From the moment of your birth, infernal fire has burned within your veins, an innate curse passed down through your bloodline from ancient fiendish ancestors. You spent those early years discovering how to channel this hellish flame from your very soul—learning its corroding paradox of ruination and twisted restoration. From blood-soaked altars to battlefields choked with the dying, you mastered wielding this inner darkness, and the world's wounds became both your playground and your forge. Your heart hungers to break what is whole, no matter the price to your own smoldering flesh.
- Ability Scores: Intelligence, Wisdom, Charisma
- Feat: Flames of Corruption (Tiered, Evil Variant)
- Skill Proficiencies: Medicine and Religion
- Languages: Celestial
- Equipment: Choose A or B: (A) Healer's Kit, Light armor, Simple melee weapon, Simple ranged weapon, 8 GP; or (B) 50 GP
Your inner fire burns with infernal hunger—capable of corroding enemies, twisting allies with unholy vigor, or both. As an action, you can touch a willing creature (for "healing") or a creature within 5 feet (for damage, Wisdom save DC = 8 + proficiency + Con mod). You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest. When you use it, You take 1d6 fire damage (no save, can't be reduced) each use as your dark power fuels the flame—this damage can't be reduced but doesn't trigger reactions like Hellish Rebuke.
Character Level 1–4 (Base):
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Corrupt (ally): Remove one disease/poison or end one condition (blinded, deafened, paralyzed, poisoned)—but the target gains 1 level of exhaustion as a price.
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Empower (ally): Restore 1d8 + proficiency bonus HP (stabilizes at 0 HP), granting temporary HP equal to half the healing that lasts 1 hour.
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Damage (foe): 2d6 fire damage (half on save).
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Damage (Self): 1d6 fire damage (no save) each use.
Character Level 5–9 (Hellfire Grace):
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Corrupt upgrades to also remove charmed or frightened—target gains vulnerability to fire for 1 minute.
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Empower increases to 2d8 + proficiency bonus HP + temp HP.
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Damage increases to 3d6 fire damage and inflicts poison condition (1d4 poison damage at start of target's turns, 1 min, Con save ends).
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Gain bonus action use once per short rest.
- Damage (Self): 2d6 fire damage (no save) each use.
Character Level 10–14 (Abyssal Surge):
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Corrupt now affects two creatures within 10 feet.
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Empower increases to 3d8 + proficiency bonus HP + temp HP, removes one level of exhaustion but adds disadvantage on Wisdom saves for 1 hour.
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Damage becomes 4d6 fire damage single-target OR 2d6 to all hostile creatures within 10 feet (individual saves).
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Uses increase to proficiency bonus + Wisdom modifier (minimum 1).
- Damage (Self): 3d6 fire damage (no save) each use.
Character Level 15+ (Diabolic Pyre):
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Corrupt also ends short-term madness or one curse—target gains 1 level of short-term madness (DM discretion).
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Empower becomes 4d8 + proficiency bonus HP + temp HP, works on unconscious targets from any source.
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Damage becomes 6d6 fire damage single-target OR 3d6 AoE within 15 feet; extra 2d6 vs. celestials/fey.
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Once per long rest: Mass version "heals" three allies within 30 feet (4d8 each + temp HP) and damages hostiles in the same area (4d6 each + frightened).
- Damage (Self): 4d6 fire damage (no save) each use.
Passive Benefits (All Levels):
Advantage on saving throws against being charmed. Common folk fear and obey you, offering tribute to appease your "curse."
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