Way of the Corrupter (5e Subclass)
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The Corrupter
The Corrupter, The Tormentor, The Reaper, a few of the many harsh names your kind have been ever so gracefully blessed with. Most will not understand your methods, results are what matter after all. The brutes with their swords and shields, charging mindlessly into the front lines begging to be trashed about like the meaty sandbags they are. The religious folk, believing their powers are some gift of the dark or divine. The street rats that believe charm and whimsy will carry them through life. They are all beneath you, mindless lesser beings. All anyone can think about is the immediate, getting the results fast, they don't understand how difficult they make it for themselves once something takes time. You can see the bigger picture, you understand what must be done. You've mastered the arts of crippling your foes, making them struggle and draining their life force. Those fools you reluctantly call "allies" claim you're in the supporting role, they're lucky to not be on the receiving end of your wrath.
Or maybe ... just maybe, you're misunderstood. Perhaps you aren't the arrogant torturer your comrades make you out to be, though sadistic your fighting style might look you rarely show it, embracing that support title they have you pinned for. Just because it's called a curse doesn't mean there's any malice to it, right? With determination and a good heart you've moved past your Class of Corrupting to evoke blessings.
You are the only one who can say for certain what you are and what you're after.
Creating a Corrupter
As you are creating a Corrupter, keep in mind how your character interacts with society and why they might have been draw to the class. Are they sadistic by nature? Are they truly evil or just misguided? How do they wield the power? Why have they decided to group up with other people? Does your class relate to your goals or ambitions? Do they find wielding their power entertaining? It can be as simple as being intrigued by the toying nature of the class.
- Quick Build
You can make a Corrupter quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Hermit background. Third, choose the Leather Armor, Whip and Shield and Dungoneer's Pack, Finally for your Path of Corruption choose Destruction
Class Features
As a Corrupter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Corrupter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Corrupter level after 1st
- Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, Whips
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded Armor or (b) Leather Armor
- (a) A Whip and Shield or (b) A Simple Weapon and Shield or (c) A Light Crossbow and 20 Bolts or (d) Two Simple Weapons
- (a) A Diplomat's Pack or (b) A Dungoneer's Pack
- An Arcane Focus, A Dagger and Net
- If you are using starting wealth, you start with 3d4 x 10 gp.
Level | Proficiency Bonus |
Features | Rupture | Destruction | Subjugation | Redemption | Corruption Points |
---|---|---|---|---|---|---|---|
1st | +2 | Corruption, Rupture | 1d4 | - | - | - | 1 |
2nd | +2 | Transfusion | 1d4 | - | - | - | 2 |
3rd | +2 | Path of Corruption, Curse of Agony | 1d4 | 1d6 | 1d4 | 1d4 | 3 |
4th | +2 | Ability Score Improvement | 1d4 | 1d6 | 1d4 | 1d4 | 4 |
5th | +3 | Ravenous Plague | 1d6 | 1d6 | 1d4 | 1d4 | 5 |
6th | +3 | Creeping Toxin, Exsanguinate | 1d6 | 1d6 | 1d4 | 1d4 | 6 |
7th | +3 | Path of Corruption | 1d6 | 2d4 | 1d6 | 1d6 | 7 |
8th | +3 | Ability Score Improvement | 1d6 | 2d4 | 1d6 | 1d6 | 8 |
9th | +4 | Nauseating Plague, Expunge | 1d6 | 2d4 | 1d6 | 1d6 | 9 |
10th | +4 | Empower Ailments | 1d8 | 2d4 | 1d8 | 1d6 | 10 |
11th | +4 | Viper Toxin | 1d8 | 2d6 | 1d8 | 1d6 | 11 |
12th | +4 | Ability Score Improvement | 1d8 | 2d6 | 1d8 | 1d6 | 12 |
13th | +5 | Path of Corruption | 1d8 | 2d6 | 1d8 | 1d8 | 13 |
14th | +5 | — | 1d8 | 2d6 | 1d8 | 1d8 | 14 |
15th | +5 | Curse of Exhaustion, Exterminate | 1d10 | 2d8 | 1d10 | 1d8 | 15 |
16th | +5 | Ability Score Improvement | 1d10 | 2d8 | 1d10 | 1d8 | 16 |
17th | +6 | Empower Ailments, Bubonic Eruption | 1d10 | 2d8 | 1d10 | 1d8 | 17 |
18th | +6 | Path of Corruption | 1d10 | 2d8 | 1d10 | 1d10 | 18 |
19th | +6 | Ability Score Improvement | 1d10 | 2d8 | 1d10 | 1d10 | 19 |
20th | +6 | Surrender to Madness | 1d12 | 2d10 | 1d12 | 1d10 | 20 |
Class Features
Corruption
At 1st level, you gain an understanding in the twisted arts of Corruption. As you gain deeper understanding of the Corruption you'll be able to cause more afflictions to your enemies. Your Corrupter level determines the number of points you have, as shown in the Corruption Points column of the Corrupter table above. You can spend these points to use a variety of the Corrupter's features such as Rupture. Unless regained from other features your spent corruption points are unavailable until you finish a short or long rest after which all of them are restored.
Some of your Corrupter features require the target to make a saving throw to check if it's resisted. The Saving Throw DC is calculated by:
Corrupter Save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Rupture
At 1st level, your intrigue in Corruption gives you the capability to severely wound Organic creatures. On a hit with a weapon that deals Slashing Damage or a Whip you can spend 1 Corruption Point to Rupture the target giving them an open wound. At the beginning of a Ruptured creature's turn they take 1d4 Slashing Damage, this die changes as you gain Corrupter levels, as shown in the Rupture column of the Corrupter table. A Ruptured target can stop the bleeding by using a bonus action and suitable equipment to patch themselves.
Transfusion
Beginning at 2nd level, you feel indomitable as you watch your enemies bleed out, almost as though it fuels you with the vigour to do it again. When a Ruptured creature dies, you may regain 1 Corruption Point. If the Ruptured target's cause of death was by bleeding out from your Rupture you may regain 2 Corruption Points instead. Restoring Corruption Points this way cannot exceed your maximum number of Corruption Points
Path of Corruption
Beginning at 3rd level, You become curious in how your newfound talents can aid you or potentially others deciding to specialise in a certain field. Destruction, Subjugation or Redemption. All are detailed near the end of the class description. Your specialisation grants you features at 3rd level and again at 7th, 13th and 18th level.
Curse of Agony
Beginning at 3rd level, You go beyond just making those who cross you bleed out, you need more to satiate that craving of extending their pain, a Curse is exactly what you need. As an action you can spend 1 Corruption Point to inflict a creature within 90ft that you can see with a Curse of Agony. A creature can only be affected by one Curse at any given time, Fiends cannot be afflicted by a Curse.
Path of Destruction: At the beginning of a creature's turn that's inflicted with a Curse of Agony, it must make an Wisdom Saving Throw. On a failed save they take damage equal to your Destruction die shown in the Destruction column of the Corrupter table.
Path of Subjugation: At the beginning of a creature's turn that's inflicted with a Curse of Agony, it must make an Wisdom Saving Throw. On a failed save they take damage equal to your Subjugation die shown in the Subjugation column of the Corrupter table.
Path of Redemption:
Ability Score Improvement
Beginning at 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ravenous Plague
Beginning at 5th level, You seek to do more than just Curse. Curses wasn't enough for you, your foes clearly need to suffer more. A Plague, a pestilence, a disease, specially designed by you, this will do the trick. As an action you can spend 2 Corruption Points to inflict a creature within 60ft that you can see with a Ravenous Plague. A creature can only be affected by one Plague at any given time, Constructs, Oozes and Undead cannot be afflicted by a Plague. At your 10th and 17th levels the strength of your Ravenous Plague increases.
Path of Destruction: Increase the Strength and Dexterity but decrease the AC of the creature inflicted with Ravenous Plague by 1 at 5th level, 2 at 10th level and 3 at 17th level. Last turns equal to your Destruction die shown in the Destruction column of the Corrupter table.
Path of Subjugation: Increase the Strength and Dexterity but decrease the AC of the creature inflicted with Ravenous Plague by 3 at 5th level, 4 at 10th level and 5 at 17th level. Last turns equal to your Subjugation die shown in the Subjugation column of the Corrupter table.
Path of Redemption:
Creeping Toxin
Beginning at 6th level, The natural progression from Plague is obvious to you, Toxins! What better than to Poison something. As an action you can spend 2 Corruption Points to inflict a creature within Melee range with a Creeping Toxin. A creature can only be affected by one Toxin at any given time and is considered Poisoned, Constructs, Oozes, Undead and anything immune to being Poisoned cannot be afflicted by a Toxin.
Path of Destruction: At the beginning of a creature's turn that's inflicted with a Creeping Toxin, it must make an Constitution Saving Throw. On a failed save they take damage equal to your Destruction die shown in the Destruction column of the Corrupter table if they move that turn. On a successful save, if the creature does not move that turn they are no longer afflicted with Creeping Toxin.
Path of Subjugation: At the beginning of a creature's turn that's inflicted with a Creeping Toxin, it must make an Constitution Saving Throw. On a failed save they take damage equal to your Subjugation die shown in the Subjugation column of the Corrupter table if they move that turn. On a successful save, if the creature does not move that turn they are no longer afflicted with Creeping Toxin.
Path of Redemption:
Exsanguinate
Beginning at 6th level, your proficiency with Whips and causing your enemies to bleed has given you insight on how to make them more effective. When you attack a Ruptured creature with a Whip you cause their previous lacerations to sting more causing the creature to take an additional 1d6 Slashing Damage, this die changes as you gain Corrupter levels, as shown in the Rupture column of the Corrupter table.
Nauseating Plague
PH
Path of Destruction:
Path of Subjugation:
Path of Redemption:
Expunge
PH
Path of Destruction:
Path of Subjugation:
Path of Redemption:
Empower Ailments
PH
Viper Toxin
Path of Destruction:
Path of Subjugation:
Path of Redemption:
PH
Curse of Exhaustion
Path of Destruction:
Path of Subjugation:
Path of Redemption:
PH
Exterminate
Path of Destruction and Path of Subjugation:
Path of Redemption:
PH
Bubonic Eruption
PH
Path of Destruction and Path of Subjugation:
Path of Redemption:
Submit to Madness
PH
Path of Corruption
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Destruction
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- Curse of Siphoning
<!-Class feature game rule information->
- Festering Plague
<!-Class feature game rule information->
- Acidic Toxin
<!-Class feature game rule information->
Subjugation
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- Curse of Wounding
<!-Class feature game rule information->
- Mind Numbing Plague
<!-Class feature game rule information->
- Paralytic Toxin
<!-Class feature game rule information->
Redemption
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- Blessing of Righteous
<!-Class feature game rule information->
- Seal of Light
<!-Class feature game rule information->
- Maxima Remedy
<!-Class feature game rule information->
Recommendations
Weapons
Poison Whip: Thorned Whip.
Fire Whip: Lick of Flames.
Lightning Whip: Electro Lasher.
Radiant Whip: Hollow Purge.
Necrotic Whip: Taste of Souls.
Legendary Whip: Chromatic Dual Lashers.
Multiclassing
Prerequisites. To qualify for multiclassing into the Corrupter class, you must meet these prerequisites: 13 Dexterity and 13 Intelligence
Proficiencies. When you multiclass into the Corrupter class, you gain the following proficiencies: Light Armor, Shields, Simple Weapons and Whips
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