Corrupted

## Corrupted Beschreibung

Corrupted are, as the name suggests, creatures that got a little too close to the dark forces. Their appearance always shows signs of corruption. Some have horns, tails, scales or other abnormal specifics/bodyparts. Many Corrupted try to hide these characteristics but a few wear them open and with pride. They also have a strange glow in their eyes.

In their normal form Corrupted are well-rounded combatants that can wield any weapon. They have natural armor and resistances which means they can take a punch or two. A Corrupted almost always has superior physics due to the demon blood that runs through his or her veins. Each Corrupted comes from one of the seven demonic bloodlines which will reveal his or her true form. A Corrupted in its true form is very powerful. However the metamorphosis drains the mortal body and mind a lot, that is why they cant stay in it for a long time. The forms are vastly different and makes each Corrupted unique.

A Corrupted is not necessarely an evil creature. Some might just seek for a cure, others learned to accept and live with it and some fully embrace these new found powers and abuse them. You also might want to create a demonic alter ego that you can fight against, takes over or whisper "advice" in your ear. Maybe the signs of corruption become more visible/remarkable as time goes by.

## Corrupted Geschichte

"Corrupted are fearless, indomitable creatures that you do NOT want to anger. In fact it is better to avoid them entirely, just to be sure. They have a vicious, almost diabolical, appearance and when they metamorph you know where that comes from. If you do happen to run into one, be sure to get on his or her good side because they can be very powerful allies and decimate their foes by the thousands. Their intents are as mysterious as their filiation."

– Brango Kett, Brangos Lexicon of Monsters

## Basic Features

### Hit Points

* **Hit Dice:** 1d10 per Corrupted level.
* **Hit Points at 1st Level:** 10 + your Constitution modifier.
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per corrupted level after 1st.

### Proficiencies

* **Armor:** Light, Medium and Shields

* **Weapons:** Simple and martial weapons.
* **Tools:** None.
* **Saving Throws:** Strenght, Dexterity
* **Skills:** Choose two from Intimidation, Persuasion, Sleight of Hand, Acrobatics, Athletics, Deception, Survival and Stealth

### Equipment Bearbeiten

* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a Crossbow with 20 bolts or (b) a light Crossbow with 20 bolts
* an unholy symbol and an explorer's pack

Alternatively, you may ignore the equipment from your class and background and start with 5d4 x 10 gp.

## Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strenght modifier. You can use a shield and still gain this benefit.

## Feast

A corrupted can devour the remains of a dead creature. You can use this feature once per long rest. As an action, when you are near the body of a deceased creature, you can consume a bodypart (aslong as it is still there) of the target to gain one of the following benefits:

* **Eat the heart:** You gain temporary hitpoints equal to your corrupted level + your strenght modifier. This can increase your maximum hitpoints temporarily. It lasts for 8 hours.
* **Eat the eyes:** You can see things that are normally invisible within a 15ft range for 8 hours.
* **Eat the brain:** You gain advantage on the next saving throw within the next 8 hours.
* **Eat the tongue:** You are able to understand any spoken word and read any language for the next 8 hours.
* **Eat the flesh:** You gain proficiency with one skill that you choose for the next 8 hours. If you are already proficient you gain expertise instead.

## Demonic Resistance

At level 2 you gain the ability to resist one spell per long rest, as your demonic half is able to absorb it, negating the effect. The spells level must be of half your Corrupted level or lower. For example: If you are a level 5 Corrupted, the spell you want to block, can only be a 2nd level spell or lower.

## Manipulator

At level 2 you gain advantage on every persuasion and deception roll aslong as the target doesn't know you are a Corrupted. If the target does know you are a Corrupted, you get advantage on intimidation rolls instead.

## Unbreakable Will

By 3rd level, the demon blood flowing through you makes you gain advantage on every check against being charmed or frightened.

## Demonic Bloodline

When you reach 3rd level, you gain the ability to metamorph into a powerful Demon form with unique features. Your choice grants you features at 3rd level and again at 7th, 15th and 20th level. The demon form can look however you like. The art you see is just for inspiration.

* Diablo's Bloodline
* Baal's Bloodline
* Mephisto's Bloodline
* Andariel's Bloodline
* Duriel's Bloodline
* Belial's Bloodline
* Azmodan's Bloodline

### Metamorphosis

Starting at 3rd level, you can use your action to transform yourself into your true form. This transformation lasts for 10 minutes. Everyone who sees you transform must make a wisdom saving throw with a DC of 13 or be frightened for 1 round. Targets that are within 5ft range have disadvantage on the saving throw. You also gain special features/attacks that are shown in your demon form subclass. You regain expended uses when you finish a long rest. Your size in the demon form is large, unless it says otherwise in the subclass. You can drop the metamorphosis as a bonus action to change back to your human form and you need to wait one hour to metamorph again as your demonic energy needs to reform.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Aura of Dominance

At level 6 every enemie that is within 10ft of you gets -1 armor class. The range increases to 30ft at level 14.

## Greetings from Hell

At level 10 you channel your demonic powers into your attacks.Your attacks in human form are infused with the fires of hell. You can choose to deal fire damage with your normal attacks.

## Rapid Metamorphosis

At level 11 you can use your bonus action instead of your action to metamorph.

## Greater Aura of Dominance

At level 14 the range of Aura of Dominance increases to 30ft.

## Airborne

At level 18 your demonic, leathery wings are fully grown (or just form instantly). You get a flying speed of 30ft. You can't be in the air for more than 1 minute as it is very exhausting.

## Diablo's Bloodline

### The Unleashed Beast

When you choose this bloodline your eyes turn glowing dark red. When you transform you gain extra strenght equal to your maximum metamorphosis charges and it can push you over the cap of 20. Your brute force makes you a dangerous foe to anyone who dares to come near you. You melee attack, with tremendous claws, and crush your enemies like flies. Your strenght on the battlefield is unmatched and hell itself may open up too.

### Slash n' Grab lvl 3

Your melee attacks deal 3d6 + your strength modifier as slashing damage. This increases by 1d6 at level 7 (4d6), 15 (5d6) and 20 (6d6). You also have advantage when you try to grapple a target. Your modifier for attack rolls are strenght and your proficiency.

### Fire Breath

At level 7 you can take an action to exhale a cone of flames 15ft in front of you. This deals 3d8 fire damage, it increases by 1d8 at level 12 (4d8) and 17 (5d8). The targets in that area must make a dexterity saving throw. The DC for this saving throw is 8 + your strenght modifier + your proficiency bonus. On a successful save the targets take half damage. You can only use this feature once per metamorphosis.

### Crush

At level 15 you gain the ability to crush a target. If you have a target grappled by the start of your turn you can crush it, dealing massive damage to it. This action deals 8d10 bludgeoning damage and the target must make a strenght saving throw. The DC for this saving throw is 8 + your strenght modifier + your proficiency bonus. On a failed save the target is stunned for its next round. You can't grapple targets that are huge or gargantuan. After you have crushed a target you let go of the grappled target.

### Earthquake

At level 20 you can stomp the earth to create an earthquake. The earth around you begins to shake and ravines open, releasing fire and heat from them. This deals 10d8 bludgeoning damage + 14d8 fire damage. Everyone within a 20ft radius around you must make a dexterity saving throw. The DC for this saving throw is 8 + your strenght modifier + your proficiency bonus. On a failed save targets are knocked prone. You can only use this feature once per long rest.

###

## Baal's Bloodline

### The Plane Walker

When you choose this bloodline your eyes turn black. Your size is medium. When you transform you gain extra wisdom equal to your maximum metamorphosis charges and it can push you over the cap of 20. Your keen eyes expose every vulnerability and you play with your foes minds by blinking in and out of existence. Enemies that come to close to you will just be forced into a prison beyond this world.

### Exposing Strikes lvl 3

You attack with a maximum range of 30ft. The damage is 2d6 + your wisdom modifier as psychic damage. This increases by 1d6 at level 7 (3d6), 15 (4d6) and 20 (5d6). Everytime you hit a target with a ranged attack the next attack against it has advantage. Your modifier for attack rolls are dexterity and your proficiency.

### Ethereal Prison

At level 7 as a bonus action you can banish a creature to the ethereal plane for one minute. The target must make wisdom saving throw and the DC is 8 + your wisdom modifier + your proficiency bonus. You can release the target as a bonus action and bring it back. You can only use this feature once per metamorphosis.

### Blink Strike

At level 15 you choose up to 6 creatures that are within 60ft range of you. You blink out of the material plane and pop back at light speed to make attacks against each chosen target. You have advantage on these attacks and you can roll each one individually (or you just roll once and use that for every target). This can hit targets that are on the ethereal plane aswell. You end up in a free space next to the creature that was your last target. You can only use this feature once per metamorphosis.

### Planeshift

At level 20 you can dodge an attack or spell by taking your reaction to flee into another plane of existence.

## Mephisto's Bloodline

### Arcane Genius

When you choose this bloodline your eyes turn to a dark purple color. Your size is medium. When you transform you gain extra intelligence equal to your maximum metamorphosis charges and it can push you over the cap of 20. You are fueled with arcane energy and bring doom upon your enemies with magic. The knowledge you and your ancestors accumulated lies deep within you and just waits to be awakened.

### Arcane Strikes lvl 3

You attack with ranged strikes that are empowered with arcane energy. The maximum range is 30ft and the damage is 2d8 + your intelligence modifier as magic damage. This increases by 1d8 at level 7 (3d8), 15 (4d8) and 20 (5d8). Your modifier for attack rolls are dexterity and your proficiency.

### Forbidden Knowlegde

At level 7 you get to choose 3 level 4 (or lower) spells from the wizard, sorcerer or warlock spell list. You can cast one of these spells as an action and you can only cast a maximum number of spells equal to your maximum metamorphosis charges (i.e. as a level 11 corrupted you can cast 3 times). You regain the charges whenever you metamorph again. You can exchange one spell for another one, whenever you level up. Your spell save DC is 8 + your intelligence modifier + your proficiency bonus. Your spell attack modifier is your intelligence modifier + your proficiency bonus.

### Demonic Outburst

At level 15 you learn to unleash your arcane power in one big burst. You can take an action to deal 10d6 magic damage + 20 force damage to a target in line of sight up to 60ft away from you. The target must make a dexterity saving throw with a DC of 13 + your intelligence modifier. On a success the target takes half damage. You can use this feature once per long rest.

### Arcane Instinct

At level 20 you gain one spell slot for each spell level (one level 9, one level 8, one level 7 etc.) and you can cast any spell from the wizard, sorcerer or warlock spell list. You can only cast spells while you are metamorphed and regain expended spell slots after a long rest. Your spell save DC is 8 + your intelligence modifier + your proficiency bonus. Your spell attack modifier is your intelligence modifier + your proficiency bonus.

## Andariel's Bloodline

### The Plague Bringer

When you choose this bloodline your eyes turn glowing green. Your size is medium. When you transform you gain extra dexterity equal to your maximum metamorphosis charges and it can push you over the cap of 20. You are a disease spreader who inflicts foes with toxins and poisons. No one wants to come near you and when you reach full potential, your foes die like flies as you inflict more and more powerful toxins that attack multiple vital organs at once.

### Venomous Claws lvl 3

Your melee attacks deal 2d8 + your dexterity modifier as poison damage. This increases by 1d8 at level 7 (3d8), 15 (4d8) and 20 (5d8). When you hit a target it must make a constitution saving throw. The DC is 8 + your proficiency bonus + your dexterity bonus, on a failed save the target is poisoned. It can repeat the saving throw at the end of its turn. Your modifier for attack rolls are dexterity and your proficiency.

### Increased Potency

At level 7 your poison increases in potency. Everytime you hit a poisoned target with an attack, it takes 1d8 extra poison damage. You also have advantage against targets that are poisoned.

### Black Death

At level 15 flees surround you that spread a deadly plague. Whenever you get hit by a melee attack some flees jump on to your attacker, infecting him with diseases. The attacker must make a constitution saving throw with a DC of 13 + your charisma modifier. On a failed save the attacker takes 3d8 piercing damage, is poisoned and takes 2d8 poison damage on the start of each of its rounds. It can repeat the saving throw at the end of its turn. On a successful save the target does not get poisoned and takes half the piercing damage. You can also command the flees to jump to a target within 30ft as an action (this does function like an attack), applying the same damage and poison described before.

### The Inevitable

At level 20 your venom has become so powerful it paralyzes your foes and damages their nerves extremely quickly, causing their muscles to cramp and respiratory systems to collapse. Targets that are poisoned by get paralyzed for 1d4 rounds. They also have the chance to suffer one level of exhaustion everytime they get poisoned by you. The saving throw against this is a straight up DC of 10. On a roll of 10 or more the target don't suffer exhaustion.

## Duriel's Bloodline

### The Cold One

When you choose this bloodline your eyes turn glowing blue. When you transform you gain extra strenght equal to your maximum metamorphosis charges and it can push you over the cap of 20. Your are an ice lord from the coldest part of hell. The temperature instantly drops significantly when you enter the battlefield. Your icy claws send shivers down enemies spines and lock them in place when they get hit.

### Freezing Touch lvl 3

Your melee attacks deal 2d8 + your strenght modifier as cold damage. This increases by 1d8 at level 7 (3d8), 15 (4d8) and 20 (5d8). When you hit a target it must make a dexterity saving throw. The DC is 8 + your strenght modifier + your proficiency bonus, on a failed save the targets movement for its next round is halfed. Your modifier for attack rolls are strenght and your proficiency.

### Frozen Path

Your body is so cold that it leaves a trail of ice behind you. The path can be up to 50ft long and is 5ft wide. Whenever a creature (except you) crosses the path, it must make a dexterity saving throw with a DC of 13 or be knocked prone. If it fails the saving throw it also takes 2d8 cold damage. Any creature (except you) that ends its turn on the path takes 1d8 cold damage. Your movement is doubled while you are moving on ice. You also can walk over any source of water as it freezes when you move over it leaving the 50ft long trail behind you. This is considered frozen terrain.

### Shocking Frost

At level 15 you gain the ability to freeze an area. As an action you can lob an ice bomb up to 30ft away from you that freezes the ground and creatures within a 30ft radius. The area is frozen terrain for 1d4 rounds. Creatures that get hit by the explosion must make a dexterity saving throw with a DC of 13. On a failed save they take 6d6 cold damage and are rooted in place for 1 round. On a successful save they take half damage and aren't rooted. You can use this feature only once per metamorphosis.

### Living Ice

At level 20 you gain the ability to freeze targets, holding them in place. You can take a bonusaction to engulf a targets feet with ice, if it stands on frozen terrain. The target is rooted in place for 1d4 rounds and can only escape if it breaks the root on its turn with a strenght check at a DC of 15 or higher. It has to take an action to this.

## Belial's Bloodline

### Lord of Lies

When you choose this bloodline your eyes turn solid black. Your size is medium. When you transform you gain extra wisdom equal to your maximum metamorphosis charges and it can push you over the cap of 20. You are a master of shadows and deception. On the battlefield you are feared for your tricks and misleading tactics. You create powerful illusions and drive your enemies rapidly into madness. Your ranged attacks strike fear into the enemies hearts.

### Fear the weak lvl 3

When you attack you hurl a ball of psychic energy towards your enemie. Your attacks have a range up to 30ft. They do 2d6 + your wisdom modifier as psychic damage and can frighten the target. The damage increases by 1d6 at level 7 (3d6), 15 (4d6) and 20 (5d6). A target that got hit by you must make a charisma saving throw. The DC for the saving throw is 8 + your wisdom modifier + your proficiency bonus. On a failed save the target is frightened, it can repeat the saving throw at end of its turn. Your modifier for attack rolls are dexterity and your proficiency.

### Scream of Pain

At level 7 you gain the ability to fear enemies near you. You can make a reaction to realease a scream that fears every enemie within a 90degee cone up to 30ft infront of you. Affected targets must make wisdom saving throw with a DC of 13 or be frightened and move 10ft away from you immediately. This does trigger attacks of opportunity. They can repeat the saving throw at the end their turns to get rid of the frightened condition. This ability can only be used once per metamorphosis.

### Whisper of the Master

At level 15 you can set a seed of deception into a targets mind. You can use an action to try to convince a target to fight for you. The target must make wisdom saving throw. The DC is 8 + your wisdom modifier + your proficiency bonus. On a failed save the target is fully under your control for 10 minutes. This ends if you dismiss it, you lose your metamorphosis or if the target takes any damage. You can not make the target hurt itself.

### Infinite Self

At level 20 you gain the ability to create powerful illusions of yourself. Whenever you hit or get hit by a target, you create a shadow of yourself anywhere within 30ft. The shadows act on the same initiative as you. They have 1 hitpoint and can attack targets. Their movement is 30ft. They do the same damage/ability you do with your ranged attacks but do not benefit from extra attack. You can take a bonus action to swap places with a shadow on your turn. When you transform back to your normal form your shadows vanish.

## Azmodan's Bloodline

### Lord of Chaos

When you choose this bloodline your eyes change color constantly. When you transform you gain extra wisdom equal to your maximum metamorphosis charges and it can push you over the cap of 20.

### Chaos Rain lvl 3

When you attack you hurl a ball of chaotic energy towards your enemie. Your attacks have a range up to 30ft. They do 2d6 + your wisdom modifier as one of the following damage types that you can choose from with every attack: fire, acid, necrotic, poison, force, cold, lightning, thunder or psychic. The damage increases by 1d6 at level 7 (3d6), 15 (4d6) and 20 (5d6). Your modifier for attack rolls are strenght and your proficiency.

### Chaos Meteor

At level 7 you gain the ability to cast a meteor that drops from the sky. The range is 120ft and it has a 20ft radius. Any target that gets hit by this must make a dexterity saving throw with a DC of 13. On a failed save the target takes 3d8 bludgeoning damage and 3d6 fire damage. Targets only take half damage with a successful save. You can damage buildings like walls or small houses with this. You can only use this feature once per long rest.

### Living Meteor

At level 15 your chaos meteor becomes a golem that drops from the sky plus you get one more charge of chaos meteor. Range, radius and damage stay the same but instead of vanishing after the impact, a chaos golem arises and fights for you. The golem has the follwing stats:

**Chaos Golem**

**Armor Class** 17 (natural armor)
**Hit Points** 199 (19d10 + 95)
**Speed** 30 ft.

**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses** darkvision 120 ft., passive Perception 10
**Languages** understands the languages of its creator but can't speak
**Challenge** 15 (13,000 XP)
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The golem's weapon attacks are magical.
***Obsidian Body.*** A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) slashing damage.

ACTIONS
***Multiattack.*** The golem makes two slam attacks.
***Slam.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage, plus 5 (1d10) slashing damage.

When you metamorph back to your normal form your control over the chaos golem stops. It might become hostile to you and your party members. However you can force it to destroy itself when you are still in your demon form leaving just rubble behind. You can only control one chaos golem at the same time.

### Ravage

At level 20 you can unleash a ravage that hits up to 6 creatures that are within 60ft of you. The ravage stuns enemies that are hit for 1 round. Affected targets must make a constitution saving throw with a DC of 2d20. You can use this feature only once per metamorphosis.