Corruptor (5e Subclass)
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Corruptor[edit]
Wizard Subclass
A hooded figure walks up a small village, and with the wave of his hand, a flaming eye appears over his head blasting it open, which then burns it to the ground, leaving nothing but ash...A man wearing nothing but a loincloth charges an entire army, as his entire back erupts with dozens of flaming tentacles, and is still standing after the army has been destroyed, with barely a scratch...A figure wearing plague doctors clothes walks up to a sick man, you immediately start to cough up blood, and get even sicker... An undead dwarf with magma streaming through its flesh summons out of nothing a massive battle-ax, beheading a dragon.
Corruptors are a tradition of wizards who have learned how to wield magic in its rawest form, causing them to be near unbeatable in battle. However, such power comes at a price: their own body. The use of such raw magic has tainted them, causing their body to become unstable, and if overused, can kill them. They have worked in secret, making their works known to very few. The only ones who know that they exist are the ones that have survived the destruction that they cause.
When you're making a Corruptor, ask yourself, what has caused them to pursue such raw power. How did your character first find the order of the corruptors? What are they planning on doing with such raw power?
- Corrupted Mark
At 2nd level, your body has a corruption mark, which is a blood-red vein-like pattern on your body. You are now detected by spells and abilities that detect aberrations.
In addition, you can spend a spell slot of 1st-level or higher to summon a flaming eye in an unoccupied space within 30 feet. This works as the find familiar spell, with the following distinctions: the flaming eye is a tiny aberration, has AC equal to your spell save DC and 1 hit point. It uses your saving throws, is immune to all conditions, and to poison and fire damage. It also does not suffer psychic damage, but any psychic damage caused to it is suffered by you instead.
You can also spend a 2nd-level spell slot to cast flock of familiars. You can only conjure the eyes when you do so.
- Corrupted Self
At 2nd level, as a bonus action, you can activate your Glowing Mark to summon a tentacle. You can summon one tentacle at 1st level, two at 5th level, three at 11th level and four at 17th level.
You can grasp things with your tentacle. It has a reach of 10 feet, and works as a limb, but using your Intelligence, rather than your Strength, for weight capacities and Strength checks. Your tentacles are immune to damage or conditions.
You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields, but it can be used to use tools or magic items or performing the somatic components of a spell.
As an Action, you can also use your tentacles to make unarmed strikes, to grapple or to shove a creature. Your tentacles cause 1d4 bludgeoning damage on a hit, and use your Intelligence modifier for attacks and damage rolls. You can't attack with a tentacle that is currently holding a creature or object.
Your tentacles disappear after 1 minute, unless you dismiss them earlier using a bonus action. You can summon your tentacles a number of times equal to your proficiency bonus, regaining the ability to do so after completing a long rest.
- Soulbinding
At 6th level, you are able to use your glowing mark to absorb the magical properties of a one handed weapon. One of your tentacles gain the properties and damage die of the weapon (although its damage remains bludgeoning) and any magical properties. If the item requires attunement, you must be attuned to it.
To do so, you must touch the weapon at the end of a long rest and spend 1 sorcery point per rarity: 1 common, 2 uncommon, 3 rare, 4 very rare, 5 legendary. Artifacts can't be absorbed. At the end of each long rest you must spend these sorcery points, or the tentacles lose the magical properties, that are forever lost. Alternatively, you can touch a weapon, transfering the properties back to that weapon.
- Corrupted Blood
At 10th level, your blood is thoroughly corrupted by the mark. You become resistant to poison and have advantage on saving throws against the poisoned condition.
In addition, whenever a creature within 30 feet causes damage to you, you can use your reaction to target it with your corrupted blood. The target must make a Constitution saving throw against your spell save DC, or is Infected. The infected creature is poisoned. Each turn the creature starts poisoned, it also takes 1d4 poison damage. The creature can make a save to end the corruption at the end of each of its turns.
Any creature who ends their turn within 5 feet of the Infected creature must make a Constitution saving throw with a DC of 10, or also become Infected.
- True Corruption
At 14th level, the corruption fully consumes your body. Your skin at this point is burned and dead, making you unrecognizable as who you were before. You creature type change to aberration, and you no longer need to breathe, eat, or sleep. You also become immune to poison damage or the poisoned condition.
In addition, any creature hit by your tentacles must succeed against the saving throw against your Corrupted Blood feature.
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