Way of the Corrupter (5e Subclass)

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Way of the Corrupter[edit]

Monk Subclass

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.

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.

Rupture

At 3rd level, your intrigue in corruption gives you the capability to severely wound living creatures. On a hit with a weapon that deals slashing damage, you can spend 1 ki point to cause additional damage equal to your martial arts die and force the target to make a Constitution saving throw. On a failed save the target is ruptured.

A ruptured target starts to bleed, losing 1d4 hit points at the start of each of its turns for 1 minute, or until the target or another creature succeeds on a DC 10 Wisdom (Medicine) check, cast spare the dying on it or until the target regain 1 hit point. The hit point loss die increases as you gain monk levels, using your Martial Arts die progression. Rupture requires concentration to maintain.

In addition, you gain proficiency with the whip, that is considered a monk weapon for you.

Transfusion

Also at 3rd level, you feel indomitable as you watch your enemies bleed out, almost as though it fuels you with the vigor to do it again. When a creature dies while ruptured, you gain 1 corruption point (or 2 if the target dies as a result of hit point loss due to your rupture feature).

Corruption is a special resource, a form of tainted ki, that can only be used to fuel your Corruption features, that are features given by your Corrupter Tradition. Any corruption point gained that is not used is lost after you finish a long rest.

Curse of Agony

Beginning at 6th level, you go beyond just making those who cross your path bleed out, you need more to satiate that craving of extending their pain. As an action, you can spend 1 ki point to force a creature within 30 feet you can see to make a Constitution saving throw. On a failed save, the target falls prone to the ground and is incapacitated with sheer pain.

Whenever a target of your curse of agony takes damage, it takes additional psychic damage equal to your martial arts die. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.

You can't have more than one creature under your Curse of Agony at the same time. Using Curse of Agony while it is already active on another target ends the effect on the previous target. Curse of Agony also ends if you take damage.

Exsanguinate

Beginning at 11th, your ability to cause your enemies to bleed has given you insight on how to make them more effective. When you cause slashing damage to a ruptured creature, you cause additional 1d8 necrotic damage to it.

Toxic Corruption

Beginning at 17th level, you can use your corruption to infect the target with a corrupted magical plagues and toxins. You gain the following abilities:

Ravenous Plague. Once per turn, when you hit a creature with an unarmed strike or with a monk weapon that causes slashing damage, you can spend 6 ki points using a bonus action to cast contagion.
Creeping Toxin. Your corruption is sent trough your target as a magical venom. Once per turn when you cause damage to a creature using an unarmed strike or monk weapon that causes slashing damage, you can spend 1 ki point to impose the poisoned condition to that creature. In addition, if the target moves while poisoned in that manner, it takes poison damage equal to your martial arts die.
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