The longer a mortal soul remains in Hell, the more it is naturally corrupted by the energies of the lower planes..
As a character becomes more corrupted, they may become more devil-like. While these changes may open some doors, it will close others.
A player can gain up to 7 levels of corruptions:
- A player with 0 Levels is uncorrupted
- A player with 7 levels is fully corrupted. They become an NPC under the DM’s control.
- Stages
- Corruption Levels 1 and 2 are Stage 1
- Corruption Levels 3 and 4 are Stage 2
- Corruption Levels 5 and 6 are Stage 3
Levels of Corruption may come from exterior forces or from the player themselves. When a character gains a level of corruption, roll on the corruption table.
Players can choose to take on a level of infernal corruption in the following ways:
- Can take a level of corruption to reroll a failed roll
- Can take a level of corruption to awaken at 1 hit point if downed
- Can choose to take a level over a long rest
- Can absorb a devil’s essence for specific abilities
- 1 Level if <CR10
- 2 Levels if >CR10
Players may also receive levels of infernal corruption from exterior sources:
- If the player does an overtly evil and corrupting act, the player must make DC 15 save of the DM’s choice.
- If the player is revived from death they must make the save.
- If the player takes damage greater than half their hit points they must make the save. This save is made at disadvantage of the damage drops the player to zero hit points.
But players are also able to remove levels of corruption:
- Players can forgo other activities during downtime to attempt to remove levels
- Players can make a DC DC 20 check every level up to remove a level of corruption.
- Greater Restoration or greater magic can remove a level of corruption.
Infernal Corruption: Stage 1
Roll |
Corruption Deformity |
Ability
|
1 |
Eyes Change Color: The irises turn a vibrant red, yellow, black, or other infernal color. |
Darkvision: Gain an additional 60 feet of darkvision.
|
2 |
Teeth: Teeth become sharper and more jagged. |
Infernal Fortitude: Gain 1d6 temporary hit points when you reduce a creature to 0 hit points.
|
3 |
Claws: Fingers end in noticeable claws instead of nails. |
Claws: Natural weapons (claws) deal 1d6 slashing damage. May use claw attack as a bonus action with free hand.
|
4 |
Skin Tone: The skin takes on a slight reddish, ashen, or purplish hue. |
Sinister Spells: Gain the Thaumaturgy and Produce Flame cantrips.
|
5 |
Tongue: Their tongue becomes longer and forked. |
Devil’s Tongue: Twice per day you may cast Suggestion using Intelligence or Charisma as your spell save DC.
|
6 |
Horns Grow: Small horns begin to visibly protrude from the forehead. |
Hellish Charm: Gain proficiency in Persuasion checks made with Devils.
|
7 |
Hair: Hair becomes coarser, and some strands may turn a different color, such as black, red, or silver. |
Infernal Insight: Advantage on checks to recall information about fiends and the Ten Hells.
|
8 |
Scent: A faint, sulfurous or brimstone scent emanates from the character. |
Sulfuric Smell: Advantage on Intimidation checks.
|
Infernal Corruption: Stage 2
Roll |
Corruption Deformity |
Ability
|
1 |
Feet: Begin to resemble hooves or talons. |
Dread Gallop: Gain an additional 10 feet of movement and ignore difficult terrain.
|
2 |
Tail: A devilish, prehensile tail begins to grow from the base of the spine. |
Fiendish Step: Twice per long rest, cast Misty Step.
|
3 |
Skin: Skin turns a deep red, purple, or other devilish hues with scales and ridges. |
Infernal Resistance: Resistance to Fire or Cold Damage.
|
4 |
Temperature: Skin can burn to the touch, radiating intense heat. |
Burning Heat: Deal an additional 2d6 fire damage with weapon attacks.
|
5 |
Eyes: Completely change color, becoming solid red, yellow, or black. |
Devil’s Sight: See in magical and non-magical darkness up to 120 feet.
|
6 |
Horns: Large, fully developed horns, curling or jutting from their head. |
Hellfire Blast: Twice per long rest, cast Fireball at 3rd level, using either Intelligence, Wisdom, or Charisma as your spellcasting modifier.
|
7 |
Shadow: Their shadow appears larger and sometimes acts independently. |
Living Shade: Gain a Shadow familiar. If the shadow is destroyed it reforms on a long rest.
|
8 |
Limbs: Extra joints or elongations in arms or legs, increasing reach and flexibility. |
Reach: Your reach increases by 5 feet and you may attempt to grapple a creature as a bonus action.
|
Infernal Corruption: Stage 3
Roll |
Corruption Deformity |
Ability
|
1 |
Musculature: Body becomes larger and more muscular |
Infernal Might: Your size becomes large, you have advantage on Strength Checks and Strength saving throws, and your weapon attacks deal an additional die of damage.
|
2 |
Wings: Fully develop into bat-like wings capable of limited flight. |
Flight of the Damned: Gain a flying speed of 60 feet. If your character already has wings, their flying speed is increased to 90 feet.
|
3 |
Mental: Take a level of indefinite madness. |
Fiendish Presence: As an action, force creatures within 30 feet to make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or be frightened for 1 minute. A frightened creature must use their full turn to run as far from the source of their fear as possible.
|
4 |
Heart: Your heart pumps fire instead of blood. |
Fiendish Retribution: Gain the ability to cast a third level Hellish Rebuke at will using either Intelligence, Wisdom, or Charisma as spellcasting modifier.
|
5 |
Spines: Spines or spikes erupt along the back and arms. |
Devilish Resilience: Gain resistance to non-magical bludgeoning, piercing, and slashing damage.
|
6 |
Aura: Exudes a palpable aura of malevolence and heat. |
Hellfire Wards: Advantage on saving throws against spells and other magical effects.
|
7 |
Guise: Face becomes terrifying and more devilish. |
Devil’s Charm: Gain Expertise in Persuasion, Deception, and Intimidation. You can cast Charm Monster once per day using either Intelligence or Charisma as spellcasting modifier.
|
8 |
Tail: Grow a large scorpion-like tail. |
Barbed Stinger: As a bonus action you can make an attack with your barbed tail. You are proficient with the attack and can use either your Strength or Dexterity modifiers. On a hit, you deal 1d6 + your modifier piercing damage plus 4d8 poison damage.
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