Rogue
Base Class: Rogue

Corrupters are the worst of the worst: those who raise themselves up to power by deceit and murder and have dedicated their lives to inflicting suffering. Having struct a bargain with demonic forces, corrupters exist to undermine, corrupt, corrode, and rot.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You learn three cantrips of your choice from the warlock spell list. Each of these cantrips must be of the enchantment, illusion, or necromancy schools. You learn another warlock cantrip of your choice from these schools at 10th level.

Spell Slots

The Corrupter Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level warlock spells of your choice, all of which you must choose from the enchantment, illusion, and necromancy spells on the warlock spell list.

The Spells Known column of the Corrupter Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, illusion, or necromancy spell.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since you learn your spells through service to an evil outsider. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Corrupter Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Venomous Touch

When you first choose to become a corrupter at 3rd level, your corruptive nature manifests in new ways. You have advantage on saving throws against the poisoned condition and diseases.

Additionally, your skin begins to exude poison. Once per day you can use the bonus action granted by your Cunning Action to coat a weapon or taint a serving of food or drink with your poison. When the target imbibes the poison or is hit by the weapon, it makes a Constitution saving throw with a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a fail, the target takes poison damage equal to your sneak attack damage and is poisoned for one minute. The target repeats the save at the end of each of its turns, ending the effect on a success. If the target succeeds, it takes half damage and is not poisoned. The poison dissipates from the weapon after the first attack is made with it.

Touch of Centuries

At 9th level, you gain some semblance of control over the most corruptive force of all, time. As an action, touch your target, which can be a nonmagical weapon, suit of nonmagical armor, a nonmagical shield, an object or structure, or a creature with the construct type. The effect of this feature depends on the target, as detailed below. Choose a number up to your maximum number of sneak attack dice and roll that number of d6s. You take that damage and your maximum hit points are lowered by that amount until you take a long rest. Additionally, you age by a number of years equal to half the number you rolled.

weapon: takes a permanent penalty to attack and damage rolls equal to the number you chose.

armor: takes a permanent penalty to its AC equal to the number you chose. If the armor's AC decreases to 10 or below, it is destroyed.

shield: takes a permanent penalty to its AC bonus equal to the number you chose. If the shield's AC bonus decreases by 2 or more, it is destroyed.

object/structure: takes double the damage that you rolled. A wall made of wood is destroyed in a section large enough for you and similarly-sized creatures to pass through.

construct: takes double the damage that you rolled.

Twist the Soul

At 13th level, your words and actions have greater influence on the people you choose to get close to.

Choose an intelligent creature to twist.  You must spend at least one hour per day and at least four days per week with the victim, conversing, working together, travelling together, or otherwise peacefully interacting. At the end of the first week of such interaction, your target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a fail, the victim's alignment shifts one step closer to yours. If the victim fails their saving throw by 5 or more, they are unaware of your attempt to influence them.

Infernal Taint

By 17th level, you have gained a semblance of the demonic taint of your masters. Over the course of an hour, you can desecrate an area affected by the Hallow spell, ending its effect. You may attempt to do this covertly.

Additionally, you can summon demons from the chaos of the abyss. As an action, choose one demon of up to CR 5, two demons of up to CR 3, or three demons of up to CR 1. The summoned demons appear on random spaces within 20 feet of you, and consider you a reluctant ally, meaning they will attempt to destroy and eat other available creatures before you. The demons return to the abyss upon falling unconscious, after 1 hour has passed, or when you use an action to send them back. You regain use of this ability upon completion of a long rest.

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