The Darkness is a cosmic entity predating recorded history. It is the embodiment of the empty void of chaos which existed prior to the coming of God's light - embodied as the Angelus. As the cosmos formed in its place, the now-usurped Darkness grew to resent God and His creation. Growing powerful enough to manifest itself and conjure a legion of demons. The player manifests The Darkness at a young age, or it manifests in them when they experience a traumatizing event

Summon Tendrils

Starting at 3rd level the player can use a bonus action to summon 1 demonic Tendrils that have a mind of their own but still follow the player's command, they can only be summoned during night or in shadows, and if they are touched by light they take Radiant Damage and will disappear to be resummoned in 1d4 hours. At higher levels the Tendrils damage raise from 2d6 to 2d8 and rising up to a max of 2d12 damage.

6th level tendril damage: 2d8

9th level tendril damage: 2d10 gain second Tendril

12th level tendril damage: 2d12

Summon Darkling

Starting at 7th Level the player can use an action to cast a ritual that summons a Darkling that has the ability to be controlled by the player to go into small corridors/ vents or any other small places that aren't easily accessible by the player. Along with the Darkling, the player can modify its abilities by summoning it and casting the Change Appearance spell in a ritualistic form and manipulating the body of the Darkling. Unlike the Tendrils, the Darkling can go into the light and attack. At the 8th level, the player can have the Darkling adhere to surfaces. The base damage for the Darkling is 1d8 for a claw attack and can increase, based on the modifications that the player does to it.

Summon Darkness

At the 11th level, the player can use a bonus action to Summon a 30 ft dome of Darkness that gives them the ability to use all of their powers. The player will have to state that the dome is being taken down or it keeps drawing from them and cause levels of exhaustion based on the level that the player is. At higher levels the dome increases by 10 ft and the max is 60 ft.

Lower levels of exhaustion 11-13: 1st level of exhaustion

Higer levels of exhaustion: 15-18 2nd level of exhaustion

Darkness Armor

At the 15th level whilst in the heat of battle, the player can add a Shadowy Metal that increases their AC by 2 but it will only work if they have no armor on they have to roll 1d4 hours for how long the armor will stay on, they can only activate the Armor during night and if they are in a SHADOWED area. At the 20th level, the player can use the Alter Self spell in a ritualistic form and modify their armor to have wings or any other certain features.

Potent Healing Factor

At the 18th level, the player gain's an enhanced healing factor that can heal them for 1d6 + their level. The healing factor increases to where they can start regenerating body parts but they must roll a DC CON save of 18. Depending on location and severity. DM Discretion 

Previous Versions

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10/29/2023 4:53:58 AM
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