Duskblade The very first Duskblades were rumored to be ancient elves who required both heavy armor and spell to defend their lands. The art of the Duskblade was thought lost with the ravages of time, only to be sung about in elven song. However, uncovered scrolls from ancient elven ruins have begun circulating the lands, sold by exotic tradesmen to the highest bidder. The scrolls outlined soldiers who blended swordplay with arcane power, two schools of combat thought to exist far from each other. This amalgamation of the two disciplines, that were as different as night and day, lead to the name of Duskblade. Duskblade's of today are usually seen wearing purple armor, a sign of pride and emulation of the time of day their order was named after. Though many secrets were lost with time, the Duskblades of now take pride in their constant practice and split discipline, and thus blending, of a soldier's routine and a scholar's study. On the battlefield, a Duskblade is comfortable being up front with the fighters as well as being in the back line supporting and protecting the less hardy. Due to the dual nature of their focus, and the complexity of arcane spells, a Duskblade memorizes only a select few number of spells, those he or she feels will be the most use to her during conflict. The Duskblade Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Fighting Style 2 1 2 — — — — — — — — 2nd +2 Gift of Knowledge 2 2 3 — — — — — — — — 3rd +2 Discipline Path 2 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 3 4 3 — — — — — — — 5th +3 Advanced War Magic 3 4 4 3 2 — — — — — — 6th +3 Mystic Momentum, Quick Cast (1/short rest) 3 4 4 3 3 — — — — — — 7th +3 Discipline Path Feature 3 5 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 5 4 3 3 2 — — — — — 9th +4 Practical Knowledge 4 6 4 3 3 3 1 — — — — 10th +4 Quick Cast (2/short rest) 4 6 4 3 3 3 2 — — — — 11th +4 Conduit 4 7 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 7 4 3 3 3 2 1 — — — 13th +5 Discipline Path Feature 5 8 4 3 3 3 2 1 1 — — 14th +5 Quick Cast (3/short rest) 5 8 4 3 3 3 2 1 1 — — 15th +5 — 5 9 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 9 4 3 3 3 2 1 1 1 — 17th +6 Discipline Path Feature 5 10 4 3 3 3 2 1 1 1 1 18th +6 Superior War Magic 5 10 4 3 3 3 3 1 1 1 1 19th +6 Quick Cast (4/short rest) 6 11 4 3 3 3 3 2 1 1 1 20th +6 Twilight 6 11 4 3 3 3 3 2 2 1 1 Class Features As a Duskblade, you gain the following class features Hit Points Hit Dice: 1d8 per Duskblade level

1d8 per Duskblade level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Duskblade level after 1st Proficiencies Armor: Light Armor, Medium Armor

Light Armor, Medium Armor Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Arcana, Athletics, History, Insight, Intimidation, Investigation

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a one handed martial weapon and a shield or (b) Any one martial weapon and any one simple weapon

(a) Chain Shirt or (b) Leather Armor and a light crossbow with 20 bolts.

(a) Arcane focus or (b) Spell component pouch

(a) Explorer's Pack and 30g or (b) Scholar's Pack Spellcasting Your life has been filled with endless days of blending martial prowess with arcane might. Your studies of the arcane are only surpassed by the most studious of wizards, and your athletic discipline is only surpassed by the most stalwart of warriors. Due to the complextiy of arcane incantations, you only know a select number of spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this homebrew for the Duskblade spell list. Cantrips At 1st level, you know two cantrips of your choice from the Duskblade spell list. You learn additional Duskblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Duskblade table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Duskblade spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level or Higher You know two 1st level spells of your choice from the Duskblade. The Spells Known column of the Duskblade table shows when you learn more Duskblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Duskblade spells you know and replace it with another spell from the Duskblade spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Duskblade spells, since the power of your magic relies on your studies and understanding of the arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Duskblade spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your Duskblade spells. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Gift of Knowledge You learn to impart some of your knowledge to another though swift instruction. Beginning at 2nd level, if you spend 10 minutes conversing with an ally you grant them proficiency in one skill, weapon, armor or tool that you are also proficient in. The ally must be able to understand you in order to receive this feature. The effect lasts for 1 hour. The ally uses their own proficiency modifier. After you use this feature you must complete a short or long rest before you can use it again. Discipline At 3rd level, you choose a discipline that you follow to compliment your Duskblade abilities. Mystic Blade or Arcane Agent. All detailed at the end of the class description. Your Discipline choice grants you features at 3rd level and then again at 7th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, and 16th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Twilight Strike Beginning at 5th level, whenever you take the Attack action on your turn, you make a weapon attack as normal. In addition, you can immediately cast a Duskblade cantrip that requires a spell attack roll. A cantrip cast this way incurs no ranged spell attack penalty for being in melee.

Mystic Momentum A Duskblade is at their prime when locked in a conflict. Their tenacity only seems to bring them more power and the most senior of Duskblade's swear there is a hidden power source locked away inside every fight and every war. Veteran Duskblades know how to tap into the latent energies of battle when their moral is at its highest. Beginning at 6th level, whenever you score a critical hit with a weapon attack, you regain one spell slot up to half the highest level of spell you can cast, rounded down. Quick Cast The might of a Duskblade comes from reacting to an ever-shifting battlefield. Sometimes a fast spell is more effective than a fast blade. Beginning at 6th level you learn to manipulate arcane magic for the fast pace of a battlefield. You can cast any Duskblade spell once as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. The nunmber of times you can use this feature between a short or long rest increases to twice at 10th level, three times at 14th level, and four times at 19th level. Practical Knowledge Having a focused mind allows you to approach any situation with an intuitive mind. Beginning at 9th level you can add half of your Intelligence Modifier, rounded down (minimum 1) to any skill check you make that doesn't already use your proficiency bonus. Conduit A Duskblade knows when power is needed at the most crucial moments. This late into their career, a Duskblade's understanding on how to manipulate raw magical energy allows for versatility. Starting at level 11, you may touch a creature as an action and expend a spell slot. That creature regains a spell slot equal to the level of spell slot you have expended. The reverse is also true. While touching a creature as an action, they may expend a spell slot. You regain a spell slot equal to the level of spell slot the creature has expended. Once you use this feature, either to give or receive a spell slot, you cannot use it again until you've completed a long rest. Superior War Magic Beginning at 18th level, your blend of martial might and arcane power are at their peak. This feature functions like Advanced War Magic except you can make two weapon attacks in addition to casting a cantrip. Eclipse Whebever you score a critical hit with a spell, you have advantage on your next weapon attack. This effect lasts for 1 minute. . Discipline A Duskblade spends their whole life in pursuit of their battle prowess. Senior Duskblade members instruct their juniors on many aspects of their development. When a Duskblade has proven they can aptly blend martial might with arcane power, they move onto other Disciplines of focus. Two such Disciplines have been widely accepted within the ranks of the Duskblades as the most effective compliments to their skills. Mystic Blade The Mystic Blade takes the martial side of combat and uses their magic to further enhance their abilities. A Duskblade that follows this discipline fearlessly stands on the front lines, ready to dispatch enemies with weapon and spell. He also has enough abilities to frustrate his opponents while his allies get into a better position. A Mystic Blade learns to pour raw arcane power into his weapon in order to overpower his foes. When strength fails, a Mystic Blade will fall back on their heavy defensive capabilites powered by their understanding of energies. Armored Mage Beginning at 3rd level you gain proficiency in heavy armor and shields. In addition, shields do not interfere with the somatic components required for a spell. Arcane Channeling Using weapon and spell has become second nature to you. Beginning at 7th level, when you hit a creature with a melee weapon attack, you can expend one Duskblade spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell slot higher than 1st, to a maximum of 9d6. Siphon Arcanum The time you've spent slinging spells and being the target of them has granted you new knowledge into their raw energies. Beginning at 13th level, whenever a spell that targets you misses, or you save versus a spell, you may use your reaction to attempt to steal a portion of the wasted energy. When using this ability, you roll an Arcana check versus the targets spell DC. If you win the contest, you regain a spell slot equal to half the spell's level used against you. If this results in a spell slot higher than what you cast, you instead regain the highest spell slot available for your level. Anti-Magic Shell At 17th level, you gain advantage on saving throws to resist spells or spell-like effects. Arcane Agent A Duskblade's connection with the arcane differs from other magic users like wizards or sorcerers. Duskblades manipulate magic with thoughts of battlefield use and little else. As such, those of the Arcane Agent Discipline learn to use their magic to bolster their allies, or hinder their opponents. .

Dusk and Dawn Your emulation of the setting and rising sun focuses your mind and allows you to achieve powers that could aid your allies or curse your foes. At 3rd level, choose which aestethic to adopt, The Rising Sun or The Rising Moon. Your choice awards you with an expanded spell list. The spells on this list are known to you when you're able to cast at their appropriate level. The bonus spells do not count against your spells known limit for your class. The Rising Sun Spell Level Spell Name 1st Bless, Protection from Evil and Good 2nd Enlarge/Reduce, Levitate 3rd Elemental Weapon, Water Breathing 4th Otiluke's Resilient Sphere, Polymorph 5th Scrying, Greater Restoration 6th Arcane Gate, Blade Barrier 7th Mordenkainen's Sword 8th Antimagic Field 9th True Polymorph The Rising Moon Spell Level Spell Name 1st Faerie Fire, Hex 2nd Darkness, Silence 3rd Bestow Curse, Slow 4th Banishment, Evard's Black Tentacles 5th Cloudkill, Dominate Person 6th Eyebite, Wall of Ice 7th Reverse Gravity 8th Incendiary Cloud 9th Weird Spell Penetration Beginning at 7th level, whenever an enemy makes their save against a spell cast by you, you can force them to reroll their result and use the second number. Once you use this feature, you must must finish a short or long rest before you can use it again. The Witching Hour Beginning at 13th level, whenever you are concentrating on a spell granted to you by your Dusk and Dawn feature, you may concentrate on a second spell simultaneously. If you must make a concentration check to maintain concentration on your spells, you make a concentration check for each spell seperately. If you fail either of your concentration checks you then lose concentration on both spells. If you are allowed to concentrate on multiple spells via another source (for example a feat or spell) you still may only concentrate on two spells using this feature. Any attempt to concentrate on more than two spells while using this feature causes you to automatically lose concentration on your spell granted by your Dusk and Dawn feature. Violet Aura Starting at 17th level, whenever you or a friendly creature within 30 feet of you must make a Concentration save to maintain concentration on a spell, you and the creature gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.