Duskblade

by ZickZak

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Duskblade

The Duskblade

“Step soft through shadow; strike with sure death, and let the night carve your name in fear.”
— Scarn of the Duskblade

Names and Nature

Duskblades, also called hexblades or arcane warriors, stand at the boundary between life and shadow. They blend martial skill with subtle magic, forging blade and spell into a single discipline. Touched by shadow but fully mortal, they act with quiet purpose and a clear grasp of forces most never witness.

Many choose to act as agents of fate, using conjured weapons and veiled magic with precision. Where others see darkness, a Duskblade sees threads to cut, preserve, or redirect. They walk lightly, act decisively, and carry the weight of hidden truths.

Origins in Shadow

Most Duskblades draw strength from the Shadowfell and the Raven Queen. Her realm—somber, cold, and shaped by memory—marks those who tap its power. Whether chosen directly or merely touched, they learn to read echoes of death and feeling as others read tracks in the earth.

The Raven Queen’s agents maintain balance: preventing the undying from rising unchecked, thwarting those who meddle with souls, and restoring endings to their rightful place. Her mark leaves a chill impression, a constant reminder of purpose.

Rituals and trials bind a Duskblade to this calling. Their runes, weapons, and techniques reflect the Queen’s domain: swift, precise, and free of distraction.

The Essence of Power

A Duskblade’s magic flows from discipline and will. Shadow strengthens movement, sharpens perception, and empowers the blade. Light armor suits their style, while summoned weapons and spectral techniques merge martial skill with arcane expression.

Runes ward the spirit, silence motion, and steady the mind. As power grows, some manifest ravenlike wings of shadow, strike through flickers of gloom, or command spectral allies from the Shadowfell. Whether shielding others or cutting through battle, their craft combines restraint, accuracy, and the cold certainty of fate.

“The unseen hand strikes truer than the sunlit sword, for shadow knows where steel should fall.”
— Scatt, the Silent Raven

Orders of Service

Order of the Raven Queen
These warriors serve as the Raven Queen’s stern hand, stepping in where mortal judgment falters. They wield deathly power drawn from the still corners of the Shadowfell, sowing dread with a look and binding foes in inescapable shadow. They weave ghostly mail for protection, ward off unseen threats, and turn an enemy’s suffering into grim resolve. Their strikes carry the certainty of final judgment, like winter falling without reprieve upon a barren field.
Order of the Twilight Wing
Members of this order move like omens on the wind. One moment they stand in clear sight, the next they slip into dimness and return with unerring force. Their steps quicken with otherworldly speed, and even failure twists into a curtain of shadow that shields them. They call upon spectral kin to strike where mortal blades falter, hunting with a blend of stealth, precision, and airy grace. Facing one is to feel the dusk itself drawing near.
Order of the Twin Shadows
Fighters of this order move as if two wills briefly align within one body. One is flesh and bone, the other a shadow-born extension of their will, moving with uncanny precision. Strikes and parries double, flowing seamlessly between physical and spectral motions. Each attack anticipates the enemy, each feint mirrored, and every defense reinforced when the shadow surges forth to guide them. Facing them is to confront a single foe that splits and rejoins, a blur striking from multiple angles and leaving opponents disoriented and overmatched.

Philosophy and Conduct

Conduct Duskblades value subtlety above open might. They favor balance and foresight, trusting in cunning and precision more than brute force. Those who respect quiet skill earn their regard, while zealots and loud crusaders are met with wary distance. To them, the world is a tapestry of threads to be guided or cut, and each measured step may shape the destinies of many.

Tales speak of lone hunters slipping through guarded halls, veiled agents unraveling plots before blades are drawn, and warriors whose spectral companions move like echoes of forgotten stories. They belong to the gloaming between worlds, walking with calm purpose and an awareness of hidden currents beneath every choice. Their presence is understated, yet their influence often shifts the course of events in lasting ways.

The Cost of Power

Drawing strength from shadow carries a quiet price: joy fades, warmth grows distant, and mortal pleasures slip away like lanternlight lost in the mist. Long service binds a Duskblade ever closer to the Shadowfell.

And many continue their calling after death in the Raven Queen’s quiet halls.

Duskblade Class Features

Duskblades blend blade and magic, striking with lethal precision while shaping arcane energy to their will. Masters of stealth and spellcraft, they move unseen across the battlefield, striking where least expected.

Hit Points


  • Hit Dice: 1d8 per Duskblade level
  • Hit Points at 1st Level: 1d8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Duskblade level after 1st
Lvl
Invocations
Features
Spells
1st - Pact Magic, Arms of Mourning 1
2nd 1 Black Veil 2
3rd 2 Subclass Feature 3
4th 2 ASI 4
5th 3 Thirsting Blade 5
6th 3 Subclass Feature 6
7th 4 6
8th 4 ASI 7
9th 5 Soulbound Cunning 7
10th 5 Subclass Feature 8
11th 5 Mystic Arcanum (6) 8
12th 6 Arcane Flow, ASI 9
13th 6 Mystic Arcanum (7) 9
14th 6 Subclass Feature 10
15th 7 Mystic Arcanum (8) 10
16th 7 ASI 11
17th 7 Mystic Arcanum (9) 11
18th 8 12
19th 8 Epic Boon 12
20th 8 Black Veil (Ravenflight) 13

Proficiencies


  • Primary Ability: Wisdom, Dexterity
  • Saving Throws: Wisdom, Charisma
  • Weapons: Simple weapons, Arms of Mourning
  • Armor: Light armor
  • Skills: Choose 2 from Acrobatics, Arcana, Deception, Insight, Intimidation, Stealth

Equipment

Choose A or B: (A) Studded Leather Armor, Longsword, Shortbow, 20 Arrows, Quiver, Raven Feather, Explorer's Pack, and 15 GP; or (B) 85 GP

Level 1: Pact Magic

Cantrips known, Spell slots and Mystic Arcanum mirror warlock Pact Magic progression.

Spell save DC = 8 + your Proficiency Bonus
+ your Wisdom modifier

Level 1: Arms of Mourning

"Your weapon shimmers as you summon it, cold crawling along its edge."

After a 1-hour ritual, you bond with a melee weapon (including a magic weapon not attuned to others). A bonded weapon grants you proficiency and can serve as a spellcasting focus. This counts as the Pact of the Blade invocation and cannot be used while wearing heavy armor.

As a Bonus Action, you can summon or dismiss it. You can use Wisdom for its attack and damage rolls, and it can deal Necrotic, Psychic, or Radiant damage.

At 3rd level, you can
maintain two bound
weapons; one
of them can
be a bow.

Level 2: Black Veil

"The Raven Queen’s shadow weaves through your mind, magic, and movements."

  • 2nd level: Quiet as mourning. You gain proficiency in Stealth. If you already have proficiency, you instead gain Expertise in Stealth.
  • The Raven Queen's spectral shields form around you, protecting against disruption. When you are not wearing armor or a shield, your Armor Class equals 13 + your Dexterity modifier.
  • 3rd level: Your magic flows in silence. When you cast an Illusion or Enchantment spell from the Duskblade spell list (marked *), you may treat its Verbal components as if they were Somatic components.
  • 11th level: Your mind lies beyond fear or command. You have advantage on effects that would make you reveal information magically.
  • 17th level: The Raven Queen's shadows shield your soul. You have advantage on saving throws against divination magic, and creatures have disadvantage on divination spells or magical scrying that target you.
  • 20th level: “As death reaches for you, her wings unfold, denying the Reaper her prize.” Once per Long Rest, when you would be reduced to 0 HP, you take no damage from that source and become incorporeal with 60 feet flying until the end of your next turn, transforming into a flock of ravens.
    You then reform in a visible unoccupied space within 10 feet, and restore one expended Pact Magic slot.

Level 9: Soulbound Cunning

“The soul of your fallen foe whispers secrets of power.”

Once per Long Rest, when you reduce a creature to 0 Hit Points, you regain one expended Pact Magic spell slot.

Level 12: Arcane Flow

"Casting your spell leaves no pause; your weapon lashes out in immediate response."

When you cast a Duskblade spell of 1st level or higher using your Magic action and expending a pact spell slot, you can make one weapon attack as a Bonus Action.

You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.

Order of the Raven Queen

A relentless wielder of the Raven Queen’s vengeance, you strike fear into the hearts of your enemies, weaving necrotic might into each precise blow.

Level Spells
3 Armor of Agathys, Hex*
Omenflight, Suggestion*
5 Dispel Magic, Hunger of Hadar
7 Backlash, Ice Storm
9 Cone of Cold, Scrying

3rd Level - Wit’s Edge
“You strike with both cunning and precision, your mind as sharp as your blade.”
You may use your Wisdom modifier in place of Strength for meeting Heavy weapon requirements you summon via Arms of Mourning.

Whenever you would increase your Strength score from a feat, you may instead increase your Wisdom score.


6th Level - Deathshroud
“The Raven Queen’s shadow tightens around you, dulling the bite of mortal blows and whispering forbidden truths.”
Once per round, when you take damage, you can reduce that damage by an amount equal to your Wisdom modifier.

You have advantage on Constitution saving throws you make to maintain Concentration.


10th Level - Death’s Aegis
“The Raven Queen’s shadow cloaks you, shielding your form from harm.”
After finishing a Long Rest, choose one damage type (other than force). You gain resistance to that damage type until you finish your next short or Long Rest.


14th Level - Chains of the Damned
“Chains of shadow leap from your weapon, ensnaring and writhing around the enemy, feeding on their life force.”
Once per turn, when you hit a creature with an attack, you can force it to make a Charisma saving throw against your spell save DC. On a failed save, the target is drawn into the Shadowfell, taking 6d10 necrotic damage and becoming Incapacitated until the end of your next turn, when it reappears in its original space or the nearest unoccupied space.

You regain use of this feature after a Long Rest, or by expending a Pact Magic spell slot (no action).

Order of the Twilight Wing

Masters of unseen strikes, you slip through the battlefield like a shadow, vanishing and reappearing with deadly precision.

Level Spells
3 Cure Wounds, Hex*
Lesser Restoration, Shining Smite
5 Silver Lance, Oath of the Fallen
7 Banishment*, Dimension Door
9 Mislead*, Teleportation Circle

3rd Level – Radiant Hunt
"The Raven Queen’s gaze falls upon the faltering, and your strikes follow her judgment."
You gain a +5 feet bonus to your base walking speed.

Your ranged attacks deal extra radiant damage to bloodied creatures. The extra damage equals half your proficiency bonus, rounded up.


3rd Level – Shadowstride
“The shadows claim you for a heartbeat, concealing your presence entirely.”
When a creature misses you with an attack, you can use your Reaction to become Invisible until the end of your next turn or until you attack or cast a spell. You can use Shadowstride a number of times equal to your Proficiency bonus per Long Rest.

While Invisible through this subclass, the first ranged attack you make against a creature deals extra radiant damage equal to your Wisdom modifier plus 1.


6th Level – Last Light
"As life falters, shadows rise to cloak you until your next strike."
When you reduce a creature to 0 HP, or restore one from 0 HP, you can become Invisible until the end of your next turn or until you attack or cast a spell.

When you become Invisible this way, you can immediately move up to half your Speed without provoking opportunity attacks.

Additionally, when you use your Last Light feature, you regain one expended use of Shadowstride.


10th Level – Echoing Strike
“As your ally strikes, your shadow mirrors theirs.”
When an ally within 30 feet attacks a creature, you can use your Reaction to make a ranged weapon attack against that creature. On a hit, you deal an extra 3d8 radiant damage in addition to the attack’s normal damage.

You can use this feature once per Short Rest.


14th Level – Call the Wraith
"A fallen elf answers — a soul once bound to the Raven Queen, walking beside you."
Once per Long Rest, you can cast Oath of the Fallen without requiring concentration. When you do, the summoned fallen has the following additional benefits:

  • Its duration is 1 minute.
  • It gains temporary Hit Points equal to half your Duskblade level.
  • Radiant hunt: Once on each of your turns, if it hits a bloodied creature or one affected by your Hex, it deals extra radiant damage equal to your proficiency bonus.
  • Last Light: When you become Invisible using this subclass feature, the wraith also turns Invisible. The effect ends for the wraith at the end of your next turn or immediately after it makes an attack.

Order of the Twin Shadows

On the battlefield, you are never truly alone. Manifesting your inner darkness as a spectral partner, you move as two at once. Where enemies strike, they find only smoke—inviting a lethal answer from the unseen.

Level Spells
3 Animal Messenger*, Hunter’s Mark*
Silence*, Zephyr Strike
5 Tiny Hut, Phantom Steed*
7 Locate Creature, Shadow of Moil
9 Hold Monster*, Steel Wind Strike

3rd Level — Twin Strikes
“Your strikes split between flesh and shadow as the wraith speeds up your assault.”
As a Bonus Action, you manifest the Arms of Mourning, forming two blades. Each blade deals 1d8 + your Dexterity or Wisdom modifier slashing damage and has the finesse property.

When you take the Attack action, choose one of the following:

  • Wraithblade: You make one additional attack with your off-hand blade. This attack is wraith attack.
  • Wraith Shot: The wraith steps out from your body to strike at range. It makes a ranged wraith attack with its spectral shortbow against a creature within 90 feet.

Wraith Attacks

  • Use your spell attack bonus.
  • Deal 1d8 + your Wisdom modifier (melee) or 1d6 + your Wisdom modifier (ranged) force damage.
  • Can benefit from any advantage you have.
  • Count as spell attacks made through the wraith guiding your body. They benefit from effects that modify your weapon attacks (such as weapon buffs), but do not trigger effects that require you to hit a creature with an attack (such as Hex or Sneak Attack).

3rd Level — Shadow Reflexes
“In a heartbeat, the wraith slips through your form, guiding you unseen from the shadows.”
Gain +1 to your initiative.

When a creature within 10 feet misses you with a
non-opportunity attack, you can use your Reaction to
teleport up to 10 feet to a space you can see.

You can use this feature a number of times equal to
your proficiency bonus per Long Rest.


6th Level — Spectral Guard
“A flicker of your wraith form intercepts the blow
before it lands.”

When a creature you can see hits you with an attack,
you can use your Reaction to have your wraith step
out of your body and intercept the incoming attack,
forcing it to have disadvantage.

You can use this feature a number of times equal to
your Wisdom modifier per Long Rest.


10th Level — Blade Dance
“Your blades carve the path your shadow follows.”
Creatures have disadvantage on opportunity attacks made against you.

When you take the Attack action and attack at least once with each conjured blade, you may teleport up to 10 feet before or after one of those attacks (once per turn).


10th Level — Shadow Pursuit
The full length of the darkness is your hunting ground. An opponent’s lapse becomes a fatal proximity.
Once per Long Rest, trigger this feature when either:

  • A creature within 90 feet misses you with an attack, or
  • A creature within 90 feet is hit by your Wraith Shot.

When triggered, you can use your Reaction to teleport to a space within 5 feet of the creature (behind it, if possible) and make one melee wraith attack against it with advantage.


14th Level — Wraith Ascendance
“For a heartbeat, your wraith no longer follows — it leads"
When you take the Attack action, the wraith pours through your form, seizing your limbs for an instant and driving your body into a blur of impossible speed.

Immediately before or after one of your attacks, the wraith propels you into a flurry of accelerated motion. You make three melee wraith attacks, striking at creatures within 5 feet as your shadow-self lashes out in perfect tandem with your blade.


You can use Wraith Ascendance once per Long Rest, or you may expend a Pact Magic spell slot to use it again.

New Invocations

Deathreader’s Sight

Prerequisite: 5th level
Your gaze pierces the hidden scars that cling to a soul.


At will, you can sense whether a creature within 30 feet is cursed, magically Charmed or Frightened, or undead/partially undead. You learn the condition, but not the source or cause.

Haven of Still Winds

Prerequisite: 5th level
You fold the air around you into a sanctuary untouched by weather or storm.


Once per Long Rest, you can spend 1 minute to create a 10-foot-radius dome centered within 15 feet. It lasts 8 hours or until dismissed (no action).

Inside, the air is perfectly still and protected from nonmagical environmental effects (wind, precipitation, gases, smoke, and extreme temperatures). Sound and spells pass through the dome normally.

Lorekeeper’s Vision

Prerequisite: 5th level
The Raven Queen grants you insight into mortal minds, revealing both affection and hidden intent.


You can cast each of the following spells once per Long Rest without expending a spell slot or material components:

  • Charm Person
  • Detect Thoughts

Queen of Winter

The chill of the Shadowfell settles into your veins, hardening you against frost and bitter environments.


You have Resistance to Cold damage and ignore difficult terrain caused by ice or snow.

You can cast Absorb Elements without expending a spell slot. Once you do so, you can’t cast it again in this way until you finish a Long Rest.

Queen’s Inquest

Prerequisite: 5th level
The Raven Queen’s shadow threads through every word, revealing hidden truths.


You can cast Zone of Truth once per Long Rest without expending a spell slot or material components.

Ravenmark Cipher

Prerequisite: 5th level
Your hidden script carries meanings meant only for chosen eyes.


As a Magic action, touch a surface to inscribe an invisible Ravenmark (visible only with See Invisibility or Truesight).

While within 500 ft of the mark, you can take a Magic action to see or hear through it as if using the Clairvoyance spell. This effect lasts until the end of your next turn.

The mark lasts until you dismiss it (no action), its surface is destroyed, or you create another Ravenmark.

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Soul of the Raven

Prerequisite: 7th level
Your spirit assumes the Raven Queen’s favored form, and when called, acts in unity with it.


Raven Form Once per Long Rest, you can take a Bonus Action to magically transform into Sentinel Raven for one hour.

  • You gain 17 Temporary Hit Points that vanish when the spell ends
  • You're limited in the actions you can perform by the anatomy of the Raven form, and can’t speak or cast spells
  • Your gear melds into the new form and you can't use or otherwise benefit from any of that equipment

Empowered Messenger
Also, if you know the Pact of the Sentinel Wing invocation, the Sentinel Raven you summon with the Queen’s Messenger spell gains these benefits:

  • Quick Attack: As a Bonus Action, you can command the raven to take the Attack action.
  • Eldritch Strike: Whenever the raven deals damage, you can make it deal Necrotic damage instead.
  • Resistance: When the raven takes damage, you can take a Reaction to grant it Resistance against that damage.

New Invocations

Spectral Lantern

A pale lantern reveals only what the living fear to see.


Once per Short Rest, as a Magic action, conjure a spectral lantern for 10 minutes.

While lit, you sense undead within 30 feet. You also have advantage on checks to determine a creature’s cause of death, and on Survival and Investigation checks to track and spot clues related to creatures that died within the last 24 hours.

Unrecalled Passage

Prerequisite: 5th level
The world forgets your passing, and even magic struggles to remember your trail.


You leave no tracks, scent, or physical signs of passage unless you choose to.

Magical tracking effects must succeed on a spellcasting ability check against your spell save DC to follow you.

Winged Omen

Prerequisite: 5th level, Pact of the Sentinel Raven
Your raven is bound to familiar souls, carrying your words unerringly across any distance it can fly.


You can use the raven to deliver a spoken message of up to 25 words to a creature you have seen before within 5 miles.

The raven travels to the creature, delivers the message in your voice, and then returns to you.

Winter’s Shroud

Prerequisite: 5th level
As the warmth of life leaves your veins, the Shadowfell rises to conceal you in its cold embrace.


Once per Long Rest, when you fall to half your Hit Points or fewer, you become Invisible. This invisibility lasts for
1 hour or until you attack or cast a spell.

Duskblade can also learn any Warlock invocation for which they meet prerequisites.

Rites of the Blade

Once per round, when you hit with your pact weapon, you can apply one Rite invocation to that hit.

Frigid Soul

Prerequisite: 5th level, Pact of the Blade
Your bond with the Shadowfell deepens, coating your pact weapon in rime that never melts.


You can choose for your pact weapon to deal Cold damage.

When you deal Cold damage to a creature with your Pact of the Blade weapon, you can reduce its speed by 10 feet until the start of your next turn.

Gloaming Blade

Prerequisite: Pact of the Blade
An unsettling twilight wraps your weapon, bolstering your presence as it saps the nerve of your enemies.


Activation (Action): Your pact weapon sheds dim light in a 10-foot radius or extinguishes nonmagical light within the same radius until dismissed (no action). While active, you have advantage on Intimidation checks.

When you hit a creature with a melee attack, you can impose disadvantage on its attacks against others until the start of your next turn (one creature at a time).

Grasp Beyond Death

Prerequisite: Frigid Soul, Pact of the Blade
Cold and shadow coil around your foe, pinning it between life and the grave.


When you deal Cold damage with your pact weapon on a melee hit, you can force the target to make a Constitution saving throw against your spell save DC.

On a failure, the target’s speed becomes 0 until the end of its next turn, or until it takes damage.
On a success, the creature is immune to this effect until the end of your next turn.

Sever the Tether

Prerequisite: Pact of the Blade
Your blade severs the unseen thread that binds flesh to spirit, halting the return of stolen life.


When you deal Necrotic damage with your pact weapon, the target cannot regain hit points until the start of your next turn.

Sorrowbrand

Prerequisite: 7th level, Pact of the Blade
Your strike burns a grief-mark into your foe’s spirit.


Whenever you hit a creature with your pact weapon, you brand it until the start of your next turn.

While branded, you always know the creature’s direction and distance. If it deals damage to you with an attack, it must make a Wisdom saving throw; on a failure, it is Slowed (speed halved, no Reactions) until its turn ends.

New Invocations

Pact of the Sentinel Wing

You learn the Queen's Messenger spell and can cast it as a Magic action without expending a spell slot or material components. This feature counts as the Pact of the Chain invocation.

When you cast the spell, you choose the Fey Raven form or this special form: Sentinel Raven.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your Raven familiar to make one attack of its own with its Reaction.


Sentinel Raven

Tiny Fey, Lawful Neutral


  • Armor Class 14
  • Hit Points 17 (5d4 + 5)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 12 (+1)

  • Skills Investigation +2, Perception +6,
    Stealth +8
  • Damage Resistances Necrotic
  • Senses Darkvision 60 ft. (unimpeded by magical Darkness), Passive Perception 16
  • Languages understands languages you speak
  • Challenge 1/2 (100 XP)

Traits

Magic Resistance: The raven has advantage on saving throws against spells and other magical effects.

Perch Insight: While perched on your shoulder, the raven grants you a +5 bonus to passive Wisdom (Perception), and a +5 bonus to passive Intelligence (Investigation) checks made to detect or disbelieve illusions.

Silent Wings: The raven has advantage on Dexterity (Stealth) checks.

Featherfall Flutter: If your raven is within 60 feet and you fall, it can use its reaction to slow your fall. It casts feather fall on you.

Actions

Shadow Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) Slashing damage, and the target has disadvantage on the next attack roll it makes against you before the start of the raven’s next turn.

New Spells

Queen’s Messenger (optional)

1st level Conjuration


You pluck a strand of moonlit shadow from the air and fold it into the shape of a raven. It opens its eyes as two dim silver sparks, bows once, and waits for your command.


You cast the Find Familiar spell, but the familiar you summon is always a fey raven.

All other rules of Find Familiar apply normally.


Fey Raven

Tiny Fey, Unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 5 (-3) 13 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Traits

Flyby: The raven doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 Piercing damage.

New Spells

Crown of Crows

2nd-level Transmutation


  • Casting Time: Action
  • Range: 120 feet
  • Components: V
  • Duration: 1 minute

Spectral ravens swirl around a foe, their dark wings blotting out light and clouding its mind.


One creature you can see within range must make a Constitution saving throw. On a failure, spectral ravens swirl around it, imposing the Blinded condition for the duration. At the end of each of its turns, it repeats the save, ending the spell on a success.

At higher Levels:
You can target one additional creature for each spell slot level above 2.

Feathered Lament

3rd-level Illusion


  • Casting Time: Action
  • Range: 120 feet
  • Components: S, M (a pinch of powdered opal)
  • Duration: Concentration, up to 1 minute

For a moment, a spiraling storm of ghostly raven feathers fills the air, drifting in mind-snaring motion.


Creatures in a 30-foot cube who can see the feathers must make a Wisdom saving throw. On a failure, the creature is Charmed, Incapacitated, and its speed is 0 for the duration.

The effect ends for a creature if it takes any damage or if another creature uses an Action to shake the creature out of its stupor.

Harbinger's Watch

1st-level Abjuration


Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a fine silver whistle)
Duration: 8 hours


You call upon the watchfulness of the dead, setting a non-living sentinel to alert you whenever its silence is broken by a trespasser.


Choose a door, window, or area (20-foot cube). Until the spell ends, an alarm alerts you when a Small or larger creature touches or enters the area.

You can designate creatures that won't set off the alarm. You also choose whether the alarm is Audible or Mental:

Audible Alarm: The alarm sounds like the distant, haunting cry of a raven for 10 seconds within 60 feet.

Mental Alarm: You are alerted by a chilling mental chime (like a raven's heart pulse) if you are within 1 mile. This ping awakens you if asleep.

Morflame

Cantrip Conjuration


  • Casting Time: Bonus Action
  • Range: Self
  • Components: S, M
  • Duration: 10 minutes

Pale shadowlight gathers in your palm,
a cold, silent flame shaped like a raven’s wing.


A flicker of shadowflame appears in your hand for
the duration, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. It gives off no heat.

As an action, you can hurl the flame at a target within 60 feet. Make a ranged spell attack, dealing 1d8 damage (cold or necrotic, chosen when you cast the spell) on hit.

Cantrip Upgrade:
The damage increases by 1d8 at levels 5, 11, and 17.

Oath of the Fallen

3rd-level Conjuration
You call forth an elf-spirit touched by the Shadowfell.


Use the rules for the Summon Shadowspawn spell. The summoned is an elf with a ghostly, muted appearance.

Omenflight

2nd-level Conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You bind three loyal ravens to your service, extending your vigilance through their tireless eyes.


Each raven functions as a familiar under the Queen's Messenger rules. If you already have a familiar, you summon one fewer raven.

The ravens can share their senses with you within 1 mile. When you cast a spell with a range of Touch, one raven can deliver it; only one can do so per turn.

At Higher Levels:
When cast using a slot of 3rd level or higher, you summon one additional raven per slot level above 2nd.

Twilight Chorus

Cantrip Evocation


  • Casting Time: Action
  • Range: 120 feet
  • Components: S, M (a bit of ash)
  • Duration: Concentration, up to 1 minute

You summon up to four spectral ravens of pale moonlight, drifting through the air like whispers of the night.


Each raven sheds dim light in a 10-foot radius. As a Bonus Action, you can move the ravens up to 60 feet within range. A raven must stay within 20 feet of another, and any raven disappears if it leaves the spell’s range.

Oath of the Fallen

Duskblade Spells

Cantrips
  • Blade Ward
  • Chill Touch
  • Friends*
  • Frostbite
  • Mind Sliver*
  • Minor Illusion*
  • Morflame
  • Thaumaturgy
  • Twilight Chorus
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Cause Fear*
  • Charm Person*
  • Command*
  • Detect Magic
  • Disguise Self*
  • Harbinger's Watch
  • Zephyr Strike
2nd Level
  • Blur*
  • Crown of Crows
  • Elusion
  • Hold Person*
  • Invisibility*
  • Mind Spike
  • Misty Step
  • Omenflight
  • Phantasmal Force*
  • Silence*
  • Suggestion*
3rd Level
  • Dispel Magic
  • Enemies Abound*
  • Feathered Lament*
  • Hunger of Hadar
  • Major Image*
  • Nondetection
  • Oath of the Fallen
4th Level
  • Backlash
  • Charm Monster*
  • Confusion*
  • Phantasmal Killer*
  • Shadow of Moil
5th Level
  • Dream*
  • Geas*
  • Hold Monster*
  • Mislead*
  • Modify Memory*

Mystic Arcanum

6th Level
  • Mass Suggestion*
  • Mental Prison*
  • Soul Cage
  • True Seeing
  • Wall of Ice
7th Level
  • Etherealness
  • Finger of Death
  • Power Word Pain*
  • Project Image*
8th Level
  • Befuddlement*
  • Maddening Darkness
  • Power Word Stun*
9th Level
  • Blade of Disaster
  • Foresight
  • Psychic Scream*

The Duskblade
Version 2.9
Made by ZickZak

Art Disclaimer:
All artwork was created using the AI tool Nano Banana; no traditional artists were involved.

Table of Contents:
Page 1 - Cover
Page 2 - The Duskblade
Page 3 - Class Features
Page 4 - Order of the Raven Queen
Page 5 - Order of the Twilight Wing
Page 6 - Order of the Twin Shadows
Page 7 - New Invocations
Page 8 - New Invocations
Page 9 - New Invocations, New Spells
Page 10 - New Spells
Page 11 - Duskblade Spell List
Page 12 - Table of Contents, OGL
This D&D 5e Supplement includes:
- Duskblade class and its three subclasses:
  - Order of the Raven Queen
  - Order of the Twilight Wing
  - Order of the Twin Shadows
- 17 original invocations
- 8 reflavored spells

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