Homebrew Darkspawn Species Details

Darkspawn, A blight around the world of the Thedas, These creatures are a plague that threaten the world of Thedas. A mindless species that's only goals are to create more and destroy the world, Only when an archdemon is awoken by these creatures do they truly come upon the world to end it, They live underground in massive sprawling caves known as the deep roads. Nobody knows the exact origin of the Darkspawn, The chantry believe they were created when the Tevinter Magisters entered the golden city through a portal, causing it to become tainted, and when they returned, bringing the blight with them, The Tevinter say that they had no involvement with the creation of the blight and that they have always existed, the dwarf's believe that they just appeared underground one day and they also believe that there is a queen broodmother who created them all.

Darkspawn Traits

The Blighted Power

Tainted Objects

A darkspawn corrupts everything it touches, when touching a nonliving object you imbue the blight into it, If any creature not immune to poison comes in contact with this item for a total of 10 days in their entire lifetime they must beat a constitution saving throw with a dc of your constitution score or risk becoming Tainted and become disadvantaged. A legendary magical healing item can be used to cure that Creature. Otherwise, a high medicine saving throw is required to heal them that can be performed once a day per character. After seven days if the player is not cured, they succumb to the poison and either die or become a ghoul. If they do succeed this saving throw the counter for this ability specifically is reset and the duration of resistance is increase by another 10 days for each time you resist.

When you hit level 3 anytime you take a long rest you may imbue any weapon with a concentrated bit of the blight, any attack you make deals an extra 2d4 posion damage and requires the saving throw as stated above. however if a creature dies via a weapon imbued with this feature, the dm will roll a d100, if they roll 1-60 the body will turn into a darkspawn in 1d10 days, if they roll a 61-100 the corpse will stay dead.

 

Undying Resolve

Darkspawn due to being tainted with a very harmful disease that is the most dangerous poison to exist in the world they gain an immunity to both disease and poison. They are also immune to exhaustion however they can still stress their bodies, During a darkspawns turn they can spend there reactions and bonus actions to take regular actions that are physical, for example they can spend there reaction to take another dash action if they are to far away and they spend their bonus action to attack another time, However doing this tears away at the body, the dm rolls a d20 whenever you decided to do this, if they roll a 1-5 you don't gain any form of exhaustion, 6-15 you gain a point of exhaustion while nothing else happens, 16-20 you gain a point of exhaustion and as the body tears open a bunch of blood spills out in a 5 foot sphere, causing any creature who's in this sphere has a chance to be affected by the blight. any creature not immune to poison comes in contact with darkspawn blood they must beat a constitution saving throw with a dc of your constitution score or risk becoming Tainted and become disadvantaged. A legendary magical healing item can be used to cure that Creature. Otherwise, a high medicine saving throw is required to heal them that can be performed once a day per character. After seven days if the player is not cured, they succumb to the poison and either die or become a ghoul.

Special Senses

Due to living underground in caves that are known to be both dark and collapse alot, darkspawn have developed special senses to help survive traveling in the deep roads.
All darkspawn have a dark vision of 120 feet and a tremor sense of 60 feet

Tainted Blood

If any creature not immune to poison comes in contact with darkspawn blood from a piercing or slashing action they must beat a constitution saving throw with a dc of your constitution score or risk becoming Tainted and become disadvantaged. A legendary magical healing item can be used to cure that Creature. Otherwise, a high medicine saving throw is required to heal them that can be performed once a day per character. After seven days if the player is not cured, they succumb to the poison and either die or become a ghoul.

 

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