Darkin Weapons Aatrox Weapon (longsword), legendary (requires attunement) Called the "Darkin Blade" in legends, Aatrox is a wide, segmented, triple-edged longsword that opens up to drink in the blood of those it cuts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Hellbent. Once per turn, when you deal slashing damage to a creature with this weapon, Aatrox gains a charge as it drinks in the blood of the creature, up to a maximum of 5. After Aatrox gains 5 charges: You may make one additional attack each time you take the Attack action on your turn.

You may make two attacks when you make an opportunity attack (you still only have one reaction).

Your reach increase by 5 feet. These charges are consumed at the end of your turn if you have not dealt slashing damage to a creature using Aatrox since the end of your last turn. Additionally, should you be reduced to 0 hitpoints while wielding Aatrox and at 5 charges, Aatrox may expend all charges to restore you to half of your maximum HP. You are then unable to benefit from Aatrox's Blood Thirst and Hellbent properties until your next short rest, and you cannot be brought back from 0 HP in this way until Aatrox has bathed in the blood of 20 separate creatures. Blood Thirst. Once per round, whenever you deal slashing damage with this weapon, you may regain 1d8+2 HP. Alternatively, you may sacrifice up to 20 of your hit points to deal an additional slashing damage equal to half the amount of hit points sacrificed, instead of regaining hit points. If you have 5 charges of blood from the Hellbent property, the healing instead becomes 2d8+4, and when you sacrifice hit points you deal damage equal the total amount of hit points sacrificed. Curse. Aatrox is a cursed weapon that, once attuned to, attaches to you. While attached in this way, your sword arm becomes a reddish black and is covered in metallic spikes, and you cannot drop or let go of the weapon. You do not need to eat, drink or sleep, and cannot do so while cursed by Aatrox. For every 50 creatures you kill using Aatrox, there is a cumulative 1% chance that Aatrox releases its grasp

on your hand and plunges itself into your chest,

destroying your soul and possessing you

body, transforming into its full Darkin form.

If this happens, you become an NPC

under the DM's control. Aatrox can choose to end the

attunement at any time, ending the

curse, but leaving the plates, which

continue to grow up your arm. While attuned to Aatrox, this

curse cannot be ended. When

unattuned, the tendrils can be

removed by an spell that removes

curses, such as greater restoration

or remove curse, cast at 5th level

or higher. Sentience. Aatrox sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 20. It has hearing and darkvision out to 120 feet. The weapon can speak, read and understand all languages. It can communicate with its wielder telepathically. Its voice is deep and raspy. Aatrox can sense the other Darkin weapons within 5 miles, and can speak telepatically with them within 120 feet. Personality. Aatrox speaks calmly and in short sentences at most times, but in all cases it will encourage its wielder to take the most violent path. When in battle, Aatrox will shout about the glory of battle with an almost imperceptible glee. Aatrox is a demonic figure, called a Darkin, that personifies War which was sealed into the sword aeons ago, and as such its purpose is to bring about conflict. It feeds on the blood of those who it cuts, and it becomes stronger and stronger the more blood it consumes. Its goal is to become powerful enough to wrest control from its host and possess them, retaking its true form and, along with the rest of the Darkin, bring about the Undoing. Aatrox only allows itself to be wielded those who it is certain will bring about conflict. Once it has chosen a wielder, it will do all in its power to steer them to war and keep them fighting, including saving them from the brink of death. Battle only occurs in one direction for Aatrox, however: Aatrox abhors a retreat more than anything else. Any course of battle except a full-on assault, potentially including the Disengage action in combat, will lead to a conflict. Image Credit: Riot Games, and Silent Lipz on DeviantArt

Rhaast Weapon (glaive), legendary (requires attunement) Called the "Darkin Scythe" in legend, Rhaast is wicked, jagged scythe that cleaves through creatures, observing their death with it a giant, red eye. You gain a +3 to attack and damage rolls made with this magic weapon. It has the following additional properties. Quick As Death. Rhaast does not have the heavy weapon property. Instead, it has the finesse weapon property. Reaper's Blade. Whenever you use it to reduce a creature to 0 hit points, the scythe slays the creature and begins to devours its soul, unless it is a construct or an undead. While it is devouring a soul, Rhaast grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 1 hour, after which Rhaast consumes them. A creature whose soul is been devoured by Rhaast can be restored to life only by a wish spell. As long as these temporary hit points last and you keep Rhaast in hand, you have advantage on attack rolls, saving throws, and ability checks. Umbral Trespass. As an action, you may attempt to infest an creature within 100 feet of you that you have damaged with Rhaast within the last minute. The creature must succeed on a Charisma saving throw with a DC of 23 or 12 + your proficiency modifier + you Charisma modifier, whichever is higher. On a failed save, you infest the target, occupying their space and becoming invisible and intangible. While infesting a target like this, you can percieve through all their senses, including sense that you do not have normally. You may infest a target for up to 1 minute, after which you materialize in a space adjacent to the creature and deal 20d10 slashing damage and 20d10 necrotic damage to them. If this reduces them to 0 hit points, you immediately regain all your hit points. You cannot use this feature again until Rhaast has consumed 250 temporary hit points. Curse. Rhaast is a cursed weapon that, once attuned to, attaches to you. While attached in this way, your arm becomes a deep red and covered in sharp metallic spikes, and you cannot drop or let go of the weapon. You do not need to eat, drink or sleep, and cannot do so while cursed by Rhaast. For every 50 creatures you kill using Rhaast, there is a cumulative 1% chance that Rhaast releases its grasp on your hand and plunges itself into your chest, destroying your soul and possessing you body, transforming into its full Darkin form. If this happens, you become an NPC under the DM's control. Rhaast can choose to end the attunement at any time, ending the curse, but leaving the spikes, which continue to grow up your arm. While attuned to Rhaast, this curse cannot be ended. When unattuned, the tendrils can be removed by an spell that removes curses, such as greater restoration or remove curse, cast a 5th level or higher. Sentience. Rhaast sentient chaotic evil weapon with and Intelligence of 12, a Wisdom of 10, and a Charisma of 20. It has hearing and darkvision out to 120 feet, and a passive Perception of 16. The weapon can speak, read and understand all languages. It can communicate with its wielder telepathically. Its voice is loud, deep and harsh. Rhaast can sense the other Darkin weapons within 5 miles, and can speak telepathically with them within 120 feet. Personality. Rhaast speaks in a bombastic, cheerful tone. It is confident to a fault, and makes no attempt to hide the fact it gets an child-like glee from slaughter and destruction. Rhaast is a demonic figure, called a Darkin, that personifies Death and was sealed into the scythe aeons ago. Its purpose is to bring about strife and destruction. It feeds on the souls of those it kills, becoming stronger and stronger. Its goal is to become powerful enough to wrest control from its host and possess them, retaking its true form and, along with the rest of the Darkin, bring about the Undoing. Rhaast will allow itself to be wielded by anyone with enough strength to swing it, as it believes it is perfectly capable of killing creatures, regardless of its wielder's skill. It revels in destruction of any kind. Unlike some of the other Darkin, Rhaast has a dark sense of humor, and enjoys making jabs at the creatures it slays, and will even banter sarcastically with its wielder. If Rhaast is confident enough, it will even reveal thatit is waiting to become powerful enough to possess the wielder, especially if it feels it has become indispensable. If Rhaast is not allowed to consume souls for 3 days, a conflict will arise.



































Image Credit: Riot Games and KPPOnline on DeviantArt