(Created page with "The longer a mortal soul remains in the Ten Hells, 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 **Corru...") |
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The longer a mortal [[soul]] remains in [[ |
The longer a mortal [[soul]] remains in the [[The Abyss|Abyss]] or in contact with powerful [[Demon|Demons]], the more it becomes corrupted by the Abyss. |
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As a character becomes more corrupted, they may become more |
As a character becomes more corrupted, they may become more demon-like. While these changes may open some doors, it will close others. |
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Unlike Infernal Corruption, Demonic Corruption is much more harmful to a mortal body and is more difficult to remove. |
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*Stages |
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**Corruption Levels 1 and 2 are Stage 1 |
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**Corruption Levels 3 and 4 are Stage 2 |
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**Corruption Levels 5 and 6 are Stage 3 |
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'''Players can choose to take on a level of infernal corruption in the following ways:''' |
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*Can take a level of corruption to reroll a failed roll |
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*Can take a level of corruption to awaken at 1 hit point if downed |
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*Can choose to take a level over a long rest |
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*Can absorb a devil’s essence for specific abilities |
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**1 Level of <CR10 |
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**2 Levels of >CR10 |
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'''Players may also receive levels of infernal corruption from exterior sources:''' |
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*If the player does an overtly evil and corrupting act, the player must make DC 15 save of the DM’s choice. |
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*If the player is revived from death they must make the save. |
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*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. |
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'''But players are also able to remove levels of corruption:''' |
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*Players can forgo other activities during downtime to attempt to remove levels |
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*Players can make a DC 20 save every level up to remove a level of corruption. |
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*Greater Restoration or greater magic can remove a level of corruption. |
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{| class="wikitable article-table" |
{| class="wikitable article-table" |
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|+ |
|+ Demonic Corruption: Stage 1 |
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! '''Roll''' !! Corruption |
! '''Roll''' !! Corruption |
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| <center> 1 </center> || <center> |
| <center> 1 </center> || <center> You suffer disadvantage on Insight Checks </center> |
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| <center> 2 </center> || <center> |
| <center> 2 </center> || <center> You suffer disadvantage on Persuasion Checks </center> |
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| <center> 3 </center> || <center> You suffer disadvantage on Perception Checks </center> |
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| <center> 3 </center> || <center> '''Claws:''' Fingers end in noticeable claws instead of nails. </center> || <center> '''Claws:''' Natural weapons (claws) deal 1d6 slashing damage. May use claw attack as a bonus action with free hand. </center> |
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| <center> 4 </center> || <center> |
| <center> 4 </center> || <center> You suffer disadvantage on Investigation Checks </center> |
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| <center> 5 </center> || <center> '''Tongue:''' Their tongue becomes longer and forked. </center> || <center> '''Devil’s Tongue:''' Twice per day you may cast Suggestion using Intelligence or Charisma as your spell save DC. </center> |
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| <center> 6 </center> || <center> '''Horns Grow:''' Small horns begin to visibly protrude from the forehead. </center> || <center> '''Hellish Charm:''' Gain proficiency in Persuasion checks made with [[Devils]]. </center> |
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| <center> 7 </center> || <center> '''Hair:''' Hair becomes coarser, and some strands may turn a different color, such as black, red, or silver. </center> || <center> '''Infernal Insight:''' Advantage on checks to recall information about fiends and the [[Ten Hells]]. </center> |
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| <center> 8 </center> || <center> '''Scent:''' A faint, sulfurous or brimstone scent emanates from the character. </center> || <center> '''Sulfuric Smell:''' Advantage on Intimidation checks. </center> |
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</center> |
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{| class="wikitable article-table" |
{| class="wikitable article-table" |
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|+ Infernal Corruption: Stage 2 |
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! !! Corruption Deformity !! Ability |
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| <center> 1 </center> || <center> '''Feet:''' Begin to resemble hooves or talons. </center> || <center> '''Dread Gallop:''' Gain an additional 10 feet of movement and ignore difficult terrain. </center> |
| <center> 1 </center> || <center> '''Feet:''' Begin to resemble hooves or talons. </center> || <center> '''Dread Gallop:''' Gain an additional 10 feet of movement and ignore difficult terrain. </center> |
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</center> |
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{| class="wikitable article-table" |
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|+ Infernal Corruption: Stage 3 |
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! '''Roll''' !! Corruption Deformity !! Ability |
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| <center> 1 </center> || <center> '''Musculature:''' Body becomes larger and more muscular </center> || <center> '''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. </center> |
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| <center> 2 </center> || <center> '''Wings:''' Fully develop into bat-like wings capable of limited flight. </center> || <center> '''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. </center> |
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| <center> 3 </center> || <center> '''Mental:''' Take a level of indefinite madness. </center> || <center> '''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. </center> |
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| <center> 4 </center> || <center> '''Heart:''' Your heart pumps fire instead of blood. </center> || <center> '''Fiendish Retribution:''' Gain the ability to cast a third level Hellish Rebuke at will using either Intelligence, Wisdom, or Charisma as spellcasting modifier. The damage from this spell ignores immunities and resistances. </center> |
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| <center> 5 </center> || <center> '''Spines:''' Spines or spikes erupt along the back and arms. </center> || <center> '''Devilish Resilience:''' Gain resistance to non-magical bludgeoning, piercing, and slashing damage. </center> |
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| <center> 6 </center> || <center> '''Aura:''' Exudes a palpable aura of malevolence and heat. </center> || <center> '''Hellfire Wards:''' Advantage on saving throws against spells and other magical effects. </center> |
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| <center> 7 </center> || <center> '''Guise:''' Face becomes terrifying and more devilish. </center> || <center> '''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. </center> |
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| <center> 8 </center> || <center> '''Tail:''' Grow a large scorpion-like tail. </center> || <center> '''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. </center> |
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</center> |
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== Unique Infernal Corruptions == |
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Sometimes when a mortal kills a unique or powerful devil, they can absorb part of its spirit to gain unique abilities and unique corruptions. |
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'''Corruption of the Maelephant''' |
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*Gained by the barbarian [[Balaam]] after they slew the [[Maelephant]] Brute beneath [[Ironfell Prison]] |
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*Poison Breath: Once per day, you can emit a 15 foot cone of poisonous gas. Each creature in the cone must make a constituion saving throw equal to 8 + your prof bonus + your Constitution modifier. On a failed save they take 4d12 poison damage and are poisoned, only taking half damage on a successful save. A poisoned creature can repeat the saving throw at the end of each of their turns, ending the condition on a success. |
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'''Corruption of Zuul''' |
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*Gained by the barbarian [[Balaam]] after they slew the [[Chain Devil]] [[Zuul]], warden of [[Ironfell Prison]] |
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*As an attack you can manifest a chain to attack a creature you can see within 60 feet. This attack can use strength or dexterity as your modifier, and you are considered proficient in it. On a hit the chain deals 2d6 plus your strength or dexterity modifier slashing damage. Instead of dealing damage you can choose to restrain the creature (DC 17 to escape). You can only have one creature restrained in this way at a time. |
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[[Category:The Paragon Protocol]] |
[[Category:The Paragon Protocol]] |
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[[Category:Demon]] |
[[Category:Demon]] |
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{{Worldbuilders}} |
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Revision as of 15:53, 5 October 2025
The longer a mortal soul remains in the Abyss or in contact with powerful Demons, the more it becomes corrupted by the Abyss.
As a character becomes more corrupted, they may become more demon-like. While these changes may open some doors, it will close others.
Unlike Infernal Corruption, Demonic Corruption is much more harmful to a mortal body and is more difficult to remove.
A player can gain up to 4 stages of corruptions:
- A player with 0 stages is uncorrupted
- A player with 4 stages is fully corrupted. They become an NPC under the DM’s control
Stages 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
Demonic Corruption Table
| Roll | Corruption |
|---|---|
| Corruption Deformity | Ability | |
|---|---|---|
