A dark and alien magical force, imbued with the essence of Grokk's twisted ambition and corrupted potential. This power is not inherently evil, but is deeply tainted by Grokk's malice and is prone to consuming the user's mind and soul if not kept in check.
Actions:
- Enhanced Strength: You gain a temporary boost to your physical strength, +6 to Strength Score for the entire fight, allowing you to lift, move, and strike with greater force and ease. But then you need to do a Corruption check.
- Enhanced Agility: Your reflexes, balance, and overall agility are heightened, making you faster, more responsive in combat, and +6 Dexterity Score for the entire fight. But then you need to do an Exhaustion check.
- Enhanced Durability: Your body becomes more resistant to physical damage and fatigue, grants rapid healing of minor wounds. Add your max health as Temporary Health. But then you need to do a Corruption and Exhaustion check.
- Prophetic Visions: Fleeting, fragmented glimpses into possible futures and changing the number of a roll to what you want. But then you need to do two Corruption and Exhaustion checks.
Consequences:
- Corruption: You make a Wisdom save, DC 20, if you fail you will have gradual corruption of your mind, morals, personality, and take a corruption point. If you succeed then take no corruption points.
- Exhaustion: Using one of the actions to enhance your stats will need a Constitution save, DC 20, if you fail, take one point of exhaustion, if you succeed, take no points of exhaustion. You may succumb to a state of physical exhaustion, leaving you more vulnerable.
- Loss of Control: After 5 corruption points you will try to kill any neutral or good entity, once you kill them the blood releases the corruption. A corruption point leaves after a long rest.
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