I've put together a table for a corruption effect that I plan to implement into my homebrew game in the coming weeks, but I feel it needs some fine tuning. The rules for it so far I will list below. please let me know what you think, and how you would change it. The goal is for it not to be entirely harmful until it reaches its later stages. Any vague statements are meant to be interpreted by the DM.
Corruption stacks are gained by any of the following methods:
A) Extended exposer to individuals, plants, or creatures that have at least one stack of corruption.
B) Direct contact with corrupted flesh or plant matter.
C) Consuming or ingestion of corrupted material.
D) Any ability or attack of a corrupted creature that directly effects an individuals corruption status.
E) Any effect of corruption listed below may also add a stack(s) of corruption.
Each of the methods listed above may be resisted by succeeding on a Constitution saving throw with a DC equal to 10 + the number of corruption levels the creature currently has.
If at any point a creature can not possibly succeed on the above listed saving throw, the creature is immediately taken to 12 stacks of corruption.
Stacks of Corruption:
1) Close inspection by a practiced healer may show small effects such as darker colored blood or tinting of internal fleshes color (DC 20 Medicine check)
2) The creature begins to get chills at random times while in sunlight.
3) Corruption begins to grant power to its host. Once per day the host may add 1d4 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 8 times, their corruption score increases by 1. (up to level 5) This change may be visible on the creature, manifesting as a popped blood vessel or bloodshot eyes lasting for several days.
4) The creature begins to have slight sunlight sensitivity. feeling uncomfortable when in direct sunlight for extended time.
5) The power granted by the corruption increases. Once per day the host may add 1d6 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 5 times, their corruption score increases by 1. (up to level 7) This change may be visible on the creature, manifesting as a bursting blood vessel or greying skin or finger nails lasting for several weeks.
6) The creature begins to suffer adverse effects to powerful sunlight and radiant energy. When exposed to direct sunlight for more than one hour at a time the corrupted creature has disadvantage on all perception and investigation check for the next hour after leaving the proximity of the energy.
7) The power granted by the corruption increases. Once per day the host may add 1d8 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 3 times, their corruption score increases by 1. (up to level 9) This change becomes visible on the creature, manifesting as a severe head pain, blackened veins, or flaking skin or finger nails lasting for several months.
8) The creature has potential to loose their self control, PCs must make a CON save equal to 10+ their current corruption level. on a failed save the DM takes control of the creature for 1 + 1 per corruption level above 8 turn(s). This effect applies each time the creature gains a corruption stack going forward. The creature also gains sunlight sensitivity and vulnerability to radiant damage.
9) The power granted by the corruption increases. Once per day the host may add 1d10 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 2 times, their corruption score increases by 1. (up to level 11) This change becomes visible on the creature, manifesting as a temporary blindness or rotting skin or finger nails this effect may be permanent.
10) The creature gains severe sunlight sensitivity. There is an accompanying feeling of pins and needles throughout the body at all times. The creatures temper grows short and may lash out at the slightest inconvenience to themselves. The creature will also do almost anything in its power to seek out other individuals that radiate corrupted energy.
11) The power granted by the corruption increases. Once per day the host may add 1d12 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 1 time, their corruption score increases by 1. This change becomes visible on the creature, manifesting as a painful movement, thirst for blood, or a strange hunger for flesh, these effects are permanent unless cured by powerful healing magic.
12) The creature becomes a corrupted thrall completely under the control of the DM.
Wow. This is actually a really cool game mechanic. My only advice is to maybe change the save to Wisdom (it seems to make more sense, since resisting corruption is more of a test of will than a test of stamina). Also, perhaps be more specific on what "powerful healing magic" is. Say, Greater Restoration can remove one level of corruption if the creature's corruption level is 11 or lower, but only a Wish or Divine Intervention can clear the creature of all its corruption no matter how many levels it has.
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
I defiantly agree that for different ways of implementing the corruption, Wisdom saves are a very viable option. However the way I'm playing it, the corruption will function almost like an infection on the body, but both are great options. I thought "powerful healing magic" would allow it to be more adaptable in the moment, like a crazy high medicine check on a lower tier spell, like lesser restoration, may actually yield some smaller results rather that just failing outright. Thanks for the input, defiantly somethings to consider.
I've put together a table for a corruption effect that I plan to implement into my homebrew game in the coming weeks, but I feel it needs some fine tuning. The rules for it so far I will list below. please let me know what you think, and how you would change it. The goal is for it not to be entirely harmful until it reaches its later stages. Any vague statements are meant to be interpreted by the DM.
Corruption stacks are gained by any of the following methods:
A) Extended exposer to individuals, plants, or creatures that have at least one stack of corruption.
B) Direct contact with corrupted flesh or plant matter.
C) Consuming or ingestion of corrupted material.
D) Any ability or attack of a corrupted creature that directly effects an individuals corruption status.
E) Any effect of corruption listed below may also add a stack(s) of corruption.
Each of the methods listed above may be resisted by succeeding on a Constitution saving throw with a DC equal to 10 + the number of corruption levels the creature currently has.
If at any point a creature can not possibly succeed on the above listed saving throw, the creature is immediately taken to 12 stacks of corruption.
Stacks of Corruption:
1) Close inspection by a practiced healer may show small effects such as darker colored blood or tinting of internal fleshes color (DC 20 Medicine check)
2) The creature begins to get chills at random times while in sunlight.
3) Corruption begins to grant power to its host. Once per day the host may add 1d4 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 8 times, their corruption score increases by 1. (up to level 5) This change may be visible on the creature, manifesting as a popped blood vessel or bloodshot eyes lasting for several days.
4) The creature begins to have slight sunlight sensitivity. feeling uncomfortable when in direct sunlight for extended time.
5) The power granted by the corruption increases. Once per day the host may add 1d6 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 5 times, their corruption score increases by 1. (up to level 7) This change may be visible on the creature, manifesting as a bursting blood vessel or greying skin or finger nails lasting for several weeks.
6) The creature begins to suffer adverse effects to powerful sunlight and radiant energy. When exposed to direct sunlight for more than one hour at a time the corrupted creature has disadvantage on all perception and investigation check for the next hour after leaving the proximity of the energy.
7) The power granted by the corruption increases. Once per day the host may add 1d8 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 3 times, their corruption score increases by 1. (up to level 9) This change becomes visible on the creature, manifesting as a severe head pain, blackened veins, or flaking skin or finger nails lasting for several months.
8) The creature has potential to loose their self control, PCs must make a CON save equal to 10+ their current corruption level. on a failed save the DM takes control of the creature for 1 + 1 per corruption level above 8 turn(s). This effect applies each time the creature gains a corruption stack going forward. The creature also gains sunlight sensitivity and vulnerability to radiant damage.
9) The power granted by the corruption increases. Once per day the host may add 1d10 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 2 times, their corruption score increases by 1. (up to level 11) This change becomes visible on the creature, manifesting as a temporary blindness or rotting skin or finger nails this effect may be permanent.
10) The creature gains severe sunlight sensitivity. There is an accompanying feeling of pins and needles throughout the body at all times. The creatures temper grows short and may lash out at the slightest inconvenience to themselves. The creature will also do almost anything in its power to seek out other individuals that radiate corrupted energy.
11) The power granted by the corruption increases. Once per day the host may add 1d12 to an attack roll, ability check, or saving throw of their choice. Once a creature uses this ability 1 time, their corruption score increases by 1. This change becomes visible on the creature, manifesting as a painful movement, thirst for blood, or a strange hunger for flesh, these effects are permanent unless cured by powerful healing magic.
12) The creature becomes a corrupted thrall completely under the control of the DM.
Wow. This is actually a really cool game mechanic. My only advice is to maybe change the save to Wisdom (it seems to make more sense, since resisting corruption is more of a test of will than a test of stamina). Also, perhaps be more specific on what "powerful healing magic" is. Say, Greater Restoration can remove one level of corruption if the creature's corruption level is 11 or lower, but only a Wish or Divine Intervention can clear the creature of all its corruption no matter how many levels it has.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
These are very cool effects, and I will certainly be adapting this for my own horror-themed game I am steadily putting together!
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I defiantly agree that for different ways of implementing the corruption, Wisdom saves are a very viable option. However the way I'm playing it, the corruption will function almost like an infection on the body, but both are great options. I thought "powerful healing magic" would allow it to be more adaptable in the moment, like a crazy high medicine check on a lower tier spell, like lesser restoration, may actually yield some smaller results rather that just failing outright. Thanks for the input, defiantly somethings to consider.
Glad to hear you like them. Hope to hear how they work out for you!!