Homebrew Corrupted Species Details

The corrupted are creatures who are warped and twisted by Abberant magics, causing them to be twisted and dark. most corrupted are evil, but some fight against the dark magic that clouds their minds and spirits. Corrupted are created from existing species, so consult the Corrupted Species table for information on each species' corrupted variations.

Original Species

Corrupted Species

Retained traits

Warped Size

Human

Grimlock

Ability score increase

Medium

elf

Shithra, Juthra

Darkvision, fey ancestry

Medium

Dwarf

Derro

Darkvision, Dwarven Resilience

Small

Halfling

Torkenda

Lucky

Small

Dragonborn

Mere’Orum

Draconic Ancestry, Breath weapon

Medium

Half-orc, orc

Uglekksh

Darkvision

Medium

Tiefling

Grinkpar

Darkvision, Hellish Resistance

Small

Gnome

Goobdarek

Gnome Cunning, Darkvision

Small

Warforged

MetalFlesher

Constructed Resilience, Integrated Protection

Medium

Kalashtar

Losteth

Dual Mind, Mental Discipline

Medium

Bugbear

Grinkek

Darkvision, Sneaky, Surprise attack

Medium

Goblin

Dolgrim

Darkvision

Small

Hobgoblin

Dolgaunt

Darkvision

Medium

Corrupted Traits

While Corrupteds vary wildly, there are certain traits they share. These are traits all corrupted have in common

Ability score increase

Unless you derive from a human, increase your Constitution score by 2 and your Strength score by 1. If you derive from a human, increase all ability scores by 1

Corruption

The Aberrant forces that twist your body give you two of the following abilities, selected at random.

01-05 The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.
06-10 The target's eyes push out of its head at the end of stalks.
11-15 The target's hands grow claws, which can be used as daggers.
16-20 Your hair covers your body shaggily, giving you advantage on Stealth Checks
21-25 The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
26-30 A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.
31-35 Your tongue grows a mouth; you can perform an unarmed strike that deals 1d4 piercing damage
36-40 Two of the target's teeth turn into short tusks.
41-45 The target's skin develops bark-like scales, granting it a +1 bonus to AC.
46-50 The target's arms and legs switch places, preventing the target from moving unless it crawls.
51-55 The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56-60 The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61-65 The target grows a long, thin tail, which it can use as a whip.
66-70 The target's entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71-75 The target swells, tripling its weight.
76-80 The target becomes thin and skeletal, halving its weight.
81-85 You grow an extra arm; you can wield an extra light weapon.
86-90 The target's ears become wings, giving it a flying speed of 5 feet.
91-95 You have Psychic powers; you can cast Detect Thoughts once per day using this trait.
96-00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Darkvision

Consult the Corrupted Species table. if you're species has a retained Darkvision trait, you have darkvision up to 60 feet.

Speed

If your size is small, you're walking speed is 25 feet. if your size is medium, your walking speed is 30 ft.

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