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Revision as of 15:53, 5 October 2025 by K-dawg12 (talk | contribs)

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

Demonic Corruption: Stage 1
Roll Corruption
1
You suffer disadvantage on Insight Checks
2
You suffer disadvantage on Persuasion Checks
3
You suffer disadvantage on Perception Checks
4
You suffer disadvantage on Investigation Checks
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. Ignore resistance to fire damage and immunity to fire damage becomes resistance.
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.
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