Path of Corruption
Stages of Corruption
Stage Zero: Unnoticed
The Dark Powers have taken no interest in your character's activity up to this point. If your character has committed any acts worthy of a Powers check, their actions were either inconsequential or infrequent enough to not attract attention. The Dark Powers are fickle though, sometimes taking interest is relatively minor evils while atrocities are committed next door. Just because your prior deed have gone unpunished does not mean that your future deeds will be ignored.
Stage One: The Caress
The Dark Powers grant your character a minor boon as a temptation to further explore acts of evil. However, your character will also gain a relatively minor curse. At this early stage, any deformities caused by the curse should be easy to conceal with things like accessories, clothes, or cosmetics.
The DM can roll on the Potential Boons of the Caress table below or use it as inspiration for a boon befitting the circumstances. For the curse, see Curses & use the Potential Embarrassing Curses table.
Potential Boons of the Caress
d10 | Boon |
---|---|
1 | You gain a +2 bonus to one ability score. |
2 | You gain 10' to your movement speed. |
3 | You gain proficiency with one skill, tool, or language. |
4 | You have advantage when making a saving throw with one ability. |
5 | You have 30' Darkvision. |
6 | You have +1 AC due to natural armor. |
7 | You have natural weapons to make unarmed strikes, such as a bite or claws attack. When you hit with them, the strike deals 1d4 + your Strength/Dexterity modifier. |
8 | You can innately cast or gain a spell-like ability equivalent to casting a 1st-level spell once per long rest. |
9 | You can innately cast or gain a spell-like ability equivalent to casting a cantrip a number of times equal to half your proficiency bonus (rounded up) per long rest. |
10 | Roll again. |
Stage Two: The Enticement
Should a character continue down the path of evil laid out by the Dark Powers, they will tempt the character with greater power. This is only offset by the character gaining a curse designed to frustrate their endeavors.
The DM can roll on the Potential Boons of the Enticement table below or use it as inspiration for a boon befitting the circumstances. For the curse, see Curses & use the Potential Frustrating Curses table.
Potential Boons of the Enticement
d10 | Boon |
---|---|
1 | You gain a +4 bonus to one ability score, or +2 to two ability scores. |
2 | You gain 20' to your movement speed. |
3 | You gain proficiency with two skills, tools, or languages. |
4 | You have advantage when making a saving throw with one ability. |
5 | You have 60' Darkvision. |
6 | You have +2 AC due to natural armor, such as from fur or scales. |
7 | You have natural weapons to make unarmed strikes, such as a bite or claws attack. When you hit with them, the strike deals 1d4 + your Strength/Dexterity modifier. The strike also does additional damage (acid, cold, fire, lightning, necrotic, poison, etc.) equivalent to either your spell attack bonus or your Constitution modifier + your proficiency bonus, whichever is higher. |
8 | You can innately cast or gain a spell-like ability equivalent to casting one 2nd-level spell or two 1st-level spells once per long rest. |
9 | You can innately cast or gain a spell-like ability equivalent to casting a cantrip a number of times equal to your proficiency bonus once per long rest. |
10 | Roll again. |
Stage Three: The Invitation
At this point, the character is continuing down their path of corruption & any hope in seeking redemption is fading fast. The Dark Powers now offer the character a powerful boon but also a troublesome curse. This stage is something of an event horizon for characters, as turning back is exceedingly difficult beyond this point.
The DM can roll on the Potential Boons of the Invitation table below or use it as inspiration for a boon befitting the circumstances. For the curse, see Curses & use the Potential Troublesome Curses table.
Potential Boons of the Invitation
d10 | Boon |
---|---|
1 | You gain a +6 bonus to one ability score, or +2 to three ability scores. |
2 | You gain 30' to your movement speed. |
3 | You gain proficiency with three skills, tools, or languages. |
4 | You have advantage when making a saving throw with up to two abilities. |
5 | You have 60' Darkvision. |
6 | You have +3 AC due to natural armor. |
7 | You have natural weapons to make unarmed strikes, such as a bite or claws attack. When you hit with them, the strike deals 1d6 + your Strength/Dexterity modifier. The strike also does additional damage (acid, cold, fire, lightning, necrotic, poison, etc.) equivalent to either your spell attack bonus or your Constitution modifier + your proficiency bonus, whichever is higher. |
8 | You can innately cast or gain a spell-like ability equivalent to casting one 3rd-level spell, one 2nd-level and one 1st-level, or three 1st-level spells once per long rest. |
9 | You can innately cast or gain a spell-like ability equivalent to casting a cantrip a number of times equal to your proficiency bonus once per short rest. |
10 | Roll again. |
Stage Four: The Embrace
The character has become a true villain at this point with any potential idealist motivations or virtues being overshadowed by their evil deads. The Dark Powers have taken serious notice of the character as a potential Darklord canidate, bestowing upon them a major boon but also a dangerous curse. This curse will often have serious consequences, altering the character mentally &/or physically. There is also the potential risk that if the corrupted character is a player character, the player may temporarily loose control of their character due to the effects of the curse, such as with lycanthropy.
The DM can roll on the Potential Boons of the Embrace table below or use it as inspiration for a boon befitting the circumstances. For the curse, see Curses & use the Potential Dangerous Curses table.
Potential Boons of the Embrace
d10 | Boon |
---|---|
1 | You gain a +8 bonus to one ability score, or +2 to four ability scores. |
2 | You gain 40' to your movement speed. |
3 | You gain proficiency with four skills, tools, or languages. |
4 | You have advantage when making a saving throw with up to two abilities. |
5 | You have 120' Darkvision. |
6 | You have +4 AC due to natural armor. |
7 | You have natural weapons to make unarmed strikes, such as a bite or claws attack. When you hit with them, the strike deals 1d8 + your Strength/Dexterity modifier. The strike also does additional damage (acid, cold, fire, lightning, necrotic, poison, etc.) equivalent to either your spell attack bonus or your Constitution modifier + your proficiency bonus, whichever is higher. |
8 | You can innately cast or gain a spell-like ability equivalent to casting one 4th-level spell, or a number of spells that have a combined level that is equal four, once per long rest. |
9 | You can innately cast or gain a spell-like ability equivalent to casting a cantrip at will. |
10 | Roll again. |
Stage Five: The Creature
The character has all but abandoned their humanity at this point, allowing their crimes & evil deeds to transform them into a monster. The boon bestowed upon the corrupted character is even greater than those before, as well as an even more powerful curse. The Dark Powers do not allow the lethal curse to outright destroy their new darklord candidate, though the corrupted character may wish that it did.
A player character that has achieved this stage of corruption may be removed from the player's control & become an NPC under the DM's control. This is fully at the DM's discretion & should be discussed with the player far in advance.
The DM can roll on the Potential Boons of the Creature table below or use it as inspiration for a boon befitting the circumstances. For the curse, see Curses & use the Potential Lethal Curses table.
Potential Boons of the Creature
d10 | Boon |
---|---|
1 | You gain a +10 bonus to one ability score, or +2 to five ability scores. |
2 | You gain 40' to your movement speed. |
3 | You gain proficiency with five skills, tools, or languages. |
4 | You have advantage when making a saving throw with up to three abilities. |
5 | You have 120' Darkvision. |
6 | You have +5 AC due to natural armor. |
7 | You have natural weapons to make unarmed strikes, such as a bite or claws attack. When you hit with them, the strike deals 1d10 + your Strength/Dexterity modifier. The strike also does additional damage (acid, cold, fire, lightning, necrotic, poison, etc.) equivalent to either your spell attack bonus or your Constitution modifier + your proficiency bonus, whichever is higher. |
8 | You can innately cast or gain a spell-like ability equivalent to casting one 5th-level spell, or a number of spells that have a combined level that is equal to or less than five, once per long rest. |
9 | You can innately cast or gain a spell-like ability equivalent to casting up to two cantrips at will. |
10 | Roll again. |
Stage Six: The Darklord
The corrupted character's fate is sealed with their final act of evil. Beyond hope of redemption, the Mists will surround the character & deposit them into their own domain designed by the Dark Powers. New darklords are often given only small domains with few subjects, but the land itself is shares a curse with the darklord. Whatever the darklord desperately desires will forever be tauntingly beyond their grasp.
Powers of a Darklord
A new darklord will be granted powers over their Dread Domain, giving them the illusion of mastery over their own prison. Common powers of a Darklord include:
- Closing the Borders. Darklords are unable to escape their own domain, but can manipulate their borders as a way to trap new victims. At will, a darklord can close the borders of their Dread Domain, causing the Mists to surround the land in a dense wall of fog. Often the nature of what lurks in the Mists is somehow related to nature of the darklord.
- Domain Awareness. Darklords often have a supernatural awareness of events taking place within their domain. While they may not be able to divine details, a darklord is often able to sense deeds of great good or evil. Sometimes they can sense when something related to their curse occurs, letting them know if someone is hindering their plans,
- Lair Actions. A darklord will often have some sort of lair within their domain, serving as a home & base of operations. While within this lair, the darklord is capable of manipulating the environment to assist them during combat or to hinder trespassers who dare to enter.
- Legendary Actions. A darklord will often gain legendary actions that grant them additional options during combat encounters.
- Legendary Resistances. A darklord will often gain a certain number of legendary resistances, allowing them to succeed on check they would otherwise have failed during combat encounters.
- Turn Resistance. Many darklords are undead creatures, but the Dark Powers grant them a certain degree of protection against holy powers that affect lesser undead. These darklords are more difficult to be affected by a cleric's Turn Undead ability, if not outright immune.
- Unnatural Longevity. A darklord may have an extended lifespan, if not some form of limited immortality. Darklords that have become undead creatures such as ghosts, liches, or vampires are an example of the latter. Some darklords will retain their mortality, but the aging process slowed either due to their efforts or as some part of their curse. Relatively few darklords live natural lifespans, the Dark Powers finding some way to prolong their suffering.
Special Note - Repeated Boons & Curses
If you have proceeded more than one step down the path of corruption & happen to roll a boon that is the same or a more powerful version of a previous path of corruption boon, it is up to the DM's discretion how to resolve the situation. One potential solution is to have the more powerful boon can replace the less powerful boon. You can then reroll for the less powerful boon to gain a new gift from the Dark Powers.
Redemption
Sample Paths of Corruption
Path of the Brute
The path of the brute applies to those that commit acts of cruelty & use their strengths to bully others into submission. No specific Dark Power tends to favor this path of corruption, with certain elements perhaps being being reflavored to thematically fit with the specific act of evil that triggered the Powers check or the Dark Power that holds most sway in that Domain of Dread.
Stage One
Stage Two
Stage Three
Stage Four
Stage Five
Path of the Coward
Path of Pestilence
The path of pestilence is strongly associated with the Dark Power known as the Putrid Bride. It is the embodiment of the fear of decay & disease, so it will eagerly reward those that commit evil deeds involving crawling pests, parasitic creatures, or swarms of vermin. Acts that would attract the Putrid Bride could be a warlord that unleashes swarms of rats to devour the meager supplies of a besieged city or an evil druid summoning a plague of locust to avenge a minor slight by a simple farmer.
Below are listed some potential boons & their associated curses for the path of pesitlence. Most focus on either aiding the corrupted character in using vermin to achieve their goals or turning the corrupted character into monster bearing traits common to pestilence.
Stage One
Stage Two
Stage 03
Stage 04
Stage 05
Path of Plagues
Stage One
Stage Two
Stage Three
Stage Four
Stage Five
Path of the Mesmerist
Path of the Ringleader
The path of the ringleader applies to those that prefer to manipulate others into doing their dirty work for them. This path of corruption tends to be favored by entity known as the Ravenous Spider, the embodiment of fear of conspiracy, entrapment, & spiders.
Stage One - You gain the ability to cast the Charm Person spell once per long rest, with Charisma being your spellcasting ability for this feature. Whenever you use this feature a tiny spider will skitter out from underneath your clothes.
Stage Two - You gain a ravenous apetite for vermin.
Stage One
Stage Two
Stage Three
Stage Four
Stage Five
Sources
Corrupting a Player Character
There are many factors that should be considered prior to having a player character fall down a path of corruption. Players need to be informed in advance about Curses, Powers checks, the Path of Corruption, & similar character altering mechanics within the campaign, preferably during a session zero. This includes how much characters may be altered as a result of their experiences in the Dread Domains or as a consequence for their choices.
Some talking points concerning the Path of Corruption may include:
- Actions have consequences, especially acts of evil. Outside of roleplay, failed Powers checks will result in boons & curses that can alter combat, exploration, & social mechanics for a character.
- A character of a non-evil-alignment may have their alignment shifted as a consequence of their actions, regardless of whether or not they failed a Powers check. The result is up to the DM's discretion, but should generally be based on the severity of the evil deed.
- At some point, the player may lose control of their character based on how far along they fall down the Path of Corruption. This may be temporary, such as if a character is cursed with lycanthropy, or it may be permanent. Characters that are fully corrupted & become darklords will either be wisked away to their own Domain of Dread, or will replace the darklord of the current Dread Domain. Either result will force the player to reliquish control of the character to the DM.
Suggested Innate Spells or Spell-like Abilities
- Cantrips - Chill Touch, Dancing Lights, Infestation, Mage Hand, Minor Illusion, Mold Earth, Primal Savagery, Resistance (self only), Thaumaturgy, Toll the Dead
- 1st-Level - Bane, Cause Fear, Charm Person, Command, Detect Evil & Good, Expeditious Retreat (self only), Faerie Fire, Feather Fall (self only), Inflict Wounds, Jump (self only), Protection from Evil & Good (self only), Silent Image, Sleep, Snare, Speak with Animals
- 2nd-Level - Alter Self, Animal Messenger, Arcane Lock, Darkness, Darkvision (self only), Detect Thoughts, Enhance Ability, Enthrall, Fog Cloud, Invisibility (self only), Knock, Mirror Image, Pyrotechnics, See Invisibility, Silence, Spider Climb (self only), Suggestion, Summon Beast, Web
- 3rd-Level - Animate Dead, Bestow Curse, Clairvoyance, Fear, Fly (self only), Gaseous Form (self only), Haste (self only), Major Image, Meld into Stone, Phantom Steed, Plant Growth, Sending, Speak with Dead, Speak with Plants, Stinking Cloud, Summon Shadowspawn, Summon Undead, Vampiric Touch, Water Beathing (self only)
- 4th-Level - Arcane Eye, Blight, Charm Monster, Dimension Door, Dominate Beast, Greater Invisibility, Phantasmal Killer, Polymorph (self only), Shadow of Moil, Sickening Radiance, Stoneskin (self only),
- 5th-Level - Awaken, Contagion, Dispel Evil & Good, Dominate Person, Dream, Enervation, Hallow, Hold Monster, Insect Plague, Modify Memory, Scrying, Telekinesis, Tree Stride
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