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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> 2 </center> || <center> |
| <center> 2 </center> || <center> '''Tail:''' A devilish, prehensile tail begins to grow from the base of the spine. </center> || <center> '''Fiendish Step:''' Twice per long rest, cast Misty Step. </center> |
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| <center> 3 </center> || <center> |
| <center> 3 </center> || <center> '''Skin:''' Skin turns a deep red, purple, or other devilish hues with scales and ridges. </center> || <center> '''Infernal Resistance:''' Resistance to Fire or Cold Damage. </center> |
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| <center> 4 </center> || <center> |
| <center> 4 </center> || <center> '''Temperature:''' Skin can burn to the touch, radiating intense heat. </center> || <center> '''Burning Heat:''' Deal an additional 2d6 fire damage with weapon attacks. </center> |
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| <center> 5 </center> || <center> |
| <center> 5 </center> || <center> '''Eyes:''' Completely change color, becoming solid red, yellow, or black. </center> || <center> '''Devil’s Sight:''' See in magical and non-magical darkness up to 120 feet. </center> |
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| <center> 6 </center> || <center> |
| <center> 6 </center> || <center> '''Horns:''' Large, fully developed horns, curling or jutting from their head. </center> || <center> '''Hellfire Blast:''' Twice per long rest, cast Fireball at 3rd level, using either Intelligence, Wisdom, or Charisma as your spellcasting modifier. </center> |
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| <center> 7 </center> || <center> x </center> || <center> x </center> |
| <center> 7 </center> || <center> x </center> || <center> x </center> |
Revision as of 18:48, 10 April 2025
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.
Roll | Corruption Deformity | Ability |
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Roll | Corruption Deformity | Ability |
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Roll | Corruption Deformity | Ability |
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