Corruptor (5e Class)
Corruptor
A hooded figure walks up a small village, and with the wave of his hand, a flaming eye appears over his head blasting it open, which then burns it to the ground, leaving nothing but ash.
A man wearing nothing but a loincloth charges an entire army, as his entire back erupts with dozens of flaming tentacles, and is still standing after the army has been destroyed, with barely a scratch
A figure wearing plague doctors clothes walks up to a sick man, you immediately start to cough up blood, and get even sicker
An undead dwarf with magma streaming through its flesh summons out of nothing a massive battle-ax, beheading a dragon.
Weilders of Raw Magic
Corruptors are a line of wizards who have learned how to wield magic in its rawest form, causing them to be near unbeatable in battle. However, such power comes at a price: their own body. The use of such raw magic has tainted them, causing their body to become unstable, and if overused, can kill them. They have worked in secret, making their works known to very few. The only ones who know that they exist are the ones that have survived the destruction that they cause.
Creating a Corruptor
When you're making a Corruptor, ask yourself, what has caused them to purse such raw power. How did your character first find the order of the corruptors? What are they planning on doing with such raw power?
- Quick Build
You can make a corruptor quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the Criminal background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Corruptor you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Corruptor level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Corruptor level after 1st
- Proficiencies
Armor: Light armor, Medium armor, Sheilds
Weapons: Quarterstaffs, spears, javelins, darts, pike, halberd, net, blowgun
Tools: Herbalism kit
Saving Throws: Constitution, Charisma
Skills: Choose two of the following: Survival, arcana, sleight of hand, perception, and intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) pike
- (a) Spear or (b) halberd
- (a) Scale mail or (b) Studded leather armour
- Dungeoneer's pack
Level | Proficiency Bonus | Features | Corruption level maximum |
---|---|---|---|
1st | +2 | Corrupted Mark, Corrupted self | 5 |
2nd | +2 | — | 8 |
3rd | +2 | Corrupted blood | 11 |
4th | +2 | Ability Score Improvement | 14 |
5th | +3 | Growing corruption, Souldbinding | 17 |
6th | +3 | — | 20 |
7th | +3 | — | 23 |
8th | +3 | Ability Score Improvement, Weapon mastery | 26 |
9th | +4 | — | 29 |
10th | +4 | — | 31 |
11th | +4 | — | 33 |
12th | +4 | Ability Score Improvement, Second eye | 37 |
13th | +5 | — | 40 |
14th | +5 | Greater soulbinding | 43 |
15th | +5 | Further corrupting | 44 |
16th | +5 | Ability Score Improvement | 45 |
17th | +6 | Larger tentacles | 46 |
18th | +6 | — | 47 |
19th | +6 | Ability Score Improvement | 48 |
20th | +6 | True corruption | 49 |
Corrupted Mark
At first level, your body has a corruption mark, which is a blood-red vein-like pattern on the player's body. You learn 1 sorcerer cantrip and one sorcerer 1st level spell. You can expend a corruption level to cast the first level spell. Charisma is your spellcasting ability for these.
Corrupted Self
At first level, as an action, you can expend 1 corruption level to create a glowing, red tentacle on your body, which can hold an additional item and can attack when not holding an item as a bonus action for 1d4 acid to any target within 5 feet of you. You can have tentacles equal to half you level, rounded up. You can choose how many tentacles you want to be attacking in the bonus attack, and what you want them to be attacking. These can be moved anywhere onto your body and can be moved while you are unconscious You can also create a flaming eye, which lets you see what it sees, and can cast the spell flaming sphere as a bonus action. It must stay within 60 feet of you, and you can only have one sphere at a time. It is visible to all living things. This remains until unsummoned. When you reach your maximum corruption level, your health is reduced by 1d8 per your corrupted levels, and all damage you take is doubled. The health reduction can not cause you to reach 0 hit points. This ends until lesser restoration or a similar spell is cast on you, which causes your levels to reset to 0. Whenever you take a long rest, you regain 1d4 corruption levels
Corrupted Blood
At level 3, as an action you can expend 2 corruption levels to give the target creature within 30ft of you have corrupted blood, which at the start of its next turn, the target must make a constitution saving throw with a DC of 15, or take 1d4 poison for every 3 levels of corruption you have. On a successful saving throw, the effect ends. On a failed throw, the creature takes the damage and must make the saving throw at the start of your next turn Any creature who ends their turn within 5ft of the infected creature must make a constitution saving throw with a DC of 10, or become infected by corrupted blood.
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.
Growing Corruption
At level five, you gain a second level sorcerer spell from the mark, which you can cast for 1 corruption level, and can cast the first level spell without using corruption levels, and you grow to cover a large part of your body.
Soulbinding
You can spend 3 levels to make a non-magical item soulbound to you. When an item is soulbound to you, you can summon it at will as long as you have an open hand or tentacle that can hold it, or as long as it isn’t restrained magically. You can have up to 3 items soul bound to you, and it can be unbound for one level of corruption.
Weapon Mastery
At level eight, your tentacles can wield simple melee weapons.
Second Eye
At level twelve, you can summon an additional flaming eye.
Greater souldbinding
At level fourteen, you can for 5 levels of corruption soulbind a magical item to your character
Further Corrupting
At level 15, you can get a 4th level sorcerer spell, which you can cast for one corruption level and cast the 3rd level spell without needing levels, and your mark is constantly a source of pain to you, as well as it is hot to the touch and glows
Larger Tentacles
At level 17, your tentacle do 1d8 damage instead of 1d4
True Corruption
At level 20, you can choose if you want some of your tentacles to do no damage but instead, give the target corrupted blood. Doing this requires 1 corruption levels for each tentacle. You can also cast the 4th level spell without needing corruption levels, and your mark becomes made of what appears to be magma, further burning the flesh around it. Your skin at this point is burned and dead, making you unrecognizable as who you were before. You are considered undead in addition to your other creature types, and you do not need to breathe, eat, or sleep.
Multiclassing
Prerequisites. To qualify for multiclassing into the corruptor class, you must meet these prerequisites:
A minimum charisma score of 13 and a constitution score of 11. It also requires a 1d20 hour ritual for you to get your corruption mark and to join the order
Proficiencies. When you multiclass into the corruptor class, you gain the following proficiencies: light armor, medium armor, shields, Quarterstaffs, spears, javelins, darts, pike, halberd, net, blowguns, and Herbalism kit
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