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The Duskblade

Quick Known
Level Prof. Bonus Features Cantrips 1º 2º 3º 4º 5º
Cast spells

Spellcasting, Arcane Attunement, Dusk Way


1 +2 - 3 3 2 - - - -
feature

2 +2 Fighting Style, Arcane Channeling - 3 3 3 - - - -

3 +2 Quick Cast (x1), Dusk Way feature 1 3 4 3 - - - -

4 +2 Ability Score Improvement 1 3 4 4 2 - - -

5 +3 Extra Attack 1 3 5 4 2 - - -

6 +3 Dusk Way feature 1 3 5 4 3 - - -

7 +3 Improved Arcane Channeling 1 3 5 4 3 - - -

8 +3 Quick Cast (x2), Ability Score Improvement 2 3 6 4 3 2 - -

9 +4 Piercing Spell 2 3 6 4 3 2 - -

10 +4 Dusk Way feature 2 4 6 4 3 3 - -

11 +4 - 2 4 7 4 3 3 1 -

12 +4 Ability Score Improvement 2 4 7 4 3 3 1 -

13 +5 Quick Cast (x3) 3 4 7 4 3 3 2 -

14 +5 Arcane Harmony 3 5 7 4 3 3 2 -

15 +5 Devastating Spell 3 5 8 4 3 3 3 -

16 +5 Ability Score Improvement 3 5 8 4 3 3 3 1

17 +6 - 3 5 8 4 3 3 3 1

18 +6 Quick Cast (x4), Dusk Way feature 4 5 9 4 3 3 3 2

19 +6 Ability Score Improvement 4 5 9 4 3 3 3 2

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.

Thrown Weapon Fighting (UA) Improved Arcane Channeling


You can draw a weapon that has the thrown property as part of the If you miss the attack after using your class feature Arcane Channeling,
attack you make with the weapon. In addition, when you hit with a instead of losing the spell you may retain its energy and apply it to
ranged attack using a thrown weapon, you gain a +1 bonus to the whichever other attacks you may do in that round (like the one you
damage roll. get with your Extra Attack feature, or by making an unarmed strike
with your off-hand).
Arcane Attunement
Piercing Spell
You may cast the following spells a combined total of times equal to 3
+ your Int modifier, without spending any spell slots. You regain all When using your Arcane Channeling feature to launch a spell that
uses after a long rest. requires a save roll, you may use your bonus action to impose
disadvantage to the roll.
- Detect Magic
- Identify
Arcane Harmony
Arcane Channeling As long as you don’t have advantage to the roll, you may add your
intelligence modifier to attacks (but never to damage).
Beginning at 2nd level, as part of an attack action you can cast any
spell you know from the Duskblade spell list with the range touch and Devastating Spell
deliver it alongside either a melee attack or a thrown weapon attack.
The attack needs to be made with an arcane bonded weapon. If the When using your class feature Piercing Spell, the objective may not
attack is successful, the attack deals damage as normal and then the benefit from any damage resistances.
effect of the spell is resolved immediately. Spells that normally have a
duration longer than instantaneous end once the effect has been Prescience
resolved. If the attack misses, the spell is lost.
If the spell normally calls for a saving throw, the target may make Once per turn, after missing an attack, you may make a second attack
the appropriate saving throw against the spell’s secondary effects (if against the same target as part of the same attack action.
any) as normal, but not its damage. If the spell has an area of effect, it
is transformed into a cone effect where the weapon is the origin
point. If the spell is a line or cone spell, your weapon is the spell’s
origin point, and the target must be inside the area of effect. Any
creature other than the target inside the spell’s area of effect must
make saving throws for both damage and the spell’s secondary effects
as normal.
Spells that do not normally call for an attack roll do not have their
damage dice doubled on a critical hit using this feature.
If a channelled spell is countered, it destabilizes your attack and you
suffer disadvantage to the attack.

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.

At first level you gain darkvision out to a range of 60 feet. If you


b) A way out:
already had this feature its range increases in 30 feet. Additionally,
After spending an action, you and up to five chosen targets
you gain competence in Stealth if you don’t have it already.
that were in a dark or dim lighted area and are at 30 or less
feet away from you are teleported to another place up to
Darkness Stalker 100 miles. This location needs to be at dark or dim light, and
must be a place that you have already visited.
Beginning at level 3, as long as you start your turn in a dark or dim
lighted space, your speed gets increased to 10’ and you lose any
Alternatively, you may create a tendril of shadows from a
disadvantage you may have at stealth checks from wearing armor.
darkened area to grapple a foe. The objective Will suffer
Additionally, at the first round of the combat ori f you have passed at 10d6 of necrotic damage and will be grappled by the tendril.
least three rounds in in a dark or dim lighted space, you may use your You may only use this class feature once per long rest.
bonus action to infuse your weapon with dark enery, adding 1d8 of
necrotic damage to your next attack. Whether the attack hits or not, c) Shadow Transformation:
you may not use this class feature again until you pass three rounds in If you are inside a darkened area, you may spend an action
a dark or dim lighted space. to transform yourself in a shadow. As long as you remain in
this form you have resistance to all damage except from
Eyes from the Abyss radiant damage. You are granted the effects of the Freedom
of Movement spell, with the exception that you are also
At level 6 your affinity with the shadows reaches a new level by allowed to pass through objects and enemies as if they were
allowing you to see through any type of darkness, even if it comes difficult terrain (but if you end your turn at their space, you
from a spell or magical origin. suffer 5 irresistible points of force damage). The effects last
for one minute or if you are unconscious or dead. You can
Dark Blink also end this transformation as a free action. You may only
use this class feature once per long rest.
Beginning at level 6, you may make small leaps between darkened
areas. You may consume half your movement to teleport yourself to
any darkened area up to 60 feet away. You can’t use this class feature
if you only have 5 feet of movement left.

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.

Additionally, as long as you are in a darkened area, you may spent an


action to make yourself invisible. This invisibility allows you to remain
undetected even by enemies that have darkvision. This invisibility lasts
until you make an action.

Summon the Darkness


We have various ideas for the last subclass feature. Not sure which
one is the best one... Even so, are the three options more or less
balanced?

a) Entering the Shadowfell:


After a five minutes ritual, you and up to ten allies may enter
the Shadow Plane for a minute, allowing you and your allies
Duskblade Spell List New Duskblade Spells
Cantrips (0 Level) Shatter These are mostly copypasted spells from either from 3.5,
Blade Ward Snilloc’s Snowball either Adeptus Gaming version of the Duskblade for 5E.
Booming Blade(sc) Swarm(ee)
Chill Touch Spider Climb Static Shock
Dancing Lights Web Evocation Cantrip
Firebolt Casting Time: 1 action
Green Flame Blade(sc) 3rd Level Range: 60 Feet
Lightning Lure(sc) Counterspell Components: V, S, M (a bit of metal)
Minor Illusion Dispel Magic Duration: Instant
Prestidigitation Erupting Earth(ee) A small arc of electricity jumps from your hand to a nearby creature.
Ray of Frost Fireball Make a ranged spell attack against a creature you can see within
Shocking Grasp Fly range. On a hit, the target takes 1d6 Lightning Damage, and all
Static Shock(hb) Haste creatures within 5 feet of the target (including the original target)
Sword Burst Lightning Bolt must make a Dexterity saving throw or take 1d4 Lightning Damage as
Thunderclap(ee) Melf’s Minute well. This spell’s damage increases by 1d6/1d4 when you reach 5th
True Strike Meteors(ee) level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4).
Phantom Steed
1st Level Protection from Energy Grip of Darkness
Absorb Elements(ee) Remove Curse 1st-Level Necromancy
Alarm Stinking Cloud Casting Time: 1 action
Burning Hands Tidal Wave(ee) Range: Touch
Catapult(ee)
Vampiric Touch Components: V, S
Chromatic Orb
Wall of Water(ee) Duration: 1 round
Color Spray
Comprehend Language You reach out with a hand of decaying shadows. You make a melee
Earth Tremor(ee) 4th Level spell attack to touch a target creature. A creature you touch takes 2d6
Expeditious Retreat Blight Necrotic Damage. The touched creature must then make a
Feather Fall Dimension Door Constitution saving throw or have its eyes cloyed with darkness,
Grease Evard’s Black Tentacles treating all lighting as being one step lower for the duration of the
Identify Fire Shield spell (bright light becomes dim light, dim light becomes darkness, and
Jump Ice Storm darkness becomes magical darkness).
Ray of Sickness Ottiluke’s Resilient At Higher Levels. When you cast this spell using a spell slot of 2nd level
Shield Sphere or higher, the damage increases by 1d6 for each slot level above 1st.
Thunderwave Polymorph
Storm Sphere(ee) Dimension Hop
2nd Level Vitriolic Sphere(ee) 2nd level Conjuration

Blur Wall of Fire


Casting Time: 1 action
Crown of Madness Components: V
Darkvision 5th Level Range: Touch
Enlarge/Reduce Cloudkill Target: Creature touched
Hold Person Cone of Cold Duration: Instantaneous
Invisibility Immolation(ee)
Levitate Passwall Pale motes of light dance and swirl about your fingertips. When you
Melf’s Acid Arrow Telekinesis touch the creature, it disappears, leaves a cloud of motes in its wake,
Transmute Rock(ee) and reappears somewhere nearby. You instantly teleport the subject
Misty Step creature a distance of 5 feet per two caster levels. The destination must
Scorching Ray Wall of Force
be an unoccupied space within line of sight. The touched creature may
See Invisibility make a Wisdom saving throw to negate the effect.
Dimension Hop
Night Shield
Elemental Evil Spell (ee) 2nd-Level Abjuration
Sword Coast Adventurers Guide (sc)
Casting Time: 1 action
Homebrew Spell (hb)
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your shadow creates a swirling barrier to intercept ranged attacks. For the duration of the spell, the creature has disadvantage on
While the spell lasts, you can use your reaction to impose Strength checks and Strength saving throws and deals only half
disadvantage on a single ranged attack or ranged spell attack made damage with weapon attacks that use Strength. A creature that
against you. You can’t use this spell if you don’t have a shadow. successfully saves takes half damage and suffers no further effects.
Each round a creature is affected, it can make a Constitution saving
Acid Sheath throw at the start of its turn. Success ends the spell for that creature.
3rd Level Conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of fire ants, alive or dead)
Duration: Concentration, up to 1 minute
You enclose yourself in a fluid sheath of acid that does not harm you.
You can breathe normally and cast spells while the acid sheath is
present. Any creature that hits you with a melee attack within 5 feet of
you takes 2d4 Acid Damage. The acid sheath does not protect you
against other attack forms, such as fire. If you are in a grapple, other
creatures in the grapple takes 2d4 Acid Damage once per round at the
beginning of their turn. When you deal Acid Damage while the sheath
is around you, deal 1 extra point of Acid Damage per die.

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.

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