1985 Games
Caption
You have become afflicted by the mysterious illness that haunts the island, known as the Corruption. This same foul magic, which has stained the coastlines black, now resides within your body. It curses your skin and seeps from your pores, and in time, it will even become difficult to distinguish you from it.
How this has happened is your story to tell. You may have been one of the first responders to the Corruption when it came to the shores of Obojima, leaving you to possibly be the only survivor of that brave band of Rangers. Or perhaps you were an explorer who stumbled upon a pocket of Corruption and became infected or maybe you were afflicted by the Corruption due to an evil Witch’s curse.
However this fate has befallen you, you are now both cursed and empowered by the Corruption’s rotting, withering magic that is slowly taking over you bit by bit, replacing your own flesh with its unearthly power.
As a corrupted being, you must choose your future wisely. It’s hard to say what this illness will manifest in you.
Side-Effects Caused by the Corruption
- Bursts of Anger
You have sudden and passionate bursts of anger caused by moments of adrenaline.- Below the Depths
A thick steam begins to ripple off your body when you’ve been gravely injured. The effects leave your clothing drenched and smelling of seawater.- Withered Lungs
You can’t help but cough blood throughout your day.- Flavorless
You’ve lost the ability to taste.- Sleepless Nights
More often than not, you spend your nights awake, plagued by your illness.- Vertigo
The strong and sudden sensation of the world spinning around you comes on at a moment’s notice. You’re unsure as to what causes it, but it can be debilitating.
Level 3: First Manifestation
Whenever you take damage, you also receive a Curse Marker; if the damage was from a Critical Hit, you receive two Curse Markers instead. These markers remain active until the end of your next turn. The maximum number of Curse Markers you can have at a time is 2. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, all Curse Markers you have are consumed, dealing an extra 1d4 Necrotic damage to the target for each Curse Marker consumed.
Alternatively, you can take a Bonus Action to call upon your corruption, immediately gaining Curse Markers until you have your maximum.
Your maximum number of Curse Markers increases when you reach Ranger levels 5 (3 markers total), 11 (4 markers total), and 17 (5 markers total).
Level 3: Second Manifestation
When you make a Strength or Dexterity check, you can choose to replace the result with a number equal to 10 plus your Ranger level. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the roll succeeds or fails. You can use this feature twice, and you regain all expended uses when you finish a Long Rest.
Level 7: Third Manifestation
When you make an attack roll using a weapon or an Unarmed Strike against a creature, you can expend one Curse Marker to roll a d4 and add it to the roll. You can choose to use a Curse Marker in this way before or after making the attack roll. You can expend a Curse Marker in this way only once per turn.
Additionally, whenever you take damage, you can take a Reaction to reduce the damage taken by an amount equal to your Ranger level. Once you reduce damage in this way, you can’t do so again until you finish a Short or Long Rest.
Level 11: Fourth Manifestation
Your ailment is beginning to have side effects on your body. You gain one ailment of your choice, as described below.
Failing Lungs
Your lungs have begun to ache, and at times you feel yourself gasping for air. As a Magic action, you pull your next breath from a creature you can see. The target can’t take Reactions until the start of your next turn, and if it is Large or smaller, it has the Prone condition. Additionally, all of your Curse Markers are consumed, dealing 1d4 Necrotic damage to the target per Curse Marker.
Alternatively, you can give your breath to another creature. Whenever a creature you can see makes a Dexterity saving throw, you can take a Reaction to give it Advantage on the save and increase its Speed by 15 feet until the start of your next turn.
Graying Vision
The world around you begins to lose some of its colorful luster. You gain Blindsight with a range of 15 feet. In addition, you automatically detect visual illusions you can see if the DC for the Intelligence (Investigation) check to discern them is less than or equal to your Ranger spell save DC.
Losing Feeling
Your hands and arms burn with a cold, ethereal flame that only you can see. As a Bonus Action, you can target a creature you can see within 60 feet of you, enveloping it with the same cursed flames. When you deal damage with your Curse Markers to a creature enveloped by these flames, each Curse Marker deals 1d6 Necrotic damage instead of 1d4.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest.
Level 15: Fifth Manifestation
As a Bonus Action, you can gain the following benefits until the start of your next turn:
- Your Speed is doubled.
- You gain a +2 bonus to AC.
- You can make two additional attacks if you take the Attack action.
- All of your attacks are treated as if you have your maximum number of Curse Markers.
If you use this feature a second time before finishing a Long Rest, in addition to the effects wearing off at the start of your next turn, you also gain 1 Exhaustion level and immediately drop to 1 Hit Point if you have more than that at the start of your turn.
Once you use this feature a second time, you can’t use it again until you finish a Long Rest.
