Design Note: In my campaign, I started using this system, which is a modified/simplified version of Taint from the 3rd Edition Oriental Adventures book, but in the end, I dropped it. There were too many things to track. I just said negative honor triggered anything with the Darklands/Shadowlands/Taint keyword.
Corruption System (Optional)
This optional system introduces corruption as a measure of a character’s moral and spiritual decay. It reflects the effects of exposure to dark forces or committing evil acts. The system is designed to be simple and easy to track, while still adding thematic tension to the game.
Gaining Corruption
Characters gain Corruption by:
- Exposure to Darklands or Oni: Coming into direct contact with powerful Oni, cursed items, or locations.
- Using Forbidden Magic: Casting dark spells or using corrupted items.
- Committing Evil Acts: Killing innocents, betraying companions, or other significant moral transgressions.
Corruption Points (CP) are assigned based on the severity of exposure or the act:
- Minor Exposure/Acts: 1 CP
- Moderate Exposure/Acts: 2 CP
- Major Exposure/Acts: 3 CP
Corruption Threshold
Characters have a Corruption Threshold equal to their Wisdom Modifier + Constitution Modifier + Level. This threshold determines how much corruption they can withstand before suffering major consequences.
Example: A 5th-level character with a +2 Wisdom modifier and a +1 Constitution modifier has a Corruption Threshold of 8 (5 + 2 + 1).
Effects of Corruption
As a character accumulates Corruption Points (CP), they experience increasingly severe consequences. The effects become more dangerous as their corruption rises relative to their threshold.
- Up to Half of Threshold (Minor):
- Physical Signs: Subtle changes like bloodshot eyes, pale skin, or strange odors.
- Penalty: Disadvantage on Charisma checks to influence good or neutral characters.
- Over Half of Threshold (Moderate):
- Physical Signs: Noticeable corruption such as visible veins of darkness, persistent aura of cold.
- Penalty: Disadvantage on saving throws against fear effects, and creatures with the “Celestial” or “Spirit” subtype instinctively distrust the character.
- At Threshold (Major):
- Physical Signs: Severe physical and mental corruption—cracks in the skin, whispering voices, etc.
- Penalty: The character suffers disadvantage on all saving throws, and they gain a permanent madness (determined by the DM).
- Exceeding Threshold:
The character is overtaken by corruption and becomes a NPC under the DM’s control, fully consumed by darkness (usually transformed into an Oni or other appropriate creature).
Resisting Corruption
Characters can attempt to resist corruption when exposed to dark forces or when engaging in evil acts. They make a Wisdom saving throw to avoid gaining Corruption Points:
- Minor Exposure/Acts: DC 10
- Moderate Exposure/Acts: DC 15
- Major Exposure/Acts: DC 20
Cleansing Corruption
Corruption can be reduced through acts of redemption or purification, but it’s challenging. Some methods include:
- Restoration Spells: Powerful spells like Greater Restoration or Atonement can remove 1d4 CP.
- Spiritual Pilgrimages: Seeking out sacred sites or undergoing trials of purification can remove 2d4 CP.
- Heroic Acts: Major acts of self-sacrifice, such as saving an entire village or defeating a great evil, can remove 1 CP, subject to DM approval.
Example Usage:
A 3rd-level fighter with a +1 Wisdom modifier and +2 Constitution modifier has a Corruption Threshold of 6 (3 + 1 + 2). They come into contact with a cursed artifact, gaining 2 CP after failing their Wisdom saving throw. Now at 2 CP, they have some subtle physical signs of corruption but no significant penalties yet. As they continue their adventures, they may gain more CP and begin to suffer greater consequences.