Homebrew Darkin Bound Species Details

Bound by shadow and deep magic, the Darkins are an ancient race that has been corrupted by the void wars. Ascended from Shurima falling to corrupt ways and therefor their fate being chained to corruption, death and decimation. In order to stop their spread, they were imbued into weapons that would hold them captive to some extent. That is, until some unfortunate soul finds that powerful weapon and begins to wear on that person's mind. Now the person is chained to the weapon, forced to be in a constant mental battle for control and to not fall into the power that the Darkin offers.

The Corruptive Lure 

Darkin weapons radiate with magical and infernal energy, so many magically adept races are able to detect these negative energies. So due to location and their occasional obliviousness, humans are the most likely victim to these alluring weapons. There is a decent chance that the person is able to live in somewhat of a symbiotic relationship with the Darkin, them being able to use the magical benefits of the weapon to their advantage and resisting the constant pull of power that the Darkin emits. More likely than not though, many fall to this power and become vessels for the Darkin. Evolving into a demon like entity that holds great strength and hidden abilities.

Aspects of the Darkin

Each of the Darkin descend from the Gods of Shurima and therefor have a certain aspect that relates to their previous godhood. It is said that if a Darkin were to die the related aspect would leave from this world and change into something else entirely. The death of a Darkin, and their respective aspect, will die if they are left without a host and the efforts of those who worship the Darkin. The Darkin looks to control the host to draw their strength and energy to ultimately control their body. However, the Darkin is at the mercy of a person with a powerful mind, because simply discarding the weapon relieves them of their corruption.

Names

Names follow typical human names for the wielder of the weapon however, the Darkins have very different names that typically relate back to their Shuriman heritage. (These are just examples you can use these or take them as inspiration.)

Male Darkin Names: Aatrox, Varus, Rhaast, Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai

Female Darkin Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

 

Darkin Bound Traits

It’s hard to make generalizations about humans, but your human character has these traits. Darkins on the other hand deal with self-inflicted damage with siphoning powers enhancing.

Darkin Form

Psychic Errosion

The Darkin consistently wears on your mind and hurts your mental abilities. When surrendering to your Darkin form you take 1d4 of psychic damage. (This damage increases to 1d6 at lvl 6, 1d8 at lvl 13, and 1d10 at lvl 17) Due to the wear and tear on your mind you are unable to hold this form forever. You can hold this form for an hour outside of combat and for 10 rounds during combat. You can transform into this as a bonus action.

Hellish Resistance

Whilest in your Darkin form you are resistant to fire damage.

Terrifying Visage

Whilest in your Darkin form you have advantage on Intimidation Checks.

Draining Weapon

Whilest in your Darkin form your weapon becomes enhanced and is able to heal you. When dealing damage with your weapon you are able to heal for half of the damage rounded down.

Retain Control

The Darkin fights to control your being creating an everlasting eternal conflict. When you attempt to return to your human form roll a Constitution Saving throw and roll another Constitution Saving throw for each additional hour in the Darkin form. You must succeed above a five or else the strain on your body becomes too great and you fall unconscious.  

Ability Score Increase

Your ability scores each increase by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Previous Versions

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