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# Corruption Some things in this world are tainted. These can be locations that twist and chance the people that walk through them, or ancient artifacts that corrupt their holders, bending their minds to their immortal will. These curses erode the morals, the will, the strength of the afflicted, and supplant them with their own, posing a great danger to adventurers on heroic journeys. This document presents an alternative take on a popular concept, inspired by the Taint rules of D&D 3.5e's *Heroes of Horror* and the Shadow system of *Adventures in Middle Earth.* Corruption in this system, rather than a score that determines the touch of evil itself on a character, instead seeks to cover the dark effects of any corrupting influence, in all their forms, be they cursed objects or dark lords. ## The Corruption Score Each creature has an additional statistic, called its Corruption score. This score ranges from zero to twelve, and for the vast majority of creatures, is initially set at zero. A creature's Corruption score represents how tainted by the forces of corruption a creature is. As a creature's Corruption score increases, its personality is warped and twisted by the will of a corrupter. Creatures exposed to corruption must make Wisdom saving throws in certain situations as they attempt to resist the draw of a powerful corrupter. ### Corrupters A corrupter is a source of corruption. It is an object, a location, a being or a magical phenomenon that changes those who come into contact with it - usually, for the worse. Common corrupters are cursed artifacts in the depths of ancient crypts, lands stricken with a magical blight by a vengeful force, or powerful mages that twist the minds of mortals to their whim. All corrupters have a number of attributes that they share, called their Power, their dominant force, and their desire. #### Power The Power of a corrupter determines how strong its will is, and how difficult it is to resist its allure. The more powerful a corrupter is, the more quickly it will turn a creature towards its desire. | Power | Base Corruption DC |:---:|:---: | Weak | 10 | Moderate | 12 | Powerful | 14 | Irresistible | 16 When a creature makes a Wisdom saving throw against Corruption, the DC is increased by the creature's current Corruption score, as the corrupter's hold strengthens. \columnbreak When an untainted creature is first exposed to a corrupter, it must make a Wisdom saving throw against Corruption. On a failure, the creature gains one point of Corruption, increasing its Corruption score by 1. On a success, the creature is unaffected by the corrupter's power. However, as long as it remains exposed to the corrupter, it must repeat this saving throw every 24 hours until it fails or stops being exposed to the corrupter.
> ##### Variant: Insistent Corrupters > At your discretion, you may reduce this interval for more powerful corrupters. A powerful enough source of corruption may force a creature to repeat its saving throw every hour, every minute, or even every round. Use this variant if you want Corruption to become an important part of a combat encounter, or to increase the threat of a corrupting force. While a creature is corrupted, it must make a Wisdom saving throw against Corruption whenever it willingly acts in accordance with the corrupter's desire. On a failure, the creature gains a point of Corruption. Similarly, when forced to act against the desire of the corrupter, a creature must succeed on a Wisdom saving throw or become unwilling to perform the action in question. A creature does not gain Corruption when being forced to act by their corrupter. A creature can only be affected by one corrupter at any one time. If two corrupter's attempt to exert their will over a single creature, only the corrupter with the higher Power affects it. If both corrupters have the same Power, then the creature remains affected by whichever corrupter it was first exposed to. If a creature falls under the effects of a new corrupter while already tainted, the creature's Corruption score is reset to 1. #### Forces of Corruption Every corrupter is tied to one of the three forces of corruption. These forces are the following: * **Rage.** The force of hatred and anger, compelling a creature to despise a specific creature or group of creatures, or to lash out against others in hatred and fury. * **Lust.** The force of want and desire, compelling a creature to covet an object, creature, or group of things, and reject any attempt to separate them from their quarry. * **Fear.** The force of mistrust and anxiety, compelling a creature to put their own safety and interests first. Creatures will begin to drift towards one of the three forces as their Corruption score increases, in accordance with the desire of their corrupter. Consider how this shapes the roleplay of a character as they become more and more tainted by these forces - they may become more hostile to their allies, or possessive of the source of the darkness that touches them. \pagebreak #### Desire Every corrupter desires something. All corrupters are to some extend sentient, and all of them want to achieve some goal. It could be to manipulate their way back to a true master, or to destroy and exterminate a hated enemy, or to corrupt and twist others purely for the purpose of turning them to its side. A corrupter's desire is a concise explanation of what it hopes to achieve by corrupting others, and how that affects the creatures under its influence. Use a corrupter's desire as a guideline when guiding a corrupted player's decline towards corruption, and when roleplaying creatures that are tainted by the forces of corruption. The following is an example of a corrupter's desire, using the One Ring from *The Lord of the Rings:* ___ ***Corrupter (Lust, Moderate):*** The ring wishes to be returned to its master, and manipulates the minds of creatures to accomplish this goal. A creature corrupted by the ring wishes to keep it and use it to become powerful, making its location more obvious to the dark lord. A *moderately corrupted* creature refuses to relinquish the ring unless it succeeds on a Wisdom saving throw. A *truly corrupted* creature is transformed into a **wraith.** ### Tiers of Corruption Creatures under the effects of Corruption attain a new tier of corruption at certain milestones. This occurs after 1 point of corruption, and every multiple of 4 thereafter. The tiers, in order are: * **Mild Corruption (1-3) .** A *mildly corrupted* creature feels the weak pull of their corrupter, and begins to develop strange quirks as a result. * **Moderate Corruption (4-7) .** A *moderately corrupted* creature begins to noticeably change as a result of their corruption, acting out of character in strange ways. * **Severe Corruption (8-11) .** A *severely corrupted* creature has shifted wildly, seeming almost like a different person than they were before the corruption took hold. * **True Corruption (12) .** A *truly corrupted* creature is consumed by their corrupter, hopelessly tainted by the darkness that grips them. If a player character becomes *truly corrupted*, the Dungeon Master decides if the character dies, or becomes an NPC under their control. A character can not be returned to the player's control until its Corruption score is reduced below 12. Some corrupters cause unique effects on a creature's appearance or behavior at each tier. This is detailed in a corrupter's desire. #### Corruption Effects For each new tier that a creature attains, it gains a corruption effect of the appropriate tier. These effects are permanent changes to a character's personality as a result of their corruption. Corruption effects are tied to the three forces of corruption, and when a creature gains a new corruption effect, it is selected from the Effect List of its corrupter's dominant force. \columnbreak A creature can only have one corruption effect for each tier of corruption, though these do not have to be granted by the same corrupter. If a creature would gain a new corruption effect at a tier for which they already have one, the Dungeon Master chooses to either replace the existing one with a new corruption effect, or let the character keep the existing effect. At the DM's discretion, a player may be allowed to select their own corruption effects, and whether to keep or replace an existing one when applicable. A corruption effect can be removed by the spell *remove curse.* Only one effect can be removed at a time per casting of the spell. Additionally, the creature's Corruption score must be reduced to below the effect's tier before the effect can be removed. ### Reducing Corruption Corruption is not permanent. The effects it causes are, if they are not removed, but pure Corruption itself always fades. For every week that a character spends separated from a corrupter, its Corruption score decreases by 1. Additionally, the spells *lesser restoration* and *greater restoration* can reduce Corruption over time. *Lesser restoration* cures 1 point of Corruption, and *greater restoration* cures 1d4 points of Corruption. If a creature dies while corrupted and returned to life, it retains the Corruption score it had prior to death. ## Corruption Effects The following is a list of corruption effects that a creature can gain as their Corruption score increases. They are divided by the dominant force they belong to, and the tier of corruption that they would be granted at. Corruption effects on higher tiers are usually tied to effects on the previous tiers, shown on the Corruption Effect tables. As a DM, you may decide to grant only successive effects, or pick from any effect in the same dominant force. ### Rage Effects from the force of rage often make creatures more cruel, making them stronger, but also more difficult to reason with as they turn against their allies. #### Mild Corruption Effects ##### Distaste Your corrupter influences you to look down upon a certain creature or type of creatures of the DM's choice, called its adversary. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks targeting them. ##### Temperamental You have grown quick to anger, and struggle to keep your composure. You have disadvantage on Charisma (Persuasion) and Charisma (Deception) checks. ##### Reckless You've become impulsive and quick to action, causing you to neglect your own safety. The first attack made against you in a combat encounter is made with advantage. \pagebreak
##### Rage Corruption Effects | d4 | Mild Effects | Moderate Effects | Severe Effects | |:---|:---|:---|:---| | 1 | Distaste | Hateful | Intolerant | | 2 | Temperamental | Taxing Fury | Seething | | 3 | Reckless | Foolhardy | Impetuous| | 4 | Cruel | Treacherous | Murderous |
##### Cruel You have little care for mercy and fairness. When you attempt to knock a creature unconscious after reducing it to 0 hit points, you must succeed on a Wisdom saving throw or kill the creature anyway. #### Moderate Corruption Effects ##### Hateful Your corrupter's hatred towards its adversary grows stronger. You never consider an adversary a friendly creature, even if it considers you to be one. ##### Taxing Fury Your anger is so potent that it leaves your body spent and pained. Whenever you finish a combat encounter, you suffer a level of exhaustion, unless you immediately take a short or long rest. ##### Foolhardy Your focused anger turns into tunnel vision, dulling your reflexes on the battlefield. You have disadvantage on Dexterity saving throws. ##### Treacherous Your allies are only an obstacle, and your enemies are everywhere. Whenever you could make an opportunity attack against a creature, even if it is friendly, you must succeed on a Wisdom saving throw or be forced to attack them. #### Severe Corruption Effects ##### Intolerant You are possessed by a violent hatred of your adversary. Whenever you see an adversary, you must succeed on a Wisdom saving throw or be forced to move towards it, and attack it, if possible. ##### Seething Your anger is all consuming, making it difficult for you to contain it. When you fail an ability check outside of combat, you must make a Wisdom saving throw. On a failure, you attack a creature of the DM's choice within 30 feet, potentially initiating combat. \columnbreak ##### Impetuous You charge forward with no care given towards the possibility of death. You no longer add your Dexterity modifier to your armor class. ##### Murderous Murderous urges consume you, becoming irresistible. At the start of your turn, if any creature that you can see, friendly or otherwise, is incapacitated, you must succeed on a Wisdom saving throw or use your turn to move closer to the creature, and attack it, if possible. ### Lust Effects from the force of lust often make creatures covet things, become more compulsive, and obsess over something, even to their own detriment. #### Mild Corruption Effects ##### Fixated Your obsession makes it difficult to tear your eyes away. The DM determines your obsession, be it an object or creature. While in your obsession's presence, you have disadvantage on Wisdom (Perception) checks. ##### Compulsive You develop a mild compulsive ritual, such as obsessively cleaning your weapons or sorting your coins. You take an additional 30 minutes to complete a short rest. You can skip this ritual, but it leaves you on edge, causing you to have disadvantage on the first ability check, saving throw or attack roll you make after taking a short rest. ##### Trusting You are more prone to take people at face value, especially one that your corrupter compels you to trust. You have disadvantage on Wisdom (Insight) checks. ##### Vain Your obsession is directed inward towards yourself, and your protection becomes paramount. If you take damage in combat, you must succeed on a Wisdom saving throw or use your next turn to Disengage and move away from your attacker. \pagebreak
##### Lust Corruption Effects | d4 | Mild Effects | Moderate Effects | Severe Effects | |:---|:---|:---|:---| | 1 | Fixated | Distracted | Enthralled | | 2 | Compulsive | Inveterate | Perfectionist | | 3 | Trusting | Credulous | Weak-Willed | | 4 | Vain | Narcissistic | Egotistical |
#### Moderate Corruption Effects ##### Distracted Your thoughts are scattered as your mind wanders towards your obsession. You have disadvantage on Intelligence checks. ##### Inveterate You have developed a habitual behavior that you struggle to shake, such as humming, tapping your fingers, or something of that sort. You have disadvantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks as a result of this. ##### Credulous You are easily willing to trust others, even to the detriment of you or your allies. If a creature succeeds on a Charisma (Deception) or Charisma (Persuasion) check contested by your Wisdom (Insight), you are charmed by the creature for one hour. This effect ends early if you fall unconscious or if it is dispelled in some way, such as by *greater restoration.* ##### Narcissistic Nothing is more important than you in your mind, not even defending your allies. You have disadvantage on initiative rolls. #### Severe Corruption Effects ##### Enthralled You are consumed by your obsession, unable to tear your eyes away. If you can see your obsession when initiating combat, you must make a Wisdom saving throw. On a failure, you are stunned for one minute. You can repeat this saving throw at the end of each of your turns. Additionally, if your obsession is a creature, you have disadvantage on Attack rolls against it. ##### Perfectionist You take great care and attention in every detail of every action, but take more time as a result. On your turn in combat, you can take either an action or a bonus action, but not both. \columnbreak ##### Weak-Willed Your mind is easily manipulated and dulled by corruption. You have disadvantage on Wisdom checks and Wisdom saving throws. ##### Egotistical You see yourself as the most important thing in all of existence, even more important than the forces of magic or the gods. Any hit points you would regain due to a spell effect are halved. ### Fear Effects from the force of fear often motivate terror or distrust, causing creatures to withdraw from those they thought to be allies, or to flee from conflict in terror. #### Mild Corruption Effects ##### Averse You develop a mild fear of a type of creature of the DM's choice. During the first round of combat with a creature of this type, you are frightened. ##### Anxious You find yourself always on edge. You have disadvantage on saving throws to resist being frightened. ##### Disoriented You lose track of events easily, making it hard to remember what happened and what didn't. You have disadvantage on Intelligence checks to recall knowledge. ##### Prophetic You begin to have visions of what you believe are events to come. Once per week during a long rest, the DM secretly rolls a d10. The DM then describes a vision of future events to you, which your charater believes to be a prophecy, either from the corrupter, or from a divine being. If the result of the d10 roll was a 10, the vision is true and accurate. Regardless of the result of the roll, your character is absolutely convinced that their visions are accurate and will attempt to warn others of the future that may befall them. \pagebreak
##### Fear Corruption Effects | d4 | Mild Effects | Moderate Effects | Severe Effects | |:---|:---|:---|:---| | 1 | Averse | Phobic | Terrified | | 2 | Anxious | Jittery | Craven | | 3 | Disoriented | Hallucinations | Paranoid| | 4 | Prophetic | Delusional | Apathetic |
#### Moderate Corruption Effects ##### Phobic You develop a moderate fear of a type of creature of the DM's choice. When you initiate combat with a creature of that type, you must make a Wisdom saving throw or be frightened for one minute. ##### Jittery You have become easy to startle and spook. At the start of combat, you must make a Wisdom saving throw. On a failure, you are surprised. ##### Hallucinations You are assaulted with visions and voices, making it difficult to discern what is real. You have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks. ##### Delusional Your corrupter deceives you, causing you to believe that nothing matters and that this world is an illusion. You have disadvantage on Wisdom checks. #### Severe Corruption Effects ##### Terrified You develop a severe fear of a type of creature of the DM's choice. When you initiate combat with a creature of that type, you must make a Wisdom saving throw or be stunned for one minute. You can repeat this saving throw at the end of each of your turns. Additionally, you always fail saving throws to resist being frightened by creatures of this type. ##### Craven You are hopelessly consumed by fear at the most inopportune times. If you fail a saving throw to resist being frightened, you must use your movement on each of your turns to move as far away from the source of your fear as possible. ##### Paranoid You can't trust anyone other than yourself and your precious corrupter. You no longer count as a friendly creature to anyone, and no creature counts as a friendly creature to you, for the purposes of spells and abilities. \columnbreak ##### Apathetic Fearful of the world around you, you withdraw into yourself and avoid contact. You have disadvantage on Charisma checks and Charisma saving throws. ## Example Corrupters Below are a few examples of corrupters in the form of items, creatures and locations. When used on an object, the Corrupter feature should be treated as if it were a curse, and kept secret from a character that holds the item. Only a powerful master of the arcane could discern such a curse. On a creature, the Corrupter feature should be added as if it were any other creature trait, such *keen hearing.* #### The One Ring *Wondrous item (ring), artifact (requires attunement by an 18th-level spellcaster)* ___ This ancient ring of power was crafted by the Dark Lord to control all others who wear his rings of power. An unattuned creature that wears this ring becomes invisible, and can see into the ethereal plane. A creature attuned to the ring can cast *dominate monster* at will on any creature wearing a ring of power, using the ring as its spellcasting focus. Additionally, creatures have disadvantage against Wisdom saving throws made against your spells while you are attuned to and wearing the ring. ___ ***Corrupter (Lust, Moderate) .*** The ring wishes to be returned to its master, and manipulates the minds of creatures to accomplish this goal. A creature corrupted by the ring wishes to keep it and use it to become powerful, making its location more obvious to the dark lord. A *moderately corrupted* creature refuses to relinquish the ring unless it succeeds on a Wisdom saving throw. A *truly corrupted* creature is transformed into a **wraith**. Additionally, any creature that wears the ring on its finger automatically fails Dexterity (Stealth) checks against **wraiths** and creatures on the ethereal plane. \pagebreak #### Orcsbane *Weapon (longsword), artifact (requires attunement)* ___ This centuries-old sword was crafted by an elven king during a war against a horde of attacking orcs. Its blade is like death to orcish flesh. While you are attuned to this weapon, this sword deals an additional 2d6 necrotic damage against orcs and half-orcs. ___ ***Sentience.*** Orcsbane is a sentient chaotic neutral weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 14. It has hearing and normal vision to 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it. ___ ***Corrupter (Rage, Weak) .*** While attuned to this blade, a creature slowly begins to despise orcs and half-orcs, believing them to be a true adversary to all people. A *moderately corrupted* creature can barely stand being in the presence of an orc without attacking it. A *truly corrupted* creature becomes a vessel for the sword's personality, which assumes their body as a puppet. #### Asmodeus, Lord of Nessus Apply the following trait to a statblock made for Asmodeus. ___ ***Corrupter (Rage, Irresistible) .*** Asmodeus revels in turning allies against each other, and works to make a target believe everyone around them wishes to betray them. A creature corrupted by Asmodeus will treat its party as its adversary. A *moderately corrupted* creature will see Asmodeus as an ally. A *severely corrupted* creature views its former allies as hostile creatures. A *truly corrupted* creature becomes a fiend of the DM's choice, lost to the evil of the Nine Hells. #### The Domains of Dread The following is a description of how a location can corrupt a creature. ___ ***Corrupter (Fear, Powerful) .*** A creature that travels in the Demiplane of Dread is considered exposed to it. A corrupted creature begins to feel fear knawing away at their willpower, and becomes paranoid of everyone around them being a monster. A *moderately corrupted* creature feels that they can trust nobody. A *truly corrupted* creature flees into the night, becoming a denizen of the darkness or succumbing to one of the monsters in the shadow. #### The Dark Side Forces of nature can also corrupt. The Dark Side of the Force is a very famous example of such a corrupter in fiction. And corrupters can provide benefits to those that fall under their influence. But always make sure to keep such benefits relatively minor, so that they don't counterbalance the downsides of being corrupted. ___ ***Corrupter (Rage, Moderate) .*** The Dark Side offers power to anyone that gives into it, bringing out their emotion, especially anger and rage. A *moderately corrupted* creature is prone to bouts of anger. A *severely corrupted* creature is filled with rage and fury, and scores a critical hit on weapon attacks on a 18-20. A *truly corrupted* creature is consumed by their emotions, turning fully to the dark side. \columnbreak ## One More Thing... Always be wary when employing mechanics that affect a character's personality or potentially turn them into an NPC. Run it by your players and make sure all of them are aware of the consequences of this mechanic and mechanics like it. Corruption gradually changes noble characters into despicable monsters. Some players might be uncomfortable roleplaying a character that becomes corrupted. This is understandable - not everyone wants to play a blatantly evil character. Additionally, a character that amasses enough Corruption eventually becomes an NPC. Some players don't enjoy losing control over their characters. However, when all players are aware of the risks and invested in the dangers, such a situation can make for great storytelling, high stakes, and deep tension. Just make sure everyone is on board, that you respect the boundaries of everyone at your table, and that the entire table is having fun!
> #### Credits > **Homebrew designed by** u/Parad0xxis >___ > **With inspiration from:** > * D&D 3.5 *Heroes of Horror*'s Taint rules > * Matthew Mercer's Corruption ruleset > * *Adventures in Middle Earth*'s Shadow system >___ > **This document is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”**