The Daederic Brood called into the void, hoping anyone would hear. It answered, and though it saved them, they now wear its brand.
Short & Sweet:
Being born with an unknown blood that isn't yours, attaching its customs onto you, deciding your fate, guiding your hand, one would normally believe it to be too much. But, you made a deal. A real one. No metaphors, no catches. Someone struck a pact, and you now pay the price, as for every time you forget, It remembers.
Physical Attributes:
Eyes that burn too long in darkness. Skin faintly marked with runes, welts, or warped veins. The aura resigning and generating in the unsettling form you now reside in is much too warm, too still—like the silence before screaming.
Along with your form physically differing depending on the deal made, Horns, Fangs, or tails are soon to follow when the power is used. In addition to their Pact-beings traits affecting them, they also usually are depicted to have a red, orange, black, or grey hue to them. Although many other colors exist, these 4 colors are the most common, and are what gave them their name as a "Demonic Child".
Fun Facts:
-> Daederic Broods, though it can be unfortunate, can emerge from the product of another's deal effecting them. It is very rare though that a deal is made with not the person but the one before them, and usually only becomes one of these types when they put forth the pact.
Basic Info
Description:
Most significant changes are dependent on the header Origin, but the ones provided still count.
Languages
Learned Languages:
Commonfolk
The standard language spoken by everyone, and you are VERY fluent in it, more than others.
One Daederic or Voidic Dialect
Good examples include Aubwill, Kner'onian, Greshka, or other languages of similar theme.
Proficiencies
You Are Proficient In:
Talented ( +2 )
-> You are proficient in one of the following: Soulmark Inkset, Branding Tool, or a weapon type of your choice.
-> You gain this level of Proficiency in two sub-attributes of your choice.
Seal-Bound Powers
Its not just an ability, but a lease of strength. As long as you follow the path, you will continue to have their effects.
Feature -> You gain a Daederic Mark; A sign of your patronage and a imbuement of power from a greater force. Receive one extra aspect at the start of character creation, which is themed around your chosen patron. The mark, as you progress, gets stronger, and the following table represents that:
> Every two levels upon gaining the pact, you gain a aspect feature distinctly for the Daederic Mark and its powers.
> Every three levels upon gaining the pact, you gain an aspect related to your growth with the mark.
However...
> If you displease or resent the contract, these powers will fade.
> Eventually, if you break contract, your ties to the Daederic Brood are lost and are instead replaced by Vexed Kilki, a Genesis gained by betraying a pact, a deal, and contract, or obligation to do something ( Like breaking oath ).
Additionally... -> While the mark exists, anyone who sees you may sense your inner corruption, and you become weak to Magical / HOLY based Radiant Damage as a result of it.
Whispers of the Pact
The deal-holder carries information of unknown origin. It is only you who can pry this text from the being you are pledged to, even if it may hurt.
Feature -> You may, at any time, reach into your pact and ask a question, request knowledge, or seek a vision as a Free Action. Though it may be truthful, the answer may be slanted or dangerous and twisted, possibly having consequences if you follow it.
Additionally... -> You may cast one cantrip from the Trace of the Covenant Arcane Art.
Examples:
Lease of Flame
As a Primary Action, you may channel a minor flame entity from your patron's realm to make a blast in a 60 foot range.
Choose Pyric, Wither or Psychic damage, and deal 3d6 damage dice.
Until the end of your turn, any spell or ability that deals the chosen damage type gets an extra 2d4 to its damage.
Termination Chains
As a Primary Action, you choose a target in 60 feet and enforce a Resolve Score of 14 + Spell Casting Mod on them or they become Pact-Bound.
While they are Pact-Bound, they:
- Cannot willingly attack you unless attacked first.
- Any damage they deal to allies is reflected back as 1d6 Psychic damage.
- If they attempt to flee, they take Psychic damage equal to three times your level and half their movement speed.
Arcane Emulation
As Two Primary Actions, you may enter a state of concentration for 1 minute, focusing on a crature in range that you have a Trace Link or Pact Mark with. ( SEER'S DISCRETION )
After the minute, you gain access to one of their magical abilities or resistances.
While Arcane Emulation is active, you suffer disadvantage to saving scores, being too focused on the connection to defend yourself properly.
Daederic Daycare
As a Primary Action, you can summon one creature from your patron's home realm or dominion.
This creature is established before summoning, and is dependent on who the patrons sends, regardless of what you are hoping for.
This creature acts similar to a familiar, and when slain, returns to the patrons home.
Bound Arsenal
As a Free Action or Reaction, you may summon your signature weapon given or bestowed by your patron.
If summoned as a Free Action, the Bound Arsenal receives +2 to its damage dice and a +1 to hit.
If summoned as a Reaction to an Attack, you have a +1 to Defensive Maneuvers when using the weapon to defend, and on a success, you parry, making an attack of your own. You can parry an amount of times equal to your level per round.
The Bound Arsenal is a magic weapon, and deals a damage type of the weapon it was made in the image of.
Blood Payments
Here in the realm of Daederic Broods, they have this thing called a "Blood Payment". You'll get used to it when you get hit enough.
Feature -> As a Reaction to being hit, you may deal 2d6 damage dice to the attacker, in which its type is decided by your patron's domain, and for every 3 levels you gain, increase the dice by a d6.
Additionally... -> You may use this as an Primary Action instead, becoming a ranged attack instead. This Ranged attack begins at 25 feet and increases by 5 feet for every level gained while the Pact is active. If used, it deals half the amount of damage to all creatures except the one who did the most recent instance of damage to you. You use your Casting Modifier for the attack.
Also... -> When you damage a creature who has most recently hit or hurt you using this feature, if you deal more damage than the amount of their most recent attack, you receive temporary health points equal to the damage they dealt then for 2 rounds or until it is destroyed.
Background & Role in the World:
LORE
LORE
LORE
Inspirations?:
Shake my hand... Come on boy, won't you shake a poor, sinner's hand?
YeeeeEEEEESSSS.
ARE YOU READY? ARE YOU- REEEAAADDYY?!
Society and Cultures:
LORE
LORE
History:
LORE
LORE
LORE