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Introduction to Corruption

Demons are not of the material plane. They are born of nothing in the chaos of the Infinite Abyss. There presence on the material plane twists and mars the landscape and its denizens.

Prolonged contact with Demons, or sudden, violent contact can have a dramatic affect on the world and its peoples.

Introduction to Corruption

Demons are not of the material plane. They are born of nothing in the chaos of the Infinite Abyss. There presence on the material plane twists and mars the landscape and its denizens.

Prolonged contact with Demons, or sudden, violent contact can have a dramatic affect on the world and its peoples.

Gaining Corruption

Characters gain corruption by experiencing the twisted powers of demonic energy. When a character spends a long rest in a demon corrupted area, make a Constitution Saving Throw with a DC of 10. Increase the DC by 1 for every consecutive day the character spends in demon corrupted lands. On a failed save, the character gains one level of corruption.

Alternatively, every time a character is knocked unconscious while fighting in a demon corrupted area, or while fighting a demon whose CR is higher than the characters level, make a Constitution Saving Throw with a DC of 15. Increase the DC by 2 for every time a character has been knocked unconscious since their last long rest. On a failed save, the character gains one level of corruption.

Finally, every time a character is killed or returned to life in a demon corrupted area, make a Constitution Saving Throw with a DC of 20. Increase this DC by 1 for every time the character has ever been raised from the dead. On a failed save, the character gains two levels of corruption.

Removing Corruption

Corruption of levels 1-9 can be reduced by 1 level with the Lesser Restoration spell, or by 3 levels with the Greater Restoration spell. Corruption of levels 1-9 can be completely cleansed via the Wish and True Resurrection spells or via Divine Intervention.

If the removal of one or more levels of corruption would result in the loss of Corruption Ability Points, you must deduct Corruption Abilities by a cumulative point value equal to the lost points.

Demonic Corruption

Corruption Level Corruption Affects
1 The character becomes paranoid, seeing enemies around every corner. But seeing the world this way harms their ability to focus. The affected creature gains advantage on Wisdom (Perception) checks, but disadvantage on Wisdom (Insight) and Intelligence (Investigation) checks.
2 The character's skin becomes an unnatural color for their species, generally becoming ashy and red or black. Gain 1 Corruption Ability Point.
3 The character's outward physical change becomes more pronounced. Teeth and nails sharpen, skin cracks, hair grows in unusual places. The character has disadvantage on all Charisma checks to influence another character, except for Intimidation.
4 The characters mind is now starting to twist like their body. They like it. The character's alignment can no longer be Good, nor Lawful. Additionally, the character will not willingly submit to any attempt to reduce its corruption level. Gain 1 Corruption Ability Point.
5 The character is now prone to violent fits of rage at the slightest provocation, or sometimes with none at all. Beasts can sense the corruption of the character and will now treat the character as a hostile enemy, refusing to go near or attacking if necessary. Roll a D20 whenever you interact with a non-hostile NPC. On a roll of 1, attack them.
6 The character's mind further slips into madness, holding thoughts becomes difficult. The character has disadvantage on Wisdom Saving Throws. This disadvantage applies even if another ability gives you advantage. Gain 1 Corruption Ability Point
7 The character now has distinct trouble telling friend from foe. It hasn't turned on its allies yet, but it isn't far now. The character's alignment changes to Chaotic Evil.
8 The character is now capturing the essence of the Abyss and emanating it outward. The DC of any Constitution Saving Throw to avoid Demonic Corruption increases by 2 within 500 feat of the character. Gain 1 Corruption Ability Point
9 The character is nearly fully lost. Hope of returning it to sanity hangs by a thread. Every time you make an attack or cast a harmful spell, make a Wisdom Saving Throw with a DC of 8 + your charisma bonus + your proficiency bonus. On a failed save change the target of the spell to an ally, unless the ally is a Fiend.
10 No god, no lord shall live, what always has, should never have been. The character is fully corrupted and becomes an NPC under the DMs control. It cannot be cleansed of its corruption by any means. Gain 1 Corruption Ability Point
### Corruption Abilities
Gaining demonic corruption isn't all bad. At certain levels of corruption you will be able to gain an ability tied to your corruption. Each ability has a point value, and points can be saved to gain stronger abilities.

The abilities are presented here. - Uncanny Speed (1 Point) The corrupted character gains 10 feet of movement speed to any form of movement it has. - Necrotic Resistance (1 Point) The corrupted character gains resistance to necrotic damage. - Demonic Courage (1 Point) The corrupted character is immune to the frightened condition. - Abyssal Speech (1 Point) The corrupted character learns the Abyssal Language and can never have disadvantage on Charisma checks when trying to influence a Demon. - Natural Weapons (1 Point) The corrupted character's natural weapon attacks (punches, kicks, bites, etc.) now do 1d4 damage instead of 1 damage. If the character's corruption level is 3 or higher, this damage increases to 1d8. - One With Darkness (1 Points) While in bright light, the character has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. While in dim light or darkness, the character can take the Hide action as a bonus action. - Indiscernible Physique (2 Points) The chaotic energies of the Abyss provide some level of protection to the character, granting it +2 to AC. - Abyssal Shield (2 Points) The Abyssal energies that surround the character provide a temporary shield against attacks. At the end of a long rest, gain 5 temporary hit points per character level. - Abyssal Sight (2 Points) The corrupted character can feel the presence of others creatures and gains Blindsight to a range of 30 feet. - Reckless (2 Points) At the start of its turn, the character can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - Corrupting Blast (3 Points) The character can, at will, release a blast of corrupting necrotic energy in a 20 foot radius. Any creature hit by it must make a Dexterity Saving Throw (DC 15). The blast does 1d4 damage per character level, on a successful save a creature takes half damage. Any creature knocked unconscious by this blast gains one level of corruption. - Drone (3 Points) The creature produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the character must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. - Shapechanger (3 Points) The character can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing is absorbed into the new form and can't be used while shapechanged. It reverts to its true form if it dies. - Demon Lord (5 Points) The character now has the regional, lair, and madness effects of a Demon Lord. The Dungeon Master will determine these effects.

These rules are optional rules that can be implemented for campaigns set in

Andórë during or after the Age Of Demons.

Player's Guide to Andórë

  1. Getting Started with Andórë
  2. Cosmological Divergence from DD
  3. Divinity, Celestials Fiends
  4. Cities, Lands, Waters, Underdark
  5. On the Origin of Species
  6. Notes on D&D Classes
  7. Introduction to Corruption