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The Duskblade

Servicing your gish needs since 2006

A spellcasting character class with three archetypes

by Thomas Kirksey

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of
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This 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
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057‐0707, USA. Manufactured by Hasbro SA, Rue Emile‐Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 1
Duskblade
A human clad in a weathered suit of scale readies his heavy tasks. They are not above resorting to less savory methods to
greatsword, resolutely making his way towards a rampaging hill accomplish their goals; to them, the laws of the Order trump the
giant. With a running leap and a shout, he slashes into the giant’s laws of man, gods, or morality.
torso. As his sword strikes the hideous creature’s flesh, there is a
brilliant flash of arcane light. When it clears, only the human Creating a Duskblade
remains standing. When creating your duskblade, think about how you came to be a
An elf in a gleaming breastplate grips her scimitar tightly, member of their Order. Did a travelling member discover you,
muttering a chant as a group of orcs menacingly closes in for the convince your parents of your higher calling, and take you on as his
kill. Moving with otherworldly grace, she darts forward and squire? Were you abandoned as an infant at their doorstep, where
plunges the end of her blade into the closest orc. The two of them the Order decided to train you once you showed an aptitude for the
and the rest of the orcs are suddenly engulfed in a searing arcane? Or did you witness a duskblade’s heroic deeds, and joining
explosion of fire. At the end, only the elf is left, smirking amidst the their ranks has been a lifelong dream for you?
smoke. How does your character interact with your Order? Do you
A half orc wades into the thick of the goblin horde with his chafe under their rules? Or does your character thrive in the
shield raised, snarling and swinging his mace as their desperate autonomous, mercenary lifestyle?
attacks are harmlessly reflected off his shield, and off his unseen You can work with your DM to discuss your objectives from
arcane wards. your faction, how you are rewarded for completing them, and how
Duskblades train tirelessly to combine their martial prowess often your character receives new tasks. Duskblades might
with a deep study of the arcane to become an unstoppable force on occasionally become embroiled in the events of the outside world,
the field of battle. Whether they focus on using their magic to crush but for them their objective comes before all else.
their enemies swiftly or turn the blades of their foes, duskblades
are nearly unparalleled, unpredictable combatants.
Quick Build
Mysterious Spellswords You can make a duskblade quickly by following these suggestions.
First, make Strength or Dexterity your highest ability score,
The duskblade blurs the line between spellcaster and warrior, followed by Intelligence. Second, choose the Knight of the Order
marrying the power of magic with hand-to-hand combat prowess. background. Third, choose the true strike and booming blade
Though their order has been traced back to have originated in cantrips, along with the 1st-level spells shield and burning hands.
parallel with the battlemages and bladesingers of the elves, the
duskblades’ tactics and unique blend of the arcane and mundane
are altogether unique.
The original duskblades were elite guardians in an ancient elf
empire, duelmasters and arcane spellcasters beyond compare.
Historical accounts vary on why they were called duskblades; some
say the name is symbolic of how they combined swordplay and
arcane magic – a night-and-day combination. Others contend that
the duskblades earned their name when they were charged with
preserving the elf race in the face of a tide of darkness and evil.
Whatever their muddled origin, those with the skill, dedication,
and intellect to become a duskblade are recruited and trained in
one of their mysterious Orders. Though rumors abound with what
the Orders’ ultimate aims are, only those initiated truly know their
secrets, and none are willing to divulge that information.
Despite the aura of mysticism surrounding their Order,
duskblades are respected for their combat prowess, and they often
find themselves welcomed to join with any group of fellow
adventurers, to which they are not usually opposed as long as it
doesn’t interfere with their indeterminate purpose.

Acolytes and Problem‐Solvers


Duskblades are tasked by their Orders to complete highly secretive
objectives, as well as to always be on the lookout for those suitable
to become a duskblade. These missions are typically benign, and
might be to seek sponsors from among the nobility of a large city, to
clear out monsters from an underground lair who have been
terrorizing nearby villagers, or to recover some hidden artifact the
Order deems to be somehow tied to the duskblades’ origins. The
Orders are not concerned with a duskblade’s methods, only their
results.
Whatever their mission, duskblades are loyal to their Order
above all else, and are renowned for never failing to complete their

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 2
THE DUSKBLADE Spell Slots per Spell Level
Proficiency Cantrips Spells Known
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Duskblade Order 2 2 2 — — — —
2nd +2 Natural Quartermaster, Fighting Style 2 3 2 — — — —
3rd +2 Arcane Strike 2 4 3 — — — —
4th +2 Ability Score Improvement 3 5 3 — — — —
5th +3 Extra Attack, Quickened Casting 3 6 4 2 — — —
6th +3 Order feature 3 7 4 2 — — —
7th +3 Arcane‐Infused Strikes 3 8 4 3 — — —
8th +3 Ability Score Improvement 3 9 4 3 — — —
9th +4 Arcane Channeling 3 10 5 3 2 — —
10th +4 Quickened Casting (2/long rest) 4 10 5 3 2 — —
11th +4 Order feature 4 11 5 3 3 — —
12th +4 Ability Score Improvement 4 11 5 3 3 — —
13th +5 — 4 12 5 4 3 1 —
14th +5 Risk Mitigation 4 12 5 4 3 1 —
15th +5 Quickened Casting (3/long rest) 4 13 5 4 3 2 —
16th +5 Ability Score Improvement 4 13 5 4 3 2 —
17th +6 Order feature 4 14 5 4 4 3 1
18th +6 — 4 14 5 4 4 3 1
19th +6 Ability Score Improvement 4 15 5 4 4 3 2
20th +6 Quickened Casting (4/long rest), Order feature 4 15 5 4 4 3 2

Spellcasting
Class Features You have split your time learning to hone your martial prowess as
well as your arcane ability. Like the Eldritch Knight, you focused
As a duskblade, you gain the following class features. your study of magic on those spells best suited to enhance your
abilities when wading into combat. You learn a comparatively small
Hit Points number of spells, committing them to memory instead of keeping
Hit Dice: 1d8 per duskblade level them in a spellbook.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Cantrips
modifier per duskblade level after 1st. At 1st level, you know two cantrips of your choice from the
duskblade spell list. You learn an additional cantrip at 4th level, and
Proficiencies another at 10th level.
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, one Martial Weapon of your choice Spell Slots
that doesn’t have the two-handed or heavy property The Duskblade table above shows how many spell slots you have to
Tools: None cast your spells of 1st level and higher. To cast one of these spells,
Saving Throws: Dexterity, Intelligence you must expend a slot of the spell's level or higher. You regain all
Skills: Choose two from Acrobatics, Arcana, Athletics, History, expended spell slots when you finish a long rest.
Investigation, or Nature
Spells Known of 1st Level and Higher
Equipment At 1st level, you know two 1st-level duskblade spells of your choice.
You start with the following equipment, in addition to the The Spells Known column of the Duskblade table shows when you
equipment granted by your background: learn more duskblade spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of
 (a) scale mail or (b) leather armor the spells you know with another spell of your choice from the
 (a) one martial weapon or (b) one simple weapon duskblade spell list. The new spell must be of a level for which you
 (a) a dungeoneer’s pack or (b) an explorer’s pack have spell slots.
 A light crossbow and 20 bolts
Spellcasting Ability
Alternately, you may start with 4d4 x 10 gp and purchase your Intelligence is your spellcasting ability for your duskblade spells,
starting equipment. since you learn your spells through study and memorization. You
use your Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when setting
the saving throw DC for a duskblade spell you cast and when
making an attack roll with one.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 3
Spell save DC = 8 + your proficiency bonus + your
Arcane Strike
Intelligence modifier At 3rd level, you learn to channel your arcane power into your
Spell attack modifier = your proficiency bonus + your weapon. As part of a melee weapon attack, you may choose to
Intelligence modifier expend one of your spell slots. Doing so causes your weapon to
glow with magical energy. On a hit, the target takes an additional
Spellcasting Focus 2d6 force damage, plus an additional 1d6 per level of spell slot
You inscribe runes into your weapon's hilt that glow when you are expended above 1st, in addition to your weapon’s normal damage.
casting a spell. Doing so requires you to spend one hour etching the Even if you miss with the weapon attack, the target does not
runes while concentrating your arcane energies into them. Your escape completely unscathed. The target takes 1d6 force damage
starting weapon already has these runes. This feature allows you to from the arcane energies surrounding your blade, regardless of the
use your weapon as your spellcasting focus. level of the spell slot used.

Duskblade Order Ability Score Improvement


When you reach 1st level, you are officially sworn into one of the When you reach 4th level, and again at 8th, 12th, 16th, and 19th
secret Orders of the duskblades. Theirs is a small and mysterious level, you can increase one ability score of your choice by 2, or you
society, with inscrutable goals. While their members are sworn to can increase two ability scores of your choice by 1. As normal, you
secrecy on the initiation ritual and the edicts of their given Order, can’t increase an ability score above 20 using this feature.
all duskblades are expected to travel the world, working
independently to further the Order's goals and to seek out and Extra Attack
recruit others with the potential to become a duskblade.
Your station in your Order rises with your character level, and Beginning at 5th level, you can attack twice, instead of once,
you gain additional features when you choose an Order at 1st level, whenever you take the Attack action on your turn.
and again at 6th, 11th, 17th, and 20th level; these features are
detailed below. Quickened Casting
Your continued training in the arcane arts, and the limited number
Natural Quartermaster of spells you know, allow you to cast your spells more quickly. Once
Your time on the road and solitary lifestyle have, by necessity, per long rest, beginning at 5th level, you may cast any duskblade
made you adept at maintaining your own weapons and armor, even spell of 1st level or higher that you know and that has a casting
being able to affect minor repairs to them when needed. A time of 1 action as a bonus action. You gain an additional use of this
duskblade is, after all, only as good as his weapon. feature at 10th, 15th, and 20th level.
At 2nd level, you may spend some of your time during a long
rest doing upkeep work on up to three equipment items. When you Arcane‐Infused Strikes
are done, the items are restored to perfect condition as if by the
mending cantrip. If you work on only one equipment item, you can Beginning at 7th level, you unconsciously channel arcane energy
also remove one -1 penalty that has been applied to the item, such into your weapon when striking. Your melee weapon attacks count
as one taken from a rust monster. This feature cannot repair a as magical for the purpose of overcoming resistance and immunity
weapon or armor that has been destroyed by such penalties. to nonmagical attacks and damage.

Fighting Style Arcane Channeling


You adopt a particular style of fighting as your specialty. At 2nd With countless hours of training and experience, you have
level, choose one of the following options. You can't take a Fighting mastered the art of combining your spellcraft with your weapon
Style option more than once, even if you later get to choose again. strikes. Starting at 9th level, you can use the following two skills:
As an action on your turn, you can expend a spell slot to
Defense. While you are wearing armor, you gain a +1 bonus to AC. channel the nature of one of your duskblade spells into your
weapon. Choose a damage type associated with one of the
Dueling. When you are wielding a melee weapon in one hand and duskblade spells you know, including cantrips (limited to fire, cold,
no other weapons, you gain a +2 bonus to damage rolls with that lightning, thunder, or acid). Immediately afterwards and as part of
weapon. the same action, you can make a number of melee weapon attacks
equal to half the level of the spell slot consumed (rounded up). The
Great Weapon Fighting. When you roll a 1 or 2 on a damage die damage of these attacks is 3d6 of the chosen damage type. This
for an attack you make with a melee weapon that you are wielding action counts as casting a spell, and this feature ends after the last
with two hands, you can reroll the die and must use the new roll, attack roll made as part of this action.
even if the new roll is a 1 or a 2. The weapon must have the two- Alternatively, you can choose one of your duskblade spells with
handed or versatile property for you to gain this benefit. an area of effect to channel. As an action, you cast the spell into
your sword and make a single melee weapon attack with it. On a
Protection. When a creature you can see attacks a target other hit, the effects of the spell are unleashed on the target; the spell’s
than you that is within 5 feet of you, you can use your reaction to damage is not doubled on a critical hit. The target of the attack roll
impose disadvantage on the attack roll. You must be wielding a is the center of the spell’s area of effect; that target may make a
shield. saving throw against the spell’s secondary effects (if any), but not

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 4
its damage. Any other creatures caught in the spell’s area of effect 2 uses of this feature, which you recover after finishing a long rest.
(including you) make saving throws for the spell’s damage and
secondary effects as normal. On a miss, the spell remains channeled Arcane Channeling Mastery
in your sword until the start of your next turn; this feature can be Starting at 17th level, when you use the first method of your Arcane
used as part of an Attack of Opportunity. If you do not successfully Channeling feature, the number of melee weapon attacks you make
land the melee spell attack before the start of your next turn, the increases by 1 for each spell slot level increment. Conversely, if you
spell is lost, and your expended spell slot is not recovered. use the second method of your Arcane Channeling feature, the spell
You cannot use your Arcane Strike feature in conjunction with you use counts as one spell level higher than the slot expended,
either of the above uses of Arcane Channeling. increasing its damage as noted in the spell’s description (if
applicable).
Risk Mitigation Also, if you use either method of your Arcane Channeling
feature while your Vicious Strikes feature is active, you add your
Beginning at 14th level, if you are inside the area of effect of a spell Intelligence modifier to each damage roll you make as part of that
that you use with your Arcane Channeling feature, you gain feature.
advantage on the saving throw made to avoid the spell's effects and
halve its damage. Masterful Arcane Strike
Starting at 20th level, your Arcane Strike feature now uses a d10
Duskblade Orders instead of a d8. In addition, when you use your Arcane Strike
feature and land a critical hit, you regain a use of your Vicious
The Orders of the duskblades are clandestine organizations whose Strikes feature. You can only have a maximum of 2 uses of that
aims are unknown to all but its own members. Their tenets and feature at any given time.
tactics are distinct even between each other, but members of
different Orders view each other with friendly competitiveness; Order of the Abjurant Champion
different duskblade Orders are not adversarial towards each other.
A duskblade acts with the full confidence of their Order once they The Order of the Abjurant Champion teaches initiates to approach
are officially initiated into its ranks, free to act as they see fit so long combat in a steadfast, patient manner, bolstering their offensive
as they successfully complete their prescribed missions. capabilities with magical defensive augmentations. They emphasize
the duskblade's longevity in combat, and the ability to face several
foes at once by frustrating their attempts to land blows. You gain
Order of the Spellsword the following features if you aren’t wearing heavy armor.
The Order of the Spellsword teaches their initiates abilities to strike
their foes with vicious savagery, when combat cannot be avoided. Martial Bulwark
Members tend to use their magic to further enhance their When you take this feature at 1st level, you become proficient with
considerable martial prowess to aggressively and swiftly bring any shields. Your shield is of special make by your duskblade Order, and
altercation to an end. You gain the following features if you aren’t is magically attuned to you in a secret ritual that lasts 1 hour. At the
wearing heavy armor. conclusion, you are able to ignore somatic component
requirements for the spells you cast as long as you are wielding this
Bonded Weapon shield. You cannot be disarmed of this shield unless you are
When you take this feature at 1st level, you become proficient with incapacitated. As long as you are on the same plane of existence,
a second martial melee weapon of your choice. This weapon is you know the location of your bonded shield, and attempts you
bonded to you, and you to it, through a secret ritual that lasts 1 make to disarm any other creature holding the shield have
hour. At the conclusion, you are able to ignore somatic component advantage. If the shield is destroyed, you must undergo the ritual
requirements for the spells you cast as long as you are wielding this again to bond to a new shield. You may bond to a different shield at
weapon. You cannot be disarmed of this weapon unless you are any time, at which point your bond with the previous shield is lost.
incapacitated. As long as you and the weapon are on the same plane
of existence, you know the location of your bonded weapon, and Skilled Abjurer
attempts you make to disarm any other creature holding the Starting at 6th level, when you cast an Abjuration spell that grants a
weapon have advantage. If the weapon is destroyed, you must bonus to AC or temporary hit points, you can choose to gain an
undergo the ritual again to bond to a new weapon. You may bond to additional bonus equal to half your proficiency modifier (for AC) or
a different weapon at any time, at which point your bond with the half your duskblade level (for temporary hit points). In addition, for
previous weapon is lost. any such spells with a duration of longer than 1 round, the duration
of the spell is doubled for you. You can use this feature a number of
Potent Arcane Strike times equal to your Intelligence modifier. You regain uses of this
Starting at 6th level, your Arcane Strike feature now uses a d8 feature when you finish a long rest (false life counts as an
instead of a d6. Abjuration spell for you).

Vicious Strikes Steadfast Defense


Starting at 11th level, you can focus your arcane power and channel Starting at 11th level, you can focus your arcane power and channel
it into your swings as a bonus action. While using this feature, you it into your defense as a bonus action. While using this feature, you
add your Intelligence modifier to damage rolls you make with add your Intelligence modifier to your AC, in addition to any other
melee weapon attacks, in addition to your Strength or Dexterity bonuses. This feature lasts for 1 minute, until you are incapacitated,
modifier. This feature lasts for 1 minute, until you are or until you dismiss it (no action required). You have 2 uses of this
incapacitated, or until you dismiss it (no action required). You have feature, which you recover after finishing a long rest.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 5
Elemental Defense certain area effects, such as a red dragon’s fiery breath or an ice
storm spell. When you are subjected to an effect that allows you to
Starting at 17th level, your study and practice of Abjuration magic
make a Dexterity saving throw to take only half damage, you
has left its mark on you, resulting in additional effects when you
instead take no damage if you succeed on the saving throw, and
focus your arcane energy on defense. When you use your Steadfast
only half damage if you fail.
Defense feature, you are also under the effect of the primordial
In addition, your training with mentally disabling spells has
ward spell (no concentration required). If you use the spell feature
made you better equipped to deal with such threats. You gain
that allows you to use your reaction to gain immunity to the
proficiency with Wisdom saving throws.
triggering elemental damage, the effects of the primordial ward
spell end, but your Steadfast Defense remains in effect until it ends
as normal. Roguish Magic Adept
Beginning at 17th level, if you are not already, you use double your
Perfect Defense proficiency bonus when making ability checks to use Stealth or
Starting at 20th level, your extensive study and practice of thieves’ tools. Also, you now have the ability to Hide as a bonus
Abjuration magic has left its mark on you, leaving you encased in an action on your turn.
aura of magical energy that sometimes protects you from harm In addition, the bonus to your spell save DC from the Roguish
when you focus your arcane energy on defense. When using your Magic Initiate feature increases to +2.
Steadfast Defense feature and you are hit with an attack roll, roll a
d6. On a 5 or 6, the attack instead misses you. Roguish Magic Master
Beginning at 20th level, you may now apply your spell save DC
bonus from the Roguish Magic Adept feature to any number of
Order of the Beguiler creatures your spells from the Beguiling Magics list allow you to
The Order of the Beguiler teaches initiates to utilize stealth and target in a single casting, so long as the prerequisites are met for
subterfuge, and to take advantage of terrain and placement of other each creature targeted.
combatants in battle. They teach a unique set of spells that This feature may be used on any given creature any number of
duskblades of this Order use to confound and disorient their times, as long as the prerequisites are met.
opponents, making the most of an opponent’s momentary
distractedness to make their spells more difficult to shrug off. You
gain the following features if you aren’t wearing heavy armor.

Beguiling Magics
When you take this feature at 1st level, you gain access to
additional spells from the Enchantment and Illusion schools.
Starting with this level, when you learn a new duskblade spell, or
are able to replace one of your spells known with a new spell, you
can opt to select your new spell from the following list. It counts as
a duskblade spell for you. As normal, you must select a spell with a
level for which you have slots.

Cantrips: minor illusion, vicious mockery


1st Level: charm person, dissonant whispers, hex, Tasha’s hideous
laughter
2nd Level: crown of madness, hold person, invisibility, suggestion
3rd Level: fear, hypnotic pattern, major image
4th Level: confusion, phantasmal killer, greater invisibility
5th Level: dominate person, geas, hold monster

Roguish Magic Initiate


Beginning at 6th level, you become proficient with thieves’ tools
and the Stealth skill. If you are already proficient, you double your
proficiency bonus for checks made using these skills.
In addition, you are able to take advantage of enemies’ poor
positioning or your success on a Stealth check to make some of
your spells more difficult to resist. When you would have
advantage on an attack roll against an opponent, or if another
enemy of the target is within 5 feet of it, you add +1 to your spell
save DC for a spell you know from the Beguiling Magics list that
targets only that creature. If the spell allows multiple saving
throws, the DC stays at this higher value for this spell’s duration.
Once this feature has been used on a particular creature, that
creature is immune to this feature for 24 hours.

Evasive and Strong‐Willed


Beginning at 11th level, you can nimbly dodge out of the way of
Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 6
Multiclass Duskblade
Should you wish to multiclass into a duskblade, you must meet
the prerequisites, and you gain the proficiencies, listed below.

MULTICLASSING PREREQUISITES
Strength or Dexterity 13 and Intelligence 13

MULTICLASSING PROFICIENCIES
Light armor, medium armor, simple weapons, one martial weapon
of your choice that doesn’t have the two‐handed or heavy
property

Spell Slots
When determining your spell slots, add half your levels in the
duskblade class.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 7
Duskblade Spells
CANTRIPS (0 LEVEL) 2ND LEVEL 4TH LEVEL
acid splash Aganazzar’s scorcher death ward
blade ward blur elemental bane
booming blade branding smite fire shield
fire bolt magic weapon ice storm
frostbite Melf’s acid arrow stone skin
green flame blade mind spike vitriolic sphere
ray of frost mirror image
shocking grasp ray of enfeeblement 5TH LEVEL
thunderclap scorching ray arcane weapon**
true strike warding wind banishing smite
circle of power
1ST LEVEL 3RD LEVEL cone of cold
absorb elements blinding smite destructive wave
armor of Agathys elemental weapon far step
burning hands erupting earth immolation
chaos bolt fireball steel wind strike
expeditious retreat haste synaptic static
false life lightning bolt
searing smite Melf’s minute meteors
shield protection from energy
shield of faith vampiric touch
thunderwave thunder step
thunderous smite
zephyr strike

ARCANE WEAPON
5th‐level evocation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a weapon you touch with arcane power. Until the spell
ends, the weapon emits bright light in a 30-foot radius and dim
light for an additional 30 feet. In addition, weapon attacks made
with it deal an extra 2d6 force damage on a hit. If the weapon isn’t
already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and
cause the weapon to emit a burst of arcane light. Each creature of
your choice that you can see within 30 feet of you must make a
Constitution saving throw. On a failed save, a creature takes 4d6
force damage, and it is blinded for 1 minute. On a successful save, a
creature takes half as much damage and isn’t blinded. At the end of
each of its turns, a blinded creature can make a Constitution saving
throw, ending the effect on itself on a success.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 8
CREDITS
Designer: Thomas Kirksey
Last updated September 22, 2019

LEGAL INFORMATION
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries.

This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Thomas Kirksey and
published under the Community Content Agreement for Dungeon Masters
Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. DUSKBLADE 9

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