Darkheart

Few people see themselves as villains. For most, acknowledging their part in making others suffer, deciding on courses of activity that feed their own selfish desires, or acting in manners that create hardship and suffering is just too shameful to be endured. People delude themselves. They justify their actions as serving some greater good. If the act resulted in someone’s harm, it was divine will, bad luck, or the dispensation of justice.
You are different. You know who and what you are. In your heart of hearts, you understand you are a rotten person, someone who puts their own interests above any other consideration. Now, this does not mean that you are grotesque in your evil. You don’t revel in hurting others or worsening the world. You might even do some good to counteract your villainy, but you’re capable of just about anything. Except when it comes to your companions, naturally.
The people with whom you go on quests, with whom you face terrible danger, on whom you depend and who depend on you, deserve more than a knife in the back. You might be a monster, but you’re not that kind of monster. You need your companions. Keep them safe and never betray them.
If you die after taking this path, the ground opens beneath you to drag your corpse and shrieking spirit to the Netherworld, where gargoyles feed upon your remains and your soul passes from fiend to fiend, each heaping on ever greater torments to make sure you spend eternity suffering.

Level 7 Darkheart

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Blackest Eyes of a Corrupted Soul: You can see normally without light. When you see an angel, demon, faerie, or fiend, you recognize them as such, even if they are disguised.
Unholy Word (Magical): You can use this talent after you use an action. You speak an unholy word. Lose 1d6 Health. Then, each enemy within 5 yards makes a Will roll with 1 bane. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy takes 1d6 damage and becomes deafened and weakened (luck ends both).

Level 8 Darkheart

Health: +12
Corrupted Weapon (Magical): You can perform a ritual to cause ribbons of corruption to spread across a weapon you wield, such that foul, black smoke issues from it. Target one ordinary weapon you hold for the entire performance. When you finish, the target becomes corrupted until the weapon leaves your possession, at which point the weapon crumbles into greasy ash.
When you deal damage with this weapon, the target becomes poisoned (luck ends). Your attacks with the weapon deal an extra 1d6 damage at level 8 and an extra 2d6 damage at level 10. Finally, you cannot be disarmed while you wield this weapon.
In addition, the weapon reduces the intensity of light within 5 yards. Sources of bright light shed dim light, sources of dim light shed faint light, and sources of faint light produce no light at all. The change to illumination lasts until you leave the area or the effects of this talent end.

Level 10 Darkheart

Health: +12
Unholy Suffering (Magical): You can use this talent when you harm a creature. Each enemy within 5 yards of you becomes vulnerable until the end of your next turn.
Share the Suffering (Magical): You can use a reaction when you gain an affliction other than confused, controlled, stunned, or unconscious to make a luck roll. On a success, target one creature you can see within 5 yards. The affliction that enabled the use of this talent ends and the target gains that affliction (luck ends).