Duskbound A human clad in darkened armor slams her greatsword into the orc, the wound causing a necrotic sigil to flash before its eyes. Black energies surround the creature as it is overcome with corruption, sickness, and ultimately: death. The orc sighs out its lifeforce and falls limply to the dirt. The graverobber swiftly flees through the cemetery, but the half-orc is ready for him. He concentrates unholy energies within his mind, causing ethereal hands of the undead to erupt from the ground. They grasp his foe, pulling away at legs and mind alike. The graverobber screams in terror as the half-orc charges in for the kill. A tiefling stands on a wooden box before a crowded square. The audience in front of her is wholly captivated by her daring, antithetical speech. As she speaks, she notices guards weaving their way towards her. She smiles, refusing to draw her sword, for the guards suddenly slow in place to stare at her in stupor: her words having fully entranced them. Glowing in the ambient light of the fiery portal, an elf clutches the grievous wound on his chest. It begins to twist and churn under his hand, eventually spilling out a strange green light. As the wound closes partially, the elf stands and lets out a defiant roar at the demonic horde surrounding

him. The Bonds of Eventide A Duskbound is born not of a personal holy oath, nor are they beneficiaries from a contractual deal with a mystical benefactor. A Duskbound does not share some divine powers due to worshiping a godly font of power -- no. A Duskbound is one who is born into the bonds of their abilities and left on their lonesome to decide their own fate. These powers may come from any number of places: a forever-altering encounter with an undead spirit in an ancient tomb, a shared corruption that has become tradition or a sense of duty amongst a sect of villagers, or even as a cruel experiment from the hellish pitlords of the lowest planes. Whether these gifts are thrust onto them at birth or through some great formative experience in their life does not change the fact that a seed is forever planted within them; a power that is both their sword and their crutch will loom over them for the rest of their days. While not quite a curse, the bonds of the duskbound are still an unnatural corruption and may, at times, feel like one. In Service of the Bond In order to sustain their innate powers, Duskbounds live by a set of teachings called "precepts." These instructions may have been taught over a life of training by an elder or learned through harsh lessons and even harder living. Living by these precepts causes the initial seed of power within the Duskbound to flourish and helps them move ever closer to whatever their source of power may be. These precepts are also a reminder that the bond of a Duskbound can guide one towards great altruism or terrible ruin... the choice is solely upon the bearer of the bond. 1

The Duskbound v 0.6.1 Level Proficiency Bonus Features Presence of Degradation Modifier 1st 2nd 3rd 4th 5th 1st +2 Circle of Soul Augury, Harm Touch — — — — — — 2nd +2 Fighting Style, Spellcasting, Virulent Strike — 2 — — — — 3rd +2 Pox Familiarity, Profane Bond — 3 — — — — 4th +2 Ability Score Improvement — 3 — — — — 5th +3 Extra Attack — 4 2 — — — 6th +3 Presence of Degradation -1 4 2 — — — 7th +3 Profane Bond Feature -1 4 3 — — — 8th +3 Ability Score Improvement -2 4 3 — — — 9th +4 -2 4 3 2 — — 10th +4 Presence of Fevered Alacrity -2 4 3 2 — — 11th +4 Improved Virulent Strike -2 4 3 3 — — 12th +4 Ability Score Improvement -3 4 3 3 — — 13th +5 — -3 4 3 3 1 — 14th +5 Withering Touch -3 4 3 3 1 — 15th +5 Profane Bond Feature -3 4 3 3 2 — 16th +5 Ability Score Improvement -4 4 3 3 2 — 17th +6 ─ -4 4 3 3 3 1 18th +6 Presence Improvements -4 4 3 3 3 1 19th +6 Ability Score Improvement -4 4 3 3 3 2 20th +6 Profane Bond Feature -5 4 3 3 3 2

Class Features As a Duskbound, you gain the following class features Hit Points Hit Dice: 1d10 per Duskbound level

1d10 per Duskbound level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Duskbound level after 1st Proficiencies Armor: All Armor, Shields

All Armor, Shields Weapons: Simple and Martial weapons

Simple and Martial weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Athletics, Intimidation, Insight, Investigation, Persuasion and Religion 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) five javelins or (b) any simple melee weapon

(a) scale mail, or (b) leather armor, or (c) chain mail (if proficient) and a talisman

(a) a Priest's Pack or (b) an Explorer's Pack Starting Wealth If you choose to start with gold instead of equipment, your starting gold is 5d4 x 10 gp. 2

Circle of Soul Augury As an action, you know if any humanoids, celestials, fey, or undead have been within up to 60 feet of your current location in the last 24 hours. You know the types and numbers of beings, but not their identity. This feature does not tell you their current location, it only confirms or denies their presence. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Harm Touch You have a pool of malicious energy that replenishes when you take a long rest. With that pool, you can deal a total number of damage equal to your Duskbound level x 5. As an action, you can touch a creature and draw power from the pool in order to damage that creature. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes necrotic damage equal to the number of hit points spent from your pool, up to the maximum remaining. You must declare the amount of points from the pool used before seeing if the target succeeds or fails its saving throw. If you spend at least 5 points from your pool in this way, you regain hit points equal to half the amount of necrotic damage dealt. Fighting Style At 2nd 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. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By 2nd level, you have learned to draw on dark magics through focusing on your corrupted bond in order to cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the bottom of this document for the Duskbound spell list. Preparing and Casting Spells The Duskbound table show s how many spell slots you have to cast your spells. To cast one of your Duskbound spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Duskbound spells that are available for you to cast, choosing from the Duskbound spell list. When you do so, choose a number of Duskbound spells equal to your Charisma modifier + half your Duskbound, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Duskbound, you have four 1st-level and two 2nd-level spell slots. With an Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Duskbound spells requires time spent in dark reflection or rememberence of your precepts: at least 1 minute per spell level for each spell on your list. Dark Energies Whenever Radiant damage is specified in a spell, you may subsitute Necrotic damage instead. Spellcasting Ability Charisma is your spellcasting ability for your Duskbound spells, since their power derives from the focus of your innate magical corruption. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Duskbound spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier. Spellcasting Focus You can use a talisman as a spellcasting focus for your Duskbound spells.





Choosing your Talisman Your talisman is a direct external link to your internal source of power. What may be an otherwise mundane object actually holds considerable importance to how your magics interact with the world. When you create a Duskbound, you may roll on the Trinket table (Player's Handbook, page 159) to determine your talisman, or you may create one of your own design. 3

Virulent Strike Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one Duskbound spell slot to deal necrotic damage to the target in addition to the weapon’s damage. The extra damage is 1d10 for a 1st-level spell slot. Each additional spellslot spent above 1st level applies the effect of that spell slot's level and all levels below that. Refer to the Virulent Strike Effects table for the list of these effects. For example, if a 3rd level spell slot is used, the Virulent Strike applies the Sigil effects of the 3rd level, 2nd level and the 1st level. If a 5th level spell slot is used, it applies the Sigil effects of the 5th, 4th, 3rd, 2nd and 1st level spell slots. The target must make a Constitution saving throw versus these effects. If they fail, they take all of the additional effects applied via the spent spell slot. Each effect may only be applied once per attack and these effects persist until the end of your next turn. If they succeed, they take none of the additional effects, but still take the necrotic damage. If the target is a humanoid, celestial, or fey, they have disadvantage on saves versus the Virulent Strike Effects. Virulent Strike Effects Spell Slot Strike Effect 1st Noxious: 1d10 Necrotic Damage 2nd Atrophy: Poisoned Condition 3rd Necrosis: 1d10 Necrotic Damage, 4th Pestilence: Wretching and Hacking (Stinking Cloud Spell Effects) 5th Virulence: 2d10 Necrotic Damage Pox Familiarity By 3rd level, the cursed magic flowing through you makes you immune to disease. Profane Bond When you reach 3rd level, you become chained to the corrupting bond that ties you to your source of magic. Up to this time you have been in a preparatory stage, knowing of your fate but not yet sealed by it. Now you choose the Bond of the Graveknight, the Bond of the Heretic, or the Bond of Apocrypha, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include bond spells and the Unholy Ritual feature. Bond Spells Each bond has a list of associated spells. You gain access to these spells at the levels specified in the bond description. Once you gain access to an bond spell, you always have it prepared. Bond spells don’t count against the number of spells you can prepare each day. If you gain a bond spell that doesn’t appear on the Duskbound spell list, the spell is nonetheless a Duskbound spell for you. Unholy Ritual Your bond allows you to channel malicious energy to fuel magical effects. Each Unholy Ritual option provided by your bond explains how to use it. When you use your Unholy Ritual, you choose which option to use. You must then finish a short or long rest to use your Unholy Ritual again. Some Unholy Ritual effects may require saving throws. When you use such an effect from this class, the DC equals your Duskbound spell save DC. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Presence of Degradation Starting at 6th level, when an enemy creature within 10 feet of you makes a saving throw, you can expend one use of this feature as a reaction to force the creature to save with a penalty equal to 1/4 of your Duskbound level rounded down. You have a number of uses of this feature equal to your Charisma modifier (minimum of once). All uses recharge on a long rest. You must be conscious to grant this bonus. At 18th level, the range of this presence increases to 30 feet. Presence of Fevered Alacrity Starting at 10th level, your movement speed is increased by 5 feet. If a friendly creature begins their turn within 10 feet of you, their movement speed increases by 5 feet until the end of their turn. At 18th level, the range of this presence increases to 30 feet. Improved Virulent Strike By 11th level, you are so suffused with unholy might that all your melee weapon strikes carry malicious power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Virulent Strike with an attack, you add this damage to the extra damage of your Virulent Strike. Withering Touch Beginning at 14th level, you can use your action to paralyze one creature that you touch unless they succeed at a Constitution saving throw. This effect lasts for 1 minute. At the end of its turns, the creature can make another save. If successful, the paralysis ends. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. 4

Profane Bonds Becoming a Duskbound involves acceptance of a cursed or proffered fate. The final bond, taken when he or she reaches 3rd level, is the culmination of all the Duskbounds’s training as well as the first strong corruption from their source of power. Some characters with this class don’t consider themselves true Duskbounds until they have reached 3rd level and shouldered this bond. For others, the actual swearing of the bond is a formality, an official stamp on what has always been true of the Duskbound’s fate. Bond of the Graveknight The Bond of the Graveknight binds a knight in servitude to the forces of death, whether they be benevolent or malevolent. These warriors are often called Greyswords, Shade Knights, or Reavers. Becoming a Graveknight means remembering that in the end, everything mortal must succumb to death. Those stricken with this bond hold liches and other powerful undead (regardless of their alignment) in high regard as being the only ones to truly conquer death. They also see the use in necromantic magics and recognize the benefit of the dead to use as powerful forces on the battlefield. Precepts of the Graveknight Whether a Graveknight seeks to tend to the grieving or recently deceased, or utilize the powerful forces of necromancy, their precepts come from a place of undeath. Respect. The dead are to be respected as just as valuable allies as the living. Duty. A Graveknight's task at hand mirrors that of a mortal lifespan: it is seen through to the very end. Balance. Life is to be enjoyed and celebrated, but the work and rituals of the dead are to be tempered with gravitas. Humility. Never allow vanity to infect your actions, for you are just as bound for the dirt as everyone else. Bond Spells You gain bond spells at the Duskbound levels listed. Bond of the Graveknight Spells Duskbound Level Spells 3rd Cause Fear, Inflict Wounds 5th Darkvision, Ray of Enfeeblement 9th Speak with Dead, Spirit Guardians 13th Guardian of Faith, Stoneskin 17th Danse Macabre, Negative Energy Flood Last Rites When this bond is placed upon you at 3rd level, you may learn one Necromancy cantrip of your choice.

Unholy Ritual Also at 3rd level, you gain the following two Unholy Ritual options. Grasping Dead. You can use your Unholy Ritual to invoke the dead to pull and grasp at your foe. As an action, you can manifest ghostly skeletal hands to erupt from the ground and reach for a creature within 5 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained for one minute. While restrained in this way, the creature repeats the saving throw at the end of each of its turns. If the creature fails this save 3 times, it becomes stunned as a deep horror overtakes it completely. This effect lasts for one minute or until it takes damage. On a successful save, it frees itself and the skeletal hands vanish. Blade of the Gravebound. As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1). The weapon also turns dim light within 10 feet of you into darkness, and bright light becomes dim light. You become lightly obscured to others. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 5

Toll the Dying By 7th level, your understanding of the passage of life into death grows stronger. Whenever a creature within 10 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your Charisma modifier. At 18th level, the range of this ability increases to 30 feet. Intercede the Dying Starting at 15th level, when a creature is reduced to 0 hit points within one round of being struck by your Blade of the Gravebound feature, you may use your reaction to summon their spirit into service as if under the effects of the Animate Dead spell. The creature's type determines whether they become a zombie (humanoid) or a skeleton (any). You may do this a number of times equal to 1 + your Charisma modifier. Finishing a long rest restores all uses of this ability. Avatar of the Mausoleum At 20th level, the Graveknight can, as an action, surround themselves with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the Duskbound to dim light. Whenever an enemy starts its turn in the aura, it must succeed on a Wisdom saving throw or become frightened. If a creature frightened by this effect ends its turn more than 30 feet away from the Duskbound, it can attempt another Wisdom saving throw to end the effect on it. Additionally, the Duskbound and creatures they choose in

the aura are draped in deeper shadow. Creatures that

rely on sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, the Duskbound can use a bonus action on their turn to cause a tombstone to burst forth from the ground behind a creature within 30 feet. The creature must make a Wisdom saving throw or succumb to the fate of death. If the creature fails its save, it takes necrotic damage equal to 4d10 + the Duskbound's Charisma modifier. After activating the aura, the Duskbound can't do so again until they finish a long rest. In Alignment With Death Graveknights can originate from a place of deep corruption, dripping with spite for all that is good and living. It is also possible for them to be simple folk charged with the traditions and responsibilities of funerary rites in a temple or village cemetary. As a Graveknight, it's up to you to decide where your duty falls on the line between life and death. 6



Bond of the Heretic The Bond of the Heretic is a mantle worn by those that recognize the nuances between skepticism and open rebellion. When tyrants would force their subjects into slavery or when divinity would seek to rule absolutely, the heretic is there. When the people grow too complacent or when avarice reigns, the heretic is there. When the essence of life grows too bountiful and the balance sways, the heretical Duskbound is there to correct it. Precepts of the Heretic Regardless of the Duskbound's task, a Heretic's precepts stem from altering the status quo -- usually for the betterment of the Heretic's source of power. Fervor. A heretic must be passionate about their convictions, otherwise their cause is for naught. A Hasty Conclusion. Sometimes change must be brought about quickly, therefore rash actions must be taken. Intellect. Many arguments will be made before (or with) the heretic. It is important to weigh all sides intellectually. Besides, those arguments will eventually lead to your point of view, right? Mercy is for the passive. Those who show mercy without consequence are doomed to complacency and will have their way of life threatened again and again.

Bond Spells You gain bond spells at the Duskbound levels listed. Bond of the Heretic Spells Duskbound Level Spells 3rd Charm Person, Dissonant Whispers 5th Suggestion, Silence 9th Enemies Abound, Counterspell 13th Charm Monster, Freedom of Movement 17th Contact Other Plane, Modify Memory Speak With Conviction When this bond is forced upon you at 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in this skill, you may double your proficiency bonus whenever you make a Persuasion (Charisma) check. 7

Unholy Ritual Also at 3rd level, you gain the following two Unholy Ritual options. A Modest Proposal. You can use your Unholy Ritual to charm creatures you are speaking before. If a creature that understands at least 1 language you speak has been listening to you for at least one minute, you may use your Unholy Ritual to cause it to make a Wisdom saving throw. If it fails, it is charmed by you for one hour. If it succeeds, there is no effect and the creature becomes aware of your attempt to magically charm them. Lashing of the Tongue Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage. A Harmful Truth At 7th level, when you or a friendly creature within 30 feet of you that you can see is attacked, you can use your reaction to impose disadvantage on the attack roll by speaking a harmful truth that magically saps the confidence of the attacker before it hits or misses. An attacker that can't hear you or can't be charmed is immune to this feature. You may do this a number of times equal to 1 + your Charisma modifier. All of your uses recharge on a long rest. Incorruptable Messenger Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell. Unholy Diatribe At 20th level, the Heretic unleashes a powerful conquering monologue that lasts for 1 minute. Any enemy creatures within 30 feet of you has disadvantage on saving throws versus your spells and any friendly creature's spells.

If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your Duskbound level. After activating this ability, the Duskbound can't do so again until they finish a long rest. In Defense of Disruptive Truths It is one thing to stand in a busy marketplace, shouting opinions loudly at all who would listen. It is another entirely to take up the sword and fight to the death for a cause you truly believe in, especially if that sword and that cause are backed by less than savory magics... It is the duty of the Heretic to push their agenda forward at all costs. Nothing is more sacred or more important that the all-consuming disruptive truth that burns constantly in the back of your mind. 8

Bond of Apocrypha The Bond of Apocrypha is the most unholy bond a Duskbound can find themselves bound by. One chained by this bond is said to have the entire weight of the Hells lifting them up into lofty heights of demonic power -- while simultaneously crushing them back down into the deepest darkest pits of demonic servitude. Often called Hellknights, Pitlords, or Undertemplar, those that are stricken by the Bond of Apocrypha owe their source of power to the foulest fiends and devils imaginable. Precepts of Apocrypha A Duskbound touched by the Hells is bound by many of the same precepts as the greater devils. Impulse. The purist form of action is born from emotion, not logic. Disregard the weak. Those lesser than the Duskbound are barely worth interaction, much less engaging with in combat. Vindictiveness. Grudges must come easily -- for they fuel the creativity for cruelty -- and cruelty is as good as fair punishment. Provocation. Through words and deeds, a Duskbound of Apocrypha must strive to make those who would raise a sword against them turn against themselves. Covetous. The circumstances that form a Duskbound of Apocrypha are often ones that don't leave much of a life to celebrate. Everything that has been denied to you must be pursued; the simple pleasures and thrilling adventures of life -- even life energy itself -- must be sought after in order to fill this void.



Bond Spells You gain bond spells at the Duskbound levels listed. Bond of Apocrypha Spells Duskbound Level Spells 3rd Hellish Rebuke, False Life 5th Misty Step, Spiritual Weapon 9th Haste, Vampiric Touch 13th Fire Shield, Summon Greater Demon 17th Infernal Calling, Hallow Speaking in Tongues When this bond is forced upon you at 3rd level, you are able to speak, read, and write the Infernal language if you do not know it already. You also have advantage on skill checks to identify, track, or otherwise perceive creatures of the "fiend" type. Unholy Ritual Also at 3rd level, you gain the following two Unholy Ritual options. Hellish Superiority. When you make an attack roll, you can use your Unholy Ritual to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 9

Imposing Presence. As an action, one creature within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned. Hell March At 7th level, you gain advantage on initiative. Also at 7th level, the Duskbound, as well any friendly fiends and undead within 10 feet of the Duskbound, gains a bonus to melee weapon damage rolls equal to the Duskbound's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one Duskbound at a time. At 18th level, the range of this ability increases to 30 feet. Horrific Reconstitution Starting at 15th level, you regain hit points equal to 1d6 + half your Duskbound level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. Emissary of Hell At 20th level, using your action, you undergo a transformation. You decide how devilishly charming or how demonically grotesque this transformation is. For 1 hour, you gain the following benefits: Demonic bat-like wings sprout from your back and grant you a flying speed of 60 feet.

You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. After activating this transformation, the Duskbound can't do so again until they finish a long rest. In Being Born of the Hells As a Duskbound bound by the Bond of Apocrypha, your source of power is a direct link to the darkest, deepest pits of the lower planes. Your motivation can draw from this, eagerly serving your demonic masters. However, you may also choose to rebel against the Hells, stealing its gifts and using them as you see fit. Either way, the Bond of Apocrypha is sure to have dire implications... 10





Duskbound Spells 1st Level Absorb Elements

Armor of Agathys

Arms of Hadar

Bane

Cause Fear

Command

Compelled Duel

Detect Evil and Good

Detect Poison and Disease

False Life

Inflict Wounds

Protection from Evil and Good

Tasha’s Hideous Laughter

Witch Bolt

Zephyr Strike 2nd Level Aid

Blindness/Deafness

Blur

Find Steed

Mind Spike

Nystul’s Magic Aura

Shadow Blade

Warding Bond

3rd Level Animate Dead

Bestow Curse

Crusader’s Mantle

Enemies Abound

Life Transference

Magic Circle

Revivify

Speak with Dead

Summon Lesser Demons

Vampiric Touch 4th Level Death Ward

Evard’s Black Tentacles

Find Greater Steed

Shadow of Moil

Sickening Radiance

Vitriolic Sphere 5th Level Antilife Shell

Cloudkill

Contact Other Plane

Danse Macabre

Destructive Wave

Dispel Evil and Good

Geas

Raise Dead 11