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Creation and Corruption

The document outlines various abilities and features for Sorcerers and Blood Hunters in a Dungeons & Dragons setting, specifically focusing on the Starforged and Order of Corruption. It details powers related to creation, manipulation, and corruption, including the ability to create objects, alter one's body, and infect others with parasites. Additionally, it includes information on the use of dark powers and the consequences of corruption in gameplay.

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Griffin Fredette
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0% found this document useful (0 votes)
8 views

Creation and Corruption

The document outlines various abilities and features for Sorcerers and Blood Hunters in a Dungeons & Dragons setting, specifically focusing on the Starforged and Order of Corruption. It details powers related to creation, manipulation, and corruption, including the ability to create objects, alter one's body, and infect others with parasites. Additionally, it includes information on the use of dark powers and the consequences of corruption in gameplay.

Uploaded by

Griffin Fredette
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Designer: Griffin Fredette


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover: Background from DMsGuild Cover Design By Zehus
Interior and Cover Illustrations: Feyforged Art Pack by Marcel
Budde with Daylight Publications
Special Thanks To Daylight Publications for Creation of the
Feyforged

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
Some art by Marcel Budde used with permission

All other original material in this work is copyright 2020 by Griffin Fredette and published under the Community Content Agreement for Dungeon Masters Guild.

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SORCERER: THE LIGHT RE-CREATE

OF CREATION
Beginning at 18th level you can undo your own creation and
return as something else. Spend one day focusing on a
different form, another humanoid race you’ve met before,
your body returns to the primaeval energy from which you
were formed. The next day, you wake up as a member of
The starforged are tied to creation and celestial powers
this race, and all racial stats you possessed before are
more than most, and while they all have innate abilities
replaced with your new race’s traits.
over light and the magic that fuels all feyforged, some have
In addition, if you die, you return to this same primeval
particular abilities from their heritage as an embassy from
force and return with a new body at the next dawn. Roll a
the stars.
d20. If you roll a 20, you return as the race you were before,
The majority of Sorcerers who claim this origin are
or a starforged, your choice. If you roll anything else, you
Starforged, but any creature with connection to creation,
can roll 1d100 on the table for the reincarnate spell, and
be it from the celestial power of the Starforged, or a deity
reform as the race you roll for.
of creation.
Once you use this ability to return from death, you cannot
Sorcerers imbued with the light of creation hold power
do so again until 2 weeks have passed.
over their own life, and the force that led to their creation,
and that of all life.

MINOR CREATION
Beginning at 1st level you can channel the energy that flows
through you to manifest small objects. You can spend 1
minute focusing on a mental image of a nonmagical object
that fits within a 1 sq ft cube. This object becomes real and
can be used as it normally would. It remains for 1 hour
before the power keeping it in place begins to fade, and it
returns to the energy that formed it.
You can use this feature a number of times equal to half
your level rounded down (Min 1) before you must complete
a long rest to do so again.

MINOR ALTERATION
Beginning at 6th level your control of creation energy can
manipulate your body in minor ways. You can alter your
body with the following manipulations:
 You gain darkvision with a range of 60ft, or increase
your existing darkvision by 60ft
 You gain a swimming speed of 30ft or increase your
existing swimming speed by 30ft
 Change your fingertips into claws and grain natural
weapons that deal 2d6 slashing damage
 You increase your walking speed by 30ft

BRING TO LIFE
Starting at 14th level, your power over creation energy is
much more potent, and you can create more complex
things. You can spend 10 minutes focusing on the image of
a creature size small or smaller with a CR ½ or less and
cause it to come to life. The creature obeys your commands
and is a Celestial in nature. After 1 hour, the creature
disappears. You may use this feature a number of times
equal to your CHA modifier before you must complete a
long rest to do so again.
In addition, if you focus on your Minor Creation ability for
1 hour rather than 1 minute, you can cause the item you
create to be permanent.

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BLOOD HUNTER: complete a long rest and create a new one before it can be
used again.

ORDER OF CORRUPTION CORRUPTIVE INFLUENCE


Corruption comes in many forms, not the least of which At 3rd level the dark aura within you spreads out to
being the parasitic corruption of the Daelkyr that the creatures around you. As an action, you can unleash a dark
Shadowforged embody. Corrupted creatures, whether they aura, causing one creature who can see you within 60ft to
be corrupted by a curse, a parasite, or just a force of evil make a Wis saving throw or be frightened of you for 1d4
beyond mortal understanding, will often give in to this and rounds. At 7th level, the number of creatures affected by
become evil, akin to the force that overtakes them, but this increases to 2, and at 15th level to 3. At 18th level, this
others draw on this force to empower themselves and fight effect can target all creatures you can see within 60ft.
against forces of darkness.
Blood Hunters of the order of corruption harness dark
power within them to destroy forces that corrupt the CORRUPTED FORM
world.
At 7th level you can allow your corruption to overtake your

PARASITES body, briefly granting you combat abilities. Select two of


the following effects, for one combat session you gain the
When you join this order at 3rd level, you can create benefits of them, you can use this feature once before you
parasitic being to infect foes and augment allies. You can must complete a long rest to do so again:
create a number of parasites equal to your Con modifier
 Symbiotic Strikes: Your weapon attacks can be used to
(Min 1) per long rest. Attaching a parasite takes 1 action. At
attach a parasite to an opponent
3rd level, select two parasite varieties from the following
 Syphon Grip: You can make an athletics contest against
list.
an opponent to grab them and siphon health from them,
 Life Leech: This parasite can be attached to an opponent they lose 1d4 health every turn they’re held by you and
to sap 1d4 life from it per turn, it can then be consumed you regain the same amount
to restore the same amount of life it sapped. This will  Augment Weapon: You weapon attack’s normal damage
remain on a creature for 1d8 rounds. is replaced by acid, fire, lightning, cold, or poison
 Mind Bug: This parasite can be attached to a willing damage
creature to allow it to speak telepathically to you as long  Hardened Symbiote: Your AC is increased by +1
as they are within 120ft of you, this will remain attached  Parasitic Blade: You can form a natural weapon from
for 1d10 rounds your hand, which deals 2d8 poison damage and acts as a
 Sickening Fungus: This parasite can be attatched to an finesse martial weapon
opponent to impose the poisoned, deafened, blinded, or
paralyzed condition for 1d6 rounds.
 Fortifying Symbiote: This parasite can be attached to a BRAND OF INFECTION
willing creature to grant 1d10 temporary HP
 At 11th level you can add the ability to infect creatures with
Exoskeleton: This parasite can be attached to a willing
creature to grant +2 to AC for 1d6 turns your corruptive energy when you use the Brand of
 Castigation feature. Whenever you use your corruptive
Metal Mite: This parasite can be attached to a weapon
influence feature against a branded creature, they have
you are proficient with to cause it to deal an additional
disadvantage on the saving throw against it. In addition,
1d4 poison or acid damage (your choice) for 1d6 rounds
 any damage dealt by abilities from Corrupted Form deal an
Resistant Symbiote: This parasite can be attached to a
additional of their normal damage die to branded
willing creature to grant it resistant to fire, lightning,
creatures.
cold, poison, or acid damage (your choice) for 1d4 turns
 Controlling Bug: (Req Lvl 7) This Parasite can be

BLOOD CURSE OF COMPROMISING


attached to a creature to attempt to influence its actions.
If the creature has an intelligence score higher than 6,
you can use an action to attempt to command them as At 15th level you learn to transfer your corruption to your
with the Command spell, if their Int score is lower than opponents. You learn the Blood Curse of Compromising,
6, they will follow you commands, which you can issue which does not count against the number of blood curses
as a bonus action on your turn, these commands cannot you know.
be anything that will cause direct harm to the creature, Blood Curse of Compromising As an action, choose an
or it will refuse. opponent you can see within 60ft, they become susceptible
 Healing Symbiote: This parasite can be attached to a to your influence. For 1 minute, they have disadvantage on
willing creature to cause it to heal 1 hit point per turn for saving throws against being frightened of you or
1d12 turns commanded by you
Amplify you inflict the effects of the Command spell on the
You can select an additional parasite at 7th, 11th, 15th, and
creature
18th level. When you select a new parasite, you can also
switch one existing parasite with another one from the list.
The parasites your create can be of any type you know, in
any combination, and once one is expended you must

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CONSUMING CORRUPTION
At 18th level, you can briefly allow your corruption to
completely take over your body. You can all effects of the
Corrupted Form ability and can create new parasites as a
bonus action on each of your turns. This effect lasts for 1
minute or until dismissed.

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