Duskblade The duskblade blurs the line between mage and fighter, combining the power of magic with melee combat prowess seamlessly. These warrior-mages combine defensive spells and offensive magic to create deadly warriors who can sling fire and swing blades seamlessly. 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 and medium armor, shields

Light and medium armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, or Perception, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) leather armor, longbow, and 20 arrows or (b) scale mail

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) an explorer's pack The Duskblade Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Arcane Relocation, Magic Detection — — — — — — — 2nd +2 Arcane Channeling, Spellcasting 2 2 2 — — — — 3rd +2 Duskblade Hour 2 3 3 — — — — 4th +2 Ability Score Improvement 2 3 3 — — — — 5th +3 Arcane Relocation Improvement 3 4 4 2 — — — 6th +3 Improved Arcane Channeling 3 4 4 2 — — — 7th +3 Duskblade Hour Feature 3 5 4 3 — — — 8th +3 Ability Score Improvement 3 5 4 3 — — — 9th +4 ─ 3 6 4 3 2 — — 10th +4 Quick Cast (1/long rest) 3 6 4 3 2 — — 11th +4 Duskblade Hour Feature 4 7 4 3 3 — — 12th +4 Ability Score Improvement 4 7 4 3 3 — — 13th +5 ─ 4 8 4 3 3 1 — 14th +5 Spell Empowerment 4 8 4 3 3 1 — 15th +5 Duskblade Hour Feature 4 9 4 3 3 2 — 16th +5 Ability Score Improvement 4 9 4 3 3 2 — 17th +6 ─ 4 10 4 3 3 3 1 18th +6 Quick Cast (2/long rest) 4 10 4 3 3 3 1 19th +6 Ability Score Improvement 4 11 4 3 3 3 2 20th +6 Duskblade Hour Feature 4 11 4 3 3 3 2

Arcane Relocation As an action, you can teleport to a point you can see within 30 feet. Immediately after this teleport you can make one weapon attack or cast one cantrip as part of the same action. You must finish a long rest before you can use this feature again. At 5th level, you gain advantage on the attck roll you make as part of this action and regain the use of this feature after finishing a short or long rest. Magic Detection You are able to locate the presence of magic around you. As an action, you sense magic within 60 feet of you. Magic you sense in this way shimmers with a faint aura around any visible creature or object within range and you learn what school of magic it belongs to, if any. This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of comon metal, a thin sheet of lead, or 3 feet of wood or dirt. You can use this a number of times equal to your intelligence modifier and regain all uses after a long rest. Arcane Channeling Starting at 2nd level, you are able to deliver magic through your weapons in one seamless motion. Once per turn when you cast a duskblade cantrip that targets one creature, other than yourself, you can instead channel the magic into a weapon you are holding. When you do, you make a melee or ranged weapon attack and if you hit a creature they suffer the normal effects of the attack and you unleash the magic you have stored, targeting them as if you had just cast the spell. If the spell requires an attack roll instead treat it as though you have hit, if the spell requires a save they make the save as normal. You must obey the normal rules for casting spells in order to do this and be capable of casting spells. The range of the spell becomes equal to the range of your weapon. If you are unable to cast the spell, such as due to the effect of counterspell, you may still make the weapon attack. If your attack roll is a critical hit, and the spell deals damage, double all damage dice for the spell. Spellcasting By 2nd level, you have completed your arcane tutleage and can cast basic spells similar to a wizard. See chapter 10 of the player's handbook for general spellcasting and the end of this document for the duskblade spell list. Cantrips 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 Duskblade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 chromatic orb and have a 1st-level and a 2nd-level spell slot available, you can cast chromatic orb using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the duskblade spell list. 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 5th 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. Your magic comes from rigorous study and adherence to your Hour's teachings. 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,) or a weapon you are proficient with, as a spellcasting focus for your duskblade spells. Duskblade Hour At 3rd level you begin your specializtion in a field of study. Collections of duskblades that share similar techniques and philosophies are called Hours. You join one Hour of your choice: the Hour of Dawn, Hour of Dusk, Hour of Sun, or Hour of Midnight, all of which are detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, 15th, and 20th level. Hour Spells Each hour has a list of associated spells. You gain access to these spells at the levels specified in the hour description. Once you gain access to an hour spell, you always know it. Hour spells don’t count against the number of spells you know. If you gain an hour spell that doesn’t appear on the duskblade spell list, the spell is nonetheless a duskblade spell for you.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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. Improved Arcane Channeling At 6th level, you can channel more powerful magics into your attacks. When you make use of your Arcane Channeling feature you can channel any spell that appears on the duskblade spell list and targets only one other creature into your weapon. You must follow all the normal rules for spellcasting in order to do this. If the attack misses, you still expend the spell slot. Quick Cast Starting at 10th level, you may cast a spell that has a casting time of one action as a bonus action instead. If you do so, you may still cast a spell that has a casting time of one action of 1st level or higher with your Arcane Channeling class feature. You may do this once and regain the ability to do so after a long rest. When you reach 18th level you may use this feature twice per long rest. Spell Empowerment From 14th level, when you hit a creature with an attack through arcane channeling and target the creature with a spell that requires a saving throw your target has disadvantage on that saving throw. Hour of Dawn Those who follow the hour of dawn bring light and aid to those in need. The followers of this hour specialize in restorative magics. Hour Spells You gain hour spells at the duskblade levels listed. Hour of Dawn Spells Duskblade Level Spells 3rd Cure wounds, Command 5th Lesser restoration, Warding bond 9th Remove curse, Revivify 13th Stoneskin, Aura of purity 17th Greater restoration, Holy weapon Dawn Fighting Style At 3rd level you adopt a 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Protection When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be w ielding a shield. Arcane Healer At 3rd level you have learned to imbue your strikes with energy from the positive energy plane, causing your weapon to heal instead of harm. When you make a weapon attack against an ally, that ally can choose to allow you to hit them. When you do, roll damage as normal but the target regains that much HP instead of losing it. You can do this a number of times equal to your intelligence modifier and regain all uses after a long rest. This attack cannot be a critical hit. Skills of Dawn At 3rd level you gain proficiency in the medicine skill and the herbalism kit. Arcane Mending Starting at 7th level, when you cast a spell of 1st level or higher that deals no damage and make use of arcane channeling, you may target an ally and simultaneously tend to their wounds. When you do, the ally takes no damage from the attack and regains HP equal to your intelligence modifier. You may combine this with the Arcane Healer class feature to restore additional HP. Curative Transference Starting at 7th level, you may cast vampiric touch without expending a spell slot. When cast this way, you may make a weapon attack in place of the melee spell attack normally granted to you by this spell. You cannot make use of arcane channeling with this weapon attack. When you hit a creature, you deal 3d6 necrotic damage from vampiric touch in addition to the weapon’s damage. You, or an ally within 30 feet of your target, regain HP equal to half the total damage dealt. You can cast this once and regain the ability to do so after a long rest. Radiant Sunrise From 11th level, the first time you hit a creature each turn with a weapon attack you deal an additional 1d8 radiant damage. Additionally, whenever you cast cure wounds and cast the spell via arcane channeling you restore an additional 1d8 HP. New Dawn At 15th level you wield greater power of the positive energy plane. You may cast wall of light without expending a spell slot. You may do this once and regain the ability to do so after a long rest.

Daybreak At 20th level, the first time you are reduced to 0 HP you instead surge with radiant energy. You regain HP equal to half your max and if a creature within 150 feet reduced you to 0 HP it must make a Constitution saving throw against your duskblade spell DC. On a failed save, it is permanently blinded and takes 8d10 radiant damage. On a successful save, it is not blinded and takes 8d10 radiant damage. This can only trigger once each dawn. Hour of Dusk The hour of dusk boasts the largest number of duskblades. These warrior-mages focus on honing their skills to perfection, working to perfect the art of combining spell and sword-arm. Hour Spells You gain hour spells at the duskblade levels listed. Hour of Dusk Spells Duskblade Level Spells 3rd Shield, Zephyr Strike 5th Blur, Misty Step 9th Haste, Thunder Step 13th Freedom of Movement, Greater Invisibility 17th Far Step, Steel Wind Strike Dusk Fighting Style At 3rd level you adopt a 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. Arcane Ambidexterity When you use your action to cast a spell via arcane channeling and make a weapon attack you can use your bonus action to make a second attack with a weapon in your other hand as long as you meet the requirements for two-weapon fighting. When you do, you can add your ability modifier to the damage of this second attack. 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. Disappear into Night Starting at 3rd level you gain an additional use of Arcane Relocation between rests. Skills of Dusk At 3rd level you gain proficiency in one skill chosen from the duskblade's skill list and a tool proficiency of your choice. Advantageous Reappearance From 3rd level, whenever you teleport, as long as you reappear at least 15 feet away from your original location, the first weapon attack you make before the end of your next turn is made with advantage. Improved Relocation At 7th level, whenever you make use of Arcane Relocation, you may bring one willing creature within 5 feet of you with you when you teleport. Improved Haste Starting at 7th level, you may cast haste without expending a spell slot. When cast this way, the extra action granted to you by haste can also be used to cast a cantrip and you may make use of arcane channeling twice per turn, as long as one of the spells you cast is a cantrip. You can cast this once and regain the ability to do so after a long rest. Quenching Sunset From 11th level, you have learned to imbue all of your strikes with magic. The first time you hit a creature each turn with a weapon attack you deal an additional 1d8 force damage. Additionally, when you cast shield, whenever an attack misses you before the start of your next turn, the attacker takes 1d8 force damage. Forceful Control At 15th level you wield greater control over the forces of magic. You may cast Wall of Force without expending a spell slot. You may do this once and regain the ability to do so after a long rest. End of Days At 20th level, whenever you reduce a creature to 0 HP with the use of a spell of 1st level or higher via the use of Arcane Channeling, you regain a spent spell slot of equal level used to do so. Hour of Sun Members of the Hour of Sun are called so due to their expertise in hunting down rogue duskblades and mages. They shine light on those who have turned away from the proper path and seek to punish or return them to the light. These duskblades are the bane of spellcasters in combat. Hour Spells You gain hour spells at the duskblade levels listed. Hour of Sun Spells Duskblade Level Spells 3rd Guiding Bolt, Mana Leech 5th Mana Burn, Silence 9th Counterspell, Dispel Magic 13th Otiluke's Resilient Sphere, Staggering Smite 17th Dispel Evil and Good, Scrying

Day Fighting Style At 3rd level you adopt a 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. Arcane Purity Starting at 3rd level, you have learned to protect your magic from the magic of others. Duskblade spells you cast are immune to the effects of dispel magic, counterspell, and similar effects. Skills of Sun At 3rd level you gain proficiency in heavy armor and the intimidation skill. Reality Anchor You have become innately attuned to the trickery of magic and bend the weave around you to counter it more efficiently. Starting at 7th level, creatures that are within 10 feet of you cannot be invisible due to magic and cannot teleport unless you allow them to do so. Arcane Disruption From 7th level, you can more readily disrupt the flow of magic. You may cast Dispel Magic and Counterspell without expending spell slots. You may cast each of these once and regain the ability to do so after a long rest. Burning Daylight From 11th level, you imbue your strikes with the force of the sun. The first time each turn you hit a creature with a weapon attack you deal an additional 1d8 radiant damage. Additionally, when you hit a creature with a weapon attack they take an additional 1d8 radiant damage if they cast a spell on their last turn. Weave Disruption Starting at 15th level, your weapon attacks have advantage on creatures that are concentrating on spells. Additionally, if a creature within 5 feet of you casts a spell, you can use your reaction to cast a cantrip against that creature. Weave Inferno At 20th level, you can burn away the weave that spellcasters interract with. As an action, you ignite the strands of magic that surround you for one minute. Creatures, other than you, within 30 feet of you that cast spells take 2d8 fire damage per level of spell slot they expend to do so, or 1d8 for cantrips. You may do this once and regain the ability to do so after a long rest. Hour of Midnight Those who join the Hour of Midnight seek to specialize in the arts that the other hours turn away from. They seek victory at any cost and will turn to dark magics to accomplish their ends. Hour Spells You gain hour spells at the duskblade levels listed. Hour of Midnight Spells Duskblade Level Spells 3rd Dissonant Whispers, Inflict Wounds 5th Blindness/Deafness, Ray of Enfeeblement 9th Animate Dead, Enemies Abound 13th Blight, Shadow of Moil 17th Enervation, Negative Energy Flood Midnight Fighting Style At 3rd level you adopt a 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. Skills of Midnight At 3rd level you gain proficiency in heavy armor and the medicine skill. Coming Night At 3rd level you learn the toll the dead cantrip and necrotic damage dealt by your duskblade spells and features ignore resistance to necrotic damage.

Grave Upheaval At 7th level, you learn to uproot the dead to serve beyond their life. you may caast animate dead without expending a spell slot. You may cast this once and regain the ability to do so after a long rest. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Master of Undead Starting at 7th level, you are always able to control a small number of the dead to aid you. Over the course of a minute, you can revive a body of a humanoid or a pile of bones as a zombie or skeleton as appropriate. When you do, the zombie is under your control and obeys you as if affected by the animate dead spell. After 24 hours, the creature stops obeying any commands you've given to it unless you reassert control over it using this feature. Only one creature may be under your control via this effect at any given time, if you create a second, the first immediately becomes inanimate. Consuming Dark From 11th level, you imbue your strikes with the power of the dark moon. The first time each turn you hit a creature with a weapon attack you deal an additional 1d8 necrotic damage. Additionally, undead creatures under your control count as dealing magic damage for the purpose of overcoming resistances. Dance of Death Staarting at 15th level, you control a greater amount of the dead. You may create undead via your Master of Undead as long as you control less than two undead. Additionally, whenever you attack a creature with a weapon attack you can use your bonus action to order an undead creature under your control to use its reaction in order to make one attack against a target within its reach. Finally, you learn the spells detonate the dead and enhance undead and all skeletons and zombies you create are treated as though already being permanently affected by enhance undead. The Clock Strikes Twelve At 20th level, you learn the spell create undead and may cast it without expending a spell slot. When you cast it this way, you cast it as though it had been cast using an 8th level spell slot. You may cast it this way once and may do so again after a long rest.