, could decide whether fear spreads or whether the rumours are disbelieved. Keep notes on how rumours and fear evolve over time, and adjust enemy reactions based on their temperament—goblins may scatter, while knights may fortify and prepare for battle. This dynamic approach ensures psychological warfare has meaningful, unpredictable outcomes.
Final Thoughts: Morality, Consequences, and Roleplay
Delving into dark territory—like torture, intimidation, and fear-mongering—can be thrilling, but it also comes with ethical weight. Here are some points to keep in mind:
Party Alignment & Reputation
Good-aligned characters might struggle with the morality of torture or psychological torment.
Evil or morally ambiguous characters may relish these tactics but risk the wrath of good-aligned NPCs or even celestial powers.
In-Game Consequences
Word spreads. NPC factions might label the party as cruel or monstrous, refusing them aid or actively seeking revenge.
The local lord might put a bounty on the party’s head if they become too notorious.
Player Comfort
Always ensure everyone at the table is okay with the tone. Some players enjoy darker themes; others may not. Communication is key.
Roleplaying Depth
Lean into the psychological aspect: guilt, remorse, fear, triumph, or sadistic glee.
These story choices can lead to riveting character development, forging bonds or driving wedges between party members.
Simply Put
Mastering interrogation and psychological warfare turns your table from a simple “hit points and treasure” game into a theatre of the mind, where cunning words, strategic manipulation, and the darkest corners of mortal fears shape the story. Use these tools wisely (or not!), and watch your campaigns transform into enthralling epics full of moral quandaries, cunning ploys, and lingering nightmares.
So sharpen your knives—both metal and metaphorical—and prepare to wage war on the hearts and minds of your enemies. After all, knowledge is power, and fear is the sharpest blade of all.