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Quick Known
Level Prof. Bonus Features Cantrips 1º 2º 3º 4º 5º
Cast spells
5 +3 Extra Attack 1 3 5 4 2 - - -
9 +4 Piercing Spell 2 3 6 4 3 2 - -
11 +4 - 2 4 7 4 3 3 1 -
14 +5 Arcane Harmony 3 5 7 4 3 3 2 -
15 +5 Devastating Spell 3 5 8 4 3 3 3 -
17 +6 - 3 5 8 4 3 3 3 1
20 +6 Prescience 4 5 10 4 3 3 3 3
Spellcasting
Duskblade Cantrips
Steel and Arcana You know three cantrips of your choice from the duskblade spell list.
Like wizards, who are born out of the curiosity and drive to master the You learn additional duskblade cantrips of your choice at higher levels,
power of magic and gain understanding of the mysteries of the arcane, as shown in the Cantrips Known column of the Duskblade table.
young, physically and mentally adept beings that display an affinity for
magic can be identified and chosen by masters of both the blade and
Spell Slots
magic learn the centuries old elven teachings of the Duskblade. Just as The Duskblade table shows how many spell slots you have to cast your
wizards focus on spellcasting at the exclusion of everything else the duskblade spells of 1st level and higher.
Duskblade focus is on the mastery of devastating spells that require
little movement beyond gestures that are performed with a weapon in To cast one of these duskblade spells, you must expend a slot of the
hand. This medley of arcane knowledge and physical prowess along spell's level or higher. You regain all expended spell slots when you
with determination, often overshadows the stereotype that finish a long rest.
spellcasters are weak in melee combat. The Duskblade uses this to their
advantage and it will often be the last mistake an opponent makes. Spells Known of 1st Level and Higher
You learn two 1st-level spells of your choice from the duskblade spell
list. The Spells Known column of the Duskblade table shows when you
Conditioning Mind and Body learn more duskblade spells of your choice.
To become a Duskblade one must possess both a spirit of athleticism
Each of these spells must be of a level for which you have spell slots.
and a keen mind. Dedicating to training and mastering the art of melee
For example, when reaching level 4 at this class, you may learn a spell
combat is every bit as important to the Duskblade as being a master
of either level 1 or 2. Additionally, when you gain a level in this class,
wielder of the arts of magic. Duskblade masters are rare indeed and do
you can choose one of the duskblade spells you know and replace it
not take on apprentices without a great deal of observation and
with another spell from the duskblade spell list, which also must be of
scrutiny. When a Duskblade encounters another master of the art they
a level for which you have spell slots.
will willingly trade stories and pass on any new knowledge and skills
they have learned since leaving their apprenticeship and setting out Spellcasting Ability
into the world to further their knowledge of the arts of magic and
combat. Intelligence is your spellcasting ability for your duskblade spells. You
use your Intelligence whenever a spell refers to your spellcasting
Class Features ability. In addition, you use your Intelligence modifier when setting
the saving throw DC for a duskblade spell you cast and when making
As a Duskblade, you gain the following class features.
an attack roll with one.
Hit Points Spell save DC = 8 + your proficiency bonus + Intelligence modifier.
Hit Dice: 1d8 per Duskblade level
Hit Points at 1st Level: 8 + your Constitution modifier Spell attack modifier = Your proficiency bonus + Intelligence modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
Duskblade level after 1st. Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your duskblade
Proficiencies spells.
Armor: Light and medium; shields.
Weapons: Simple weapons, Martial weapons Dusk Way
Tools: None At level 1 you choose a Dusk Way that determines which path did you
Saving Throws: Intelligence, Constitution choose in your life to reach perfection in combining both martial and
Skills: Choose three skills from Acrobatics, Arcana, Athletics, History, arcane arts. You get Dusk Way features at first level, and after that at
Insight, Investigation, Perception levels 3, 6, 10 and 18.
Equipment
Fighting Style
You start with the following equipment, in addition to the equipment
granted by your background: You adopt a style of combat as your specialty. Choose one of the
following options. You cannot take a fighting style option more than
(a) leather armor or (b) scale mail
once, even if you get to choose again.
(a) a simple or martial weapon and a shield or (b) two simple
or martial weapons or (c) a two-handed martial weapon Dueling
(a) a dungeoneer’s pack or (b) an explorer’s pack When you are wielding a melee weapon in one hand and no other
(a) a component pouch or (b) an arcane focus
weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting Ability Score Improvement
When you roll a 1 or 2 on a damage die for an attack you make with a
When you reach 4th Level, and again at 8th, 12th, 14th, 16th, and
melee weapon that you are wielding with two hands, you can reroll
19th level, you can increase one ability score of your choice by 2, or
the die. You must use the new roll, even if the new roll is a 1 or a 2.
you can increase two Ability Scores of your choice by 1. As normal,
The weapon must have the two-handed or versatile property for you
you can’t increase an ability score above 20 using this feature.
to gain this benefit.
Extra Attack
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability Beginning at 5th Level, you can Attack twice, instead of once,
modifier to the damage of the second attack. whenever you take the Attack action on your turn.
Quick Cast
Beginning at 3rd level, you learn to cast any Duskblade spell once as a
bonus action. Once you use this feature, you must finish a long rest
before you can use it again. You gain an additional use of this feature
at levels 8, 13 y 18.
to have the benefits of a short rest. Alternatively, you may
DUSK WAYS use this feature in an offensive way by selecting up to five
enemies that are inside the area of one of your darkness
spells. Those foes Will be dragged to the Shadowfell,
Nightcrawler disappearing from combat until your next turn. When they
come back, each of them Will suffer 8d6 necrotic damage.
Umbrian Champion You may only use this class feature once per long rest.
Additionally you learn the spell Darkness and may cast it as a bonus
action up to two times without spending any spell slots. You regain
spent uses of this class feature after a short rest.
Shadow’s Shroud
Beginning at level 10, when a creature makes an attack roll against
you, you can use your reaction to impose disadvantage on that roll.
Ice Armor
4th Level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a shard of perfectly clear ice)
Duration: Concentration, up to 1 hour
You create a sheath of ice stronger than steel around a single creature
you touch. This spell cannot affect creatures of Huge or larger size, or
creatures that are wearing armor. The target’s AC increases by 3, to a
maximum of 18. When a creature affected by this spell is struck by a
melee attack, the attacker takes Cold Damage equal to your
spellcasting ability modifier.
Night Armor
4th-Level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Your shadow flows and surrounds you, forming into a protective
barrier. You gain resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons. In addition, as long as the spell
lasts you can use your reaction to impose disadvantage on a single
ranged attack or ranged spell attack made against you.
You can’t use this spell if you don’t have a shadow.
Shadow Burst
5th-Level Necromancy
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: 1 minute
You unleash a pulse of draining shadows, hues of black and blue
coruscating within. Each creature within the cone must succeed on a
Constitution saving throw. On a failed save, the creature takes 6d8
Necrotic Damage.