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Duskblade skills they have learned since leaving their apprenticeship and
setting out into the world to further their knowledge of the arts

T
of magic and combat.
The Duskblade, originally known as Nael’kerym
and later, i Lómëmacili, were the most elite of the
bladesingers. They were trained to be heavy combat Creating a Duskblade
spellblades, while the bladesingers acted as precision As you create a Duskblade, be mindful that you are neither a
skirmishers. This was a divergent path of bladesinging — a fighter nor a wizard – but a bit of both. Your strength is that you
more brutal style that incorporates heavier armor and more are flexible and adaptable and have many options beyond either
deadly spells. of these classes individually. To solve a problem or overcome
The Duskblade exists simultaneously in the fantastic world obstacles, the Duskblade doesn’t have to rely on brute force, you
of magic, wonder, and the pure raw power of the arcane arts, also have the finesse and strength of magic in your arsenal.
as well as in the primal, harnessing the skills, strength, and
cunning of an elite warrior. For one to wield both with any skill Quick Build
is rare and to master it is even more so. Across all the planes of You can build a Duskblade quickly by following these
existence, there are but a few unique individuals who strive to suggestions. First, either your Intelligence, for magic-centric
coalesce the arts of magic and weaponry to become master to characters, or Strength, for a fighter-centric character, should
both. be your highest ability score. Choose the soldier or sage
Today, there are no formal groups of Duskblades in Faerun. background depending on which discipline, magic or melee
The study of this art is always passed down by an experienced respectively, you lean towards in your play style.
mentor to a promising young warrior, usually elven, but it is
not unheard of for a dwarf, halfling, or even a human who has
dedicated their life to learning the arts of i Lómëmacili. Many
young Duskblades do not learn anything about their history Class Features
until well into their training and this can take decades or even As a Duskblade, you gain the following class features.
centuries, depending on the student, as these secrets are
jealously guarded by justifiably cautious mentors. Regardless Hit Points
of his or her origin, the Duskblade is an intelligent warrior Hit Dice: 1d8 per Duskblade level
who blends spells focused on battle and exploration with a Hit Points at 1st Level: 8 + your Constitution modifier
precise and tactical form of mixed combat. Along with being Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
a dangerous combatant, the Duskblade is often an eternal modifier per Duskblade level after 1st.
student who seeks out arcane lore and relics from long-
forgotten civilizations and powerful ancient wielders of the Proficiencies
arcane to further their own knowledge of magic. Armor: Light and medium armor; shields
The Duskblade favors a combat technique that is centered Weapons: Simple weapons, Martial weapons
around keeping an opponent on their heels, never knowing Tools: None
what is coming next, and is able to both stand toe-to-toe or at a
Saving Throws: Strength, Intelligence
distance to overwhelm and bewilder a foe.
Skills: Choose two skills from Acrobatics, Arcana, Athletics,
Steel and Arcana History, Insight, Investigation, Perception

Like wizards, who are born out of the curiosity and drive to Equipment
master the power of magic and gain understanding of the
mysteries of the arcane, young, physically and mentally adept You start with the following equipment, in addition to the
beings that display an affinity for magic can be identified and equipment granted by your background:
chosen by masters of both the blade and magic learn the • (a) hide armor or (b) leather armor or (c) scale mail
centuries old elven teachings of the Duskblade. Just as wizards • (a) a simple or martial weapon and a shield or (b) two
focus on spellcasting at the exclusion of everything else the simple or martial weapons or (c) a two-handed martial
Duskblade focus is on the mastery of devastating spells that weapon
require little movement beyond gestures that are performed • (a) a dungeoneer’s pack or (b) an explorer’s pack
with a weapon in hand. This medley of arcane knowledge and • (a) a component pouch or (b) an arcane focus
physical prowess along with determination, often overshadows
the stereotype that spellcasters are weak in melee combat. The Starting Wealth
Duskblade uses this to their advantage and it will often be the 5d4 x 10gp
last mistake an opponent makes.
Arcane Attunement
Conditioning Mind and Body Cantrips: At 1st level, you know two cantrips of your choice
To become a Duskblade one must possess both a spirit of from the Duskblade spell list. You may learn an additional
athleticism and a keen mind. Dedicating to training and Duskblade cantrip of your choice at 4th and 10th level.
mastering the art of melee combat is every bit as important Intelligence is your ability for Duskblade spells. Additionally,
to the Duskblade as being a master wielder of the arts of you can innately cast the spells Mage Hand and Light. You
magic. Duskblade masters are rare indeed and do not take on may do so many times equal to 1 + your Intelligence modifier,
apprentices without a great deal of observation and scrutiny. regaining all expended uses when finishing a long rest. These
When a Duskblade encounters another master of the art they spell-like abilities do not count against your total of spells
will willingly trade stories and pass on any new knowledge and known or spells per day.

2
The Duskblade
– Spell Slots per Spell Level –
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Arcane Attunement, Arcane Determination 2 0 0 — — — —
2nd +2 Fighting Style, Spellcasting, Arcane Weapon Bond 2 3 2 — — — —
3rd +2 Arcane Channeling, Duskblade archetype 2 3 3 — — — —
4th +2 Ability Score Improvement 3 4 3 — — — —
5th +3 Improved Arcane Channeling 3 5 4 2 — — —
6th +3 Duskblade Archetype Feature 3 5 4 2 — — —
7th +3 Vicious Arcane Barrage 3 6 4 3 — — —
8th +3 Ability Score Improvement 3 7 4 3 — — —
9th +4 Advanced Arcane Channeling 3 8 4 3 2 — —
10th +4 Duskblade Archetype Feature 4 8 4 3 2 — —
11th +4 Improved Arcane Weapon Bond 4 9 4 3 3 — —
12th +4 Ability Score Improvement 4 10 4 3 3 — —
13th +5 Master of Arcane Channeling 4 11 4 3 3 1 —
14th +5 — 4 11 4 3 3 1 —
15th +5 Vestige of Arcana 4 12 4 3 3 2 —
16th +5 Ability Score Improvement 4 13 4 3 3 2 —
17th +6 Arcane Anamnesis 4 14 4 3 3 3 1
18th +6 — 4 14 4 3 3 3 1
19th +6 Ability Score Imporovement 4 15 4 3 3 3 2
20th +6 Master Duskblade 4 16 4 3 3 3 2

Arcane Determination Spellcasting


At 1st level as a Duskblade you are accustomed to Starting at 2nd level, you gain the ability to cast 1st level spells.
concentrating on intricate spells while fighting. You’ll gain See chapter 10 of the Player’s Handbook for the general rules
advantage on concentration saving throws as well as a +1 of spellcasting.
bonus to a concentration saving throw.
This bonus becomes +2 at 11th level.
Spell Slots
You cast arcane spells drawn from the Duskblade spell list. You
Fighting Style may cast any spell you know without preparing it ahead of time.
You adopt a style of combat as your specialty. Choose one of the The Duskblade table shows how many spell slots you have to
following options. You cannot take a fighting style option more cast your spells of 1st level or higher. To cast one of these spells
than once, even if you get to choose again. you must expend a slot of the spell’s level or higher – maximum
of 1 level higher. For example, if you know the 1st-level spell
Defense Burning Hands and have a 1st-level and a 2nd-level spell slot
While wearing armor, you gain a +1 bonus to AC. available, you may cast Burning Hands using either slot. You
regain all expended spell slots when you finish a long rest.
Dueling
Spells Known of 1st Level and Higher
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that You know one 1st-level spell of your choice from the Duskblade
weapon. spell list.
The Spells Known column of the Duskblade table shows
Great Weapon Fighting when you learn more Duskblade spells of your choice. Each of
When you roll a 1 or 2 on a damage die for an attack you make these spells must be of a level for which you have spell slots.
with a melee weapon that you are wielding with two hands, you For instance, when you reach 5th level in this class, you can
can reroll the die. You must use the new roll, even if the new roll learn one new spell of 1st or 2nd level.
is a 1 or a 2. The weapon must have the two-handed or versatile Additionally, when you gain a level in this class, you can
property for you to gain this benefit. choose one of the Duskblade spells you know and replace it
with another spell from the Duskblade spell list, which also
Two-Weapon Fighting must be of a level for which you have spell slots.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Spellcasting Ability
Intelligence is your spellcasting ability for your Duskblade
spells, since your magic draws on your knowledge of the

3
magical foundations of the world. You use your Intelligence
whenever a spell refers to your spellcasting ability. In addition, • Elemental Evil Spell (ee)
you use your Intelligence modifier when setting the saving • Sword Coast Adventurers Guide (sc)
throw DC for a Duskblade spell you cast and when making an • Homebrew Spell (hb)
attack roll with one.
3rd Level Dimension Door
Spell save DC = 8 + your proficiency bonus + your Intelligence Evard’s Black Tentacles
modifier Counterspell
Dispel Magic Fire Shield
Spell attack modifier = your proficiency bonus + your Intelligence Erupting Earth(ee) Ice Storm
modifier Fireball Ottiluke’s Resilient Sphere
Polymorph
Duskblade Spell List Fly
Haste Storm Sphere(ee)
Earth Tremor(ee) Lightning Bolt Vitriolic Sphere(ee)
Cantrips (0 Level)
Expeditious Retreat Melf’s Minute Meteors(ee) Wall of Fire
Blade Ward
Booming Blade(sc) Feather Fall Phantom Steed 5th Level
Chill Touch Grease Protection from Energy Cloudkill
Dancing Lights Identify Remove Curse Cone of Cold
Firebolt Jump Stinking Cloud Immolation(ee)
Green Flame Blade(sc) Ray of Sickness Tidal Wave(ee) Passwall
Lightning Lure(sc) Shield Vampiric Touch Telekinesis
Minor Illusion Thunderwave Wall of Water(ee) Transmute Rock(ee)
Prestidigitation 2nd Level 4th Level Wall of Force
Ray of Frost Blur Blight
Shocking Grasp
Static Shock(hb)
Crown of Madness
Darkvision
Arcane Weapon Bond
Sword Burst Enlarge/Reduce At 2nd level, you learn a ritual that creates a magical bond
Thunderclap(ee) Hold Person between yourself and one weapon. You perform the ritual over
True Strike Invisibility the course of 1 hour, which can be done during a short rest. You
1st Level Levitate must remain in physical contact with the weapon throughout
Melf’s Acid Arrow the ritual, at the conclusion of which, a lasting bond is forged.
Absorb Elements(ee)
Misty Step Once you have forged an arcane weapon bond you can use
Alarm
Scorching Ray the weapon as an arcane focus (explained in chapter 10 of the
Burning Hands
See Invisibility Player’s Handbook) for casting your Duskblade spells.
Catapult(ee)
Shatter If you’ve chosen two-weapon fighting style you can have
Chromatic Orb
Snilloc’s Snowball Swarm(ee) up to two bonded weapons otherwise you are limited to one.
Color Spray
Spider Climb Trying to bond with a weapon while having already reached
Comprehend Language
Web the maximum bonds allowed requires you to break one of the
existing arcane weapon bonds.

4
Arcane Channeling Master of Arcane Channeling
Beginning at 3rd level, as part of an attack action you can cast At 13th level, you become a master at channeling arcane
any spell you know from the Duskblade spell list with the range energies through your weapon. Channeling a spell through your
touch and deliver it alongside a melee attack made with an bonded weapon now treats it as if it was cast 1 spell slot higher.
arcane bonded weapon. If the melee attack is successful, the Through your experience channeling countless spells through
attack deals half damage; then the effect of the spell is resolved your bonded weapon your aim remains true even if the
immediately. Spells that normally have a duration longer than channeled spell gets countered. You don’t suffer a hit penalty
instantaneous end once the effect has been resolved. If the anymore when a channeled spell is countered.
attack misses, the spell is lost.
If the spell normally calls for a saving throw, the target Vestige of Arcana
may make the appropriate saving throw against the spell’s Starting at 15th level, you have learned to regain some of your
secondary effects (if any) as normal, but not its damage. If the magical energy by gathering the lingering energies of used
spell has an area of effect, it is transformed into a cone effect spells in your bonded weapon(s) replenish magical abilities.
where the weapon is the origin point. If the spell is a line or One time between long rests when you finish a short rest, you
cone spell, your weapon is the spell’s origin point, and the target can choose expended spell slots to recover. The spell slots
must be inside the area of effect. Any creature other than the can have a combined level that is equal to or less than half
target inside the spell’s area of effect must make saving throws your Duskblade level (rounded up). For example, an 8th level
for both damage and the spell’s secondary effects as normal. Duskblade could recover up to a combined total of 4 spell slot
Spells that do not normally call for an attack roll (such as levels – two second level spell slots or four first level spell slots.
fireball) do not have their damage dice doubled on a critical hit
using this feature. Arcane Anamnesis
If a channeled spell is countered, it destabilizes your attack
At 17th level, you have mastered the subtleties of magic so
and you suffer a -6 to hit penalty.
much so that you are able to harness the remnants of the
Ability Score Improvement arcana you have channeled through your weapon since your
last long rest. When you have depleted all your spell slots, you
When you reach 4th level, and again at 8th, 12th, 16th, and are still armed and dangerous and you remain able to cast any
19th level, you can increase one ability score of your choice by spell you know, as part of a channeled attack action, of any level
2, or you can increase two ability scores of your choice by 1. you are capable of casting, in order to unleash one last salvo of
As normal, you cannot increase an ability score above 20 using arcane energy upon your enemy.
this feature. On a successful hit the spell effect is doubled. On a miss
of less than 5 effect is normal and doesn’t do normal weapon
Improved Arcane Channeling damage.
At 5th level, any channeled spell cast during a missed attack is This feature cannot be used again until after a long rest.
stored and discharged on the first successful attack before the
end of your next turn with either your primary weapon or your Master Duskblade
secondary weapon (chosen at the time of casting), resolving its At 20th level you become a master of melding magic and might.
effects then. This effect cannot be extended beyond one round Your Intelligence and either Strength or Dexterity (your choice)
and the spell is lost if not discharged before the end of your next ability scores increase by 2, and can raise the ability over 20.
turn following a failed attack roll. Furthermore, you can choose one spell off the Duskblade spell
The hit penalty when a channeled spell is countered is list that you can cast without spending a spell slot as if it were
reduced to -4. cast as a 5th level spell. You can do this once between long
rests.
Vicious Arcane Barrage In addition, when you use the Arcane Channeling feature and
At 7th level, your prowess with blending martial and magical roll a critical hit you recover a spell slot equal to half of the level
skill allows you to follow up your spells with a powerful attack. slot used during the attack, rounded up.
When you use your action to channel a Duskblade spell, you
can make one weapon attack as a bonus action.

Advanced Arcane Channeling


At 9th level, you can use your arcane channeling ability on an
attack of opportunity. Furthermore, effects with a duration
longer than instantaneous do not end once the effect has been
resolved. The standard rules for concentration spells still apply
(see Chapter 10 in the Player’s Handbook).
The hit penalty when a channeled spell is countered is
reduced to -2.

Improved Arcane Weapon Bond


At 11th level, you begin to unconsciously channel arcane energy
into your weapon when striking. Whenever you hit a creature
with a melee weapon, the creature takes an extra 1d6 force
damage. Your melee weapon attacks count as magical for
overcoming resistance and immunity to nonmagical attacks and
damage.

5
Duskblade Archetypes Improved Ascendant Arcane Weapon
At 10th level, every time you spend an arcane power point
As Duskblades gain in power and knowledge there are two
disciplines that most fall into, the Mithral Nightingale or the using the Ascendant Arcane Weapon feature you may choose
Umbra Champion. a damage type (Fire, Cold, or Acid). On a successful hit, your
melee damage is converted to the chosen type. At 15th level you
Mithral Nightingale may choose from Necrotic and Radiant damage types as well.
Additionally, on a critical hit using this feature you gain the
The Mithral Nightingale would seem to be the natural evolution
ability to augment your next attack and gain a +2 bonus to hit
of those students who embark on the quest to become a Master
for your next attack roll.
Duskblade by continuing to hone their skill with magic and
blade.
Umbra Champion
Expanded Spell List There are a few Duskblades who adapt and embrace the
You can choose one Mithral Nightingale spell at each duskblade duskiness and gloom of shadow and complete darkness. These
level listed in place of a spell off the duskblade spell list. are the Umbra champions, a rare breed indeed. The Umbra
Champion follows in traditions of the likes of the assassin and
Mithral Nightingale Spells have excelled and hiding themselves, only being seen when
they choose to lift the veil on their magic. An uncommon group
Duskblade Level Spells (Level of Spell Slot) within the order of the Duskblade, the Umbra Champion is
6th Barkskin (2nd), Flame Blade (2nd) both master of shadow and of darkness. Adept at bending the
10th Acid Sheath (3rd), Slow (3rd) light around themselves and merging with their surroundings,
14th Ice Armor (4th), Greater Invisibility (4th) this elusive sect is known for disappearing mid-melee, only to
reappear in the moment just before the enemy realizes they
18th Greater Restoration (5th), Hold Monster (5th)
have been dealt a critical blow.
Armored Arcanist Expanded Spell List
At 3rd level, your hit point maximum increases by 3 and you You can gain access to the Umbra Champion spells on the table
gain 1 additional hit point upon reaching each new Duskblade at each duskblade level listed. These spells, when selected as
level. Additionally, you’ll gain a +1 bonus to AC while conscious part of this feature, don’t count against your duskblade spells
and you gain proficiency with heavy armor. known.
As a reaction to an attack targeting you, you can spend an
arcane power points to strengthen your defenses. Each point
Umbra Champion Spells
spent in this way gives a +2 bonus to your AC until the start of Duskblade Level Spells (Level of Spell Slot)
your next turn. 6th Darkness (2nd), Grip of Darkness (2nd)
Arcane Might 10th Moonbeam (3rd), Fly (3rd)
14th Freedom of Movement (4th), Night Armor (4th)
At 3rd level, you gain 3 arcane power points and another arcane
power point at every even Duskblade level beginning at 4th. 18th Conjure Elemental (5th), Shadow Burst (5th)
You can only spend 1 arcane power point per turn. You regain
arcane power points spent after a long rest.
Tenets of Shade
At 3rd level, whenever you take an Attack action on your turn
Ascendant Arcane Weapon your practice with shadow magic lets you modify arcane energy
At 6th level, you learn to enhance your weapon with arcane into different a form. Successful attacks do an extra 1d4 of
power. Your melee weapon strikes with a bonded weapon Necrotic, Acid, or Force Damage, your choice.
become infused with arcane power. If the weapon is not already This damage goes up to 1d6 at 8th level, 1d10 at 12th level,
magical, it becomes magical. Additionally, whenever you hit a and 1d12 at 16th level.
creature the creature takes extra force damage equal to half of
your intelligence modifier rounded up (at least 1).
Shadow Slip
Furthermore, you can now spend an arcane power point to Starting at 3rd level, you gain the ability to teleport between
do one of the following things: areas of dim light or darkness. When you are in dim light and
darkness, you can use your action or a bonus action on your
• You can spend 1 arcane power point on a successful
turn to teleport at up to half your speed to an unoccupied, seen
channeled attack and it becomes empowered so that its
space that is also in dim light, or darkness.
attack damage won’t be halved as it normally is.
• Spend 1 arcane power point when you make a successful Improved Shadow Slip
attack as a bonus action or reaction (an attack of
opportunity, for example). You may add an extra 1d6 for At 6th level, you gain the ability to cast darkness several times
every six levels of Duskblade class as arcane damage to the equal to 1 + your intelligence modifier. Additionally, when you
attack. use the Shadow Slip feature, you can teleport from within
• You can spend 1 arcane power point on a successful attack magical darkness to an unoccupied space even when you
roll. The target of your attack has Disadvantage against cannot see the space. You must have seen the space prior to
all spell saves or spell attack rolls (your choice) until the entering the area of the magical darkness and then succeed on
beginning of your next turn. a dexterity check. If you fail the check you miss the intended
• Spend 1 arcane power point on a successful attack roll. target space by the number of squares equal to 1d4 and fall
The target of your attack has Disadvantage on all melee or prone.
ranged attack rolls until the beginning of your next turn.

6
Braid of Darkness New Duskblade Spells
At 10th level, you have learned to become one with the
shadows. When you are in an area of dim light or darkness, you Static Shock
can use your action to become invisible. You remain invisible Evocation Cantrip
until you make an attack, cast a spell, or are in an area of bright
light. Casting Time: 1 action
Also, if you can hear, you are aware of the location of any Range: 60 Feet
hidden or invisible creature within 10 feet of you. Additionally, Components: V, S, M (a bit of metal)
as you become more accustomed to dark areas, you gain Duration: Instant
darkvision with a range of 60 feet, if you did not have it already. A small arc of electricity jumps from your hand to a nearby
creature. Make a ranged spell attack against a creature you
Shadow Lineage can see within range. On a hit, the target takes 1d6 Lightning
At 10th level, the damage type chosen from your Tenets of Damage, and all creatures within 5 feet of the target (including
Shade archetype feature also has the following effects, in the original target) must make a Dexterity saving throw or take
addition to the damage dice roll: 1d4 Lightning Damage as well. This spell’s damage increases
by 1d6/1d4 when you reach 5th level (2d6/2d4), 11th level
• Necrotic damage: Any enemy within 15 feet of the (3d6/3d4), and 17th level (4d6/4d4).
damaged enemy feels the bite of your strike and feels
the effects of your strike of Necrotic damage. Grip of Darkness
• Force damage: Your magic alters the heft of the weapon 1st-Level Necromancy
you are wielding at the point where you connect with
your strike. This damage roll ignores resistance. Casting Time: 1 action
• Acid damage: Your weapon slices into your enemy Range: Touch
melting their armor. They suffer a -1 to their armor class Components: V, S
until the beginning of your next turn. Duration: 1 round

At 14th level, you are also able to choose the following effect. You reach out with a hand of decaying shadows. You make a
melee spell attack to touch a target creature. A creature you
• Radiant damage: Your weapon flashes white hot for an touch takes 2d6 Necrotic Damage. The touched creature must
instant then plunges the area into darkness, blinding then make a Constitution saving throw or have its eyes cloyed
enemies within 15 feet of your weapon and giving them with darkness, treating all lighting as being one step lower
disadvantage on attack rolls until the beginning of your for the duration of the spell (bright light becomes dim light,
next turn. dim light becomes darkness, and darkness becomes magical
darkness).
Multiclassing At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d6 for each
Multiclassing allows you to gain levels in multiple classes.
slot level above 1st.
Doing so lets you mix the abilities of those classes to realize
a character concept that might not be reflected in one of the
standard class options.
Night Shield
2nd-Level Abjuration
Multiclassing Proficiencies Gained Casting Time: 1 action
Light armor, medium armor, shields, simple weapons, martial Range: Self
weapons. Components: V, S
Duration: Concentration, up to 1 minute
Multiclassing Prerequisite Your shadow creates a swirling barrier to intercept ranged
Intelligence and Strength 13. attacks. While 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.

Acid Sheath
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.

7
Ice Armor
4th Level Abjuration Credits & Legal
Copyright © 2017, Adeptus Gaming
Casting Time: 1 action
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Range: Self
Design & Layout: Greg Stock
Components: V, S, M (a shard of perfectly clear ice)
Editing: Autumn Stock
Duration: Concentration, up to 1 hour
A Very Special Thanks To: Mike Beacom, Dylan Stock, and Jan
You create a sheath of ice stronger than steel around a single Kartschewski
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. DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
For the duration of the spell, the creature has disadvantage Forgotten Realms, the dragon ampersand, Player’s Handbook,
on Strength checks and Strength saving throws and deals only Monster Manual, Dungeon Master’s Guide, D&D Adventurers
half damage with weapon attacks that use Strength. A creature League, all other Wizards of the Coast product names, and
that successfully saves takes half damage and suffers no their respective logos are trademarks of Wizards of the Coast
further effects. Each round a creature is affected, it can make a in the USA and other countries. All characters and their
Constitution saving throw at the start of its turn. Success ends distinctive likenesses are property of Wizards of the Coast. This
the spell for that creature. material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
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This work contains material that is copyright Wizards of
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