Duskblade, Variant (5e Subclass)
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Duskblade[edit]
Rogue Subclass
In the dim boundary where the last light fades into the consuming dark, there walks a figure both enigmatic and formidable—the Duskblade. Born from the twilight interplay of shadow and dying light, these rogues have mastered an arcane craft that dances on the knife-edge of darkness, wielding spells as deftly as they do their blades. The Duskblade is a herald of the gloaming, a warrior whose magic is as sharp as their wit, as enveloping as the night.
The Duskblades do not merely use shadows; they command them, blending the arcane with the art of stealth, making them masters of a battlefield that lies beyond the sight of ordinary foes. Their magic is subtle yet powerful, capable of bending the will of shadows to hide, to confuse, to protect, and when necessary, to kill. To witness a Duskblade in combat is to see the merging of swordplay and sorcery, each strike illuminated by the eerie glow of shadow magic, every move as unpredictable as the shifting twilight.
These rogues find their power in the balance of light and dark, harnessing the energy that lies in between. Their spells, drawn from the essence of dusk, enhance their natural roguish skills with a mystical depth and versatility. A Duskblade might step through shadows as if they were portals, or cloak their weapon in a darkness that drains the life from their enemies. They are elusive, moving through the fray like a ghost seen only out of the corner of an eye, felt more as a chilling presence than seen as a physical form.
To their allies, a Duskblade is a shadowy protector, using their powers to guard and to guide. To their enemies, they are a relentless force of nature, as inevitable as the nightfall, as terrifying as the unknown that lurks in the dark. Their magic is a tool for exploration, espionage, and, when needed, exquisite lethality.
In the lore of the land, Duskblades are often romanticized as tragic heroes or feared as ominous figures of dark power. But to those who walk the path of the Duskblade, this life is one of balance, of understanding the true nature of light and dark, and of wielding that knowledge like a weapon. They are the unseen guardians of the threshold, keepers of secrets that were never meant to be uncovered, standing ever vigilant at the edge of night.
- Shadow Infusion
At 3rd level, your study of the interplay between light and darkness allows you to infuse your weapons and tools with a touch of shadow magic. When you choose this subclass at 3rd level, you gain the ability to briefly enchant a weapon or a set of thieves' tools you are holding with the essence of dusk. As a bonus action, you can cause the item to emanate a faint, shadowy aura for 1 minute. While this aura is active, you gain the following benefits :
- If the item is a weapon, it deals an extra 1d6 necrotic damage on a hit. This bonus damage increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.
- If the item is a set of thieves' tools, you gain advantage on Dexterity checks made to pick locks or disarm traps.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Veil of Twilight
Also at 3rd level, you learn to wrap yourself in a veil of twilight that obscures you from view and protects you from harm. As a bonus action, you can envelop yourself in a dim, shadowy light that makes you difficult to pinpoint. For the next minute, you gain the following benefits :
- You have advantage on Dexterity (Stealth) checks made to hide, as the shadows seem to move with you, concealing your location.
- The first attack roll made against you during each of your enemies' turns has disadvantage, as the shifting twilight light confuses your foe's aim.
This ethereal armor of twilight lasts for 1 minute or until you are hit by an attack, you attack another creature, or you cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
- Eclipse Step
By 7th level, your command over the shadows grants you the ability to slip between spaces with the ease of dusk falling upon the land. You gain a supernatural agility that allows you to move through the battlefield like a wisp of darkness, leaving your foes grasping at the air where you once stood.
As a bonus action on your turn, you can teleport up to 15 feet to an unoccupied space you can see that is in dim light or darkness. This movement does not provoke opportunity attacks. After using Eclipse Step, the first melee attack you make before the end of your turn deals an extra 1d8 necrotic damage if it hits. This extra damage increases to 2d8 at 13th level and 3d8 at 17th level.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Shadow Weave
At 10th level, your mastery of the shadows enables you to weave them into semi-physical forms, manipulating them to hinder your enemies and protect your allies. Your connection to the dusk and the penumbra becomes a tangible force on the battlefield, turning the tide of conflict with the mere gesture of your will.
As an action, you can create a zone of shadowy tendrils in a 20-foot radius centered on a point you can see within 60 feet. The area becomes difficult terrain for your enemies, and any enemy that starts its turn in the area or enters it for the first time on a turn must make a Dexterity saving throw against your Rogue spell save DC. On a failed save, the creature takes 2d6 necrotic damage and is slowed (as per the slow spell) until the start of its next turn. On a successful save, the creature takes half damage and isn't slowed. Allies within the zone gain a boost of shadowy energy, receiving a +2 bonus to AC and advantage on Dexterity saving throws as long as they remain in the area.
The Shadow Weave lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
- Veil of Night
At 15th level, your affinity with the darkness reaches its zenith, allowing you to shroud yourself and your allies in a veil of night that obscures vision and protects against harm. Your mastery of the shadows enables you to create a pocket of twilight that confounds your enemies and shields your comrades.
Once per long rest, as an action, you can invoke the Veil of Night. This creates a 30-foot radius of magical darkness centered on yourself that moves with you and lasts for 1 minute. This darkness is impenetrable to normal vision and darkvision but does not impede your sight or that of up to four chosen allies. Within the Veil of Night, you and your chosen allies gain resistance to all damage except radiant and psychic. Additionally, once on each of your turns when you hit an enemy within the darkness with an attack, you can force the target to make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the target is stunned until the end of its next turn. Attacks made by enemies from outside the Veil of Night into the darkness are made with disadvantage, reflecting the confusing and disorienting effect of the magical darkness on those not protected by your power.
- Eclipse Ascendant
Reaching the pinnacle of your mastery over dusk and shadow at 18th level, you embody the ephemeral boundary between light and darkness. Your presence alone bends the fabric of reality, merging day and night into a singular dominion under your command.
- Shadow Dominion : You gain the ability to cast shadow of moil once per long rest without expending a spell slot or material components. Additionally, when you are in an area of dim light or darkness, you can communicate telepathically with any creature you can see within 60 feet, sharing whispered secrets and silent commands.
- Eternal Dusk : As an action, you can activate Eternal Dusk for 1 minute, which affects a 60-foot radius centered on yourself. During this time, the area is considered to be under the effect of both daylight and magical darkness, but you and your allies are unaffected by the darkness, allowing you to see normally. Enemies within this area suffer disadvantage on attack rolls against you and your allies. Furthermore, whenever you or an ally successfully hits an enemy within this area, the target takes an additional 1d8 necrotic damage, as the shadows feast upon their essence. Once used, this feature cannot be used again until you finish a long rest.
- Umbral Aegis : You gain resistance to necrotic and radiant damage, reflecting your dominion over the forces of light and shadow. Furthermore, when you are subjected to an effect that would move you, teleport you, or force you to make a saving throw against being charmed or frightened, you can use your reaction to be immune to the effect, anchoring yourself in the power of the eclipse. Once you use this reaction, you can't use it again until you finish a short or long rest.
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