Blackguard

Hit Points


  • Hit Dice: 1d10 per Blackguard level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blackguard level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: All weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, deception, intimidation, religion, and stealth.

Black Magic

Upon taking the blackguard class, the character learns two cantrips from the cleric spell list. In addition, this feature improves at certain levels, as noted on the blackguard table.

At each of these levels, the blackguard may choose two spells of the specified spell level from the cleric spell list. Any radiant damage these spells might deal instead deal necrotic damage, and if a spell causes the recovery of hit points, it's range becomes "Self" for the blackguard. Additionally, if a spell would conjure or effect celestials exclusively, the blackguard may conjure or effect fiends with the spell, with all other elements of the spell remaining the same.

These are added to the blackguard's spell list, and the blackguard gains one spell slot of the given spell level, which they regain after a long rest. Intelligence is the blackguard's spellcasting ability score. When the blackguard levels up, they may change one spell which isn't a cantrip on their list to any other spell on the cleric spell list which they may cast.

Cruelty Points

At first level, the Blackguard gains 2 cruelty points which they gain back at the end of a long rest, and gain more as shown on the Blackguard table. The blackguard may expend one point to do one of the following, and gain additional uses as they level up;

  • The blackguard rerolls the damage of an attack, then deals damage equal to the higher amount rolled.
  • The blackguard adds an additional 1d8 damage with a melee weapon attack, the type of which is the same as the attack's, or heals 1d8 health after damaging a creature.

Shadow Hand

Upon reaching 2nd level, the blackguard's inner evil manifests outside of the blackguard. The blackguard's nondominant hand becomes encased by a deep shadow, which may be hidden, if the blackguard maintains concentration on it. The shadow will grow to encompass any clothes or armor worn by the blackguard, and will move to the nearest part of the body(Usually higher on the arm or shoulder) if the blackguard's nondominant hand is removed.

No form of magic may stop the blackguard from percieving their own shadow, nor can any physical barriers. This shadow also exists across all forms; If the blackguard transforms or polymorphs into a different shape, this shadow, and all abilities derived from it, will still be available to the blackguard, even if the effect would specify that the blackguard loses any or all class features.

Level Proficiency Bonus(Die) Features Cruelty Points
1st +2(d4) Black Magic(Cantrip), Cruelty Points 2
2nd +2(d4) Shadow Hand, Shadow Claw, Vision of the Abyss 4
3rd +2(d4) Demonic Knowledge, Insidious Action 6
4th +2(d4) Ability Score Improvement, Black Magic(1st Level) 8
5th +3(d6) Deep Cruelty, Burning Evil 10
6th +3(d6) Aura of Evil, Ill Rigger 12
7th +3(d6) Demonic Knowledge Feature, Black Magic(2nd Level) 14
8th +3(d6) Ability Score Improvement 16
9th +4(d8) - 18
10th +4(d8) Aura of Fright, Black Magic(3rd Level) 20
11th +4(d8) Abyssal Shadows, Demonic Knowledge Improvement 22
12th +4(d8) Ability Score Improvement 24
13th +5(d10) Black Magic(4th Level), Dark Cruelty 26
14th +5(d10) Dark Blessing 28
15th +5(d10) Demonic Knowledge Feature 30
16th +5(d10) Ability Score Improvement, Black Magic(5th Level) 34
17th +6(d12) Hellish Cruelty 38
18th +6(d12) Demonic Knowledge Feature 42
19th +6(d12) Ability Score Improvement, Black Magic(6th Level) 46
20th +6(d12) Body of Shadow, Demonic Apotheosis 50

Shadow Claw

At 2nd level, the blackguard innately understands one use of their shadow hand; The magical ability to turn the hand into a claw. As a bonus action, the blackguard may turn their shadow hand into a large, tangible shadow claw. While the claw is manifested, the blackguard may make a melee spell attack with this claw as a bonus action on any round they damaged an enemy with their action, but may not use it as part of the attack action. The claw deals necrotic damage equal to the blackguard's intelligence modifier plus the proficiency die associated with their blackguard level(As per the variant rule). This otherwise functions as a normal weapon attack, but not an offhand attack.

The blackguard may use a bonus action to revert the claw into the shadow hand, or into another ability derived from the shadow hand.

Vision of the Abyss

At 2nd level, the blackguard's mind and eyes begin to adjust to the darkness within and without. The blackguard may see through any darkness which was created by themselves, a fiend, another blackguard, or a power originating from one of these sources. Additionally, the blackguard may treat magical and nonmagical darkness or dim light as bright light for a number of feet equal to 5 times their blackguard level.

Demonic Knowledge

At 3rd level, the blackguard learns eldritch secrets usually reserved for the most horrendous of fiends. The knowledge is shared by a Demon, Devil, or a stranger entity, such as a Night Hag, Rakshasa, Succubus, or Yugoloth. The blackguard may gain their knowledge from an evil creature who isn't a fiend, such as a Vampire, though this is even more uncommon.

Insidious Action

At third level, the blackguard's cunning and bloodlust allows them to, when taking the attack action, move upto half their speed in the direction of an enemy before attacking.

Additionally, at 5th level, the blackguard is able to make one melee weapon attack after using their action for anything which is not the attack action.

Deep Cruelty

At 5th level, the blackguard's depravity grants them additional ways to use their cruelty points and allows them to make a second attack as part of an attack action.

  • When the blackguard spends cruelty points to heal or deal additional damage, they may spend upto 2 points, adding a second d8 to the damage or healing.
  • The blackguard may spend 3 cruelty points to deal maximum damage with a weapon attack. This may be used before or after seeing the results of the roll.
  • When intimidating a creature with violence or threat of violence, or making a charisma-based skill check to negotiate with a fiend, the blackguard may spend 1 to roll the proficiency die associated with their blackguard level and add it to the check.

Burning Evil

Also at 5th level, the blackguard's control of their shadow hand becomes more fine, while the shadow itself becomes darker, and spreads up the blackguard's forearm like thick vines. The blackguard may choose to show other people this shadow as only covering their hand, but no magic may stop the blackguard from seeing it as it truly is.

Rather than manifest a claw, the blackguard may choose to manifest their shadow as a black, reverse-flame which consumes light, but burns so as to feel white-hot. The blackguard feels this as a gentle warmth up their forearm.

All light within 15 feet of the blackguard becomes darkness, bright light within 30 feet becomes dim light, and dim light within 30 feet becomes darkness. While this flame is burning, the blackguard gains the following abilities.

Hellfire Orb. The blackguard hurls their flaming shadow, before detonating it as an explosion. The blackguard chooses a space on the ground or a creature within 60 feet in which to launch the flame. The flame explodes into a 15-foot sphere of black-colored fire on contact, which causes a 60-foot radius sphere to be plunged into magical darkness for a split second, and extinguishes open flames in this area. All creatures within the 15-foot radius must make a dexterity saving throw against the blackguard's spell DC. On a failure, the creature suffers 2 dice of damage, the size of which is equal to the proficiency die(As per the variant rule) associated with the character's blackguard level.

Shadowfire. The blackguard ignites part of the darkness created by their shadow. As a bonus action, the blackguard chooses a number of creatures upto their intelligence modifier who are within dim light or darkness created by Burning Evil. These creatures automatically suffer one die of damage. This die is the proficiency die associated with the character's blackguard level.

Half of the damage dealt by these abilities is fire, the other half is necrotic. A creature does not resist either type of damage if they do not resist both types of damage, and likewise for immunity.

Aura of Evil

Beginning at 6th level, for the purposes of detection, such as Divine Sense or Detect Evil and Good, the blackguard is a source of great evil. Evil creatures within 10 feet of the Blackguard may not be detected by such effects. If multiple blackguards are within 10 feet of eachother, only the highest level blackguard is detected by these effects.

If more than 2 blackguards "chain" an aura of evil, where one blackguard is within a stronger blackguard's aura, who is then within the aura of a stronger blackguard, where the weakest blackguard is outside of the strongest blackguard's aura, the aura begins to behave strangely. The strongest blackguard's aura is altered in size, becoming large enough to fully encompass the aura of the farthest away blackguard within the chain, but only for the purposes of detection, not other abilities derived from this aura, while all weaker blackguards within the chain lose this ability for the purposes of detection.

Ill Rigger

At 6th level, the blackguard's mystic energy begins to disrupt nearby enemies' saving throws. When a hostile creature makes a saving throw within the blackguard's Aura of Evil, the creature's numerical bonus(Not the die roll) is reduced by the blackguard's intelligence modifier, to a minimum of 0. If the modifier is already zero or negative, Ill Rigger has no effect.

Aura of Fright

At tenth level, the blackguard's aura of evil begins to radiate fear. If a hostile creature is within the blackguard's Aura of Evil at the beginning of it's turn, or the first time it enters the blackguards Aura of Evil on it's turn, it must make a wisdom saving throw, which is uneffected by Ill Rigger, becoming frightened on a failure. This fright lasts for a minute, and the creature may repeat the saving throw at the end of each of it's turns, ending this effect on a success. If a creature succeeds on their saving throw while they are not frightened, they become immune to this effect for 24 hours.

Abyssal Shadows

By 11th level, the blackguard's shadow begins to expand up the rest of their arm, engulfing the entire limb within a terrible darkness. As described in Burning Shadow, the blackguard may choose to show only a shadowed hand while they aren't making use of the shadow, but nothing can stop the blackguard from seeing their entire arm in darkness.

At this level, the blackguard gains the ability to directly drain a creature's soul with their shadow. While the blackguard is in contact with a creature, the blackguard may use their action to deal 2 dice of necrotic damage, the size of which is equal to the proficiency die associated with the character's blackguard level, and the victim's maximum hit points are also reduced by this amount. This reduction lasts until the end of the victim's next long rest, or until they are subject to a Greater Restoration spell, or similar effect. The blackguard then recovers health equal to half the damage dealt. If the target is not grappled, restrained, paralyzed, stunned, or incapacitated, the blackguard must make a spell attack roll to touch the creature.

This may be performed while the blackguard's Shadow Claw or Shadowfire are active.

For the purposes of making a Shadow Claw attack as a bonus action, this ability counts as an attack, even if no attack roll is made, however the blackguard may only attack the creature who was drained. If the damage of the drain was higher than the victim's consitution score, the shadow claw attack is made with advantage.

If this ability is used while the blackguard's shadow has manifested fire, half of the damage of the drain becomes fire damage, which is subject to the special resistance and immunity rule as described at the end of Burning Evil. If Shadowfire or Hellfire Orb are used to harm a creature who was drained on the same turn, the victim's maximum hit points are further reduced by the necrotic damage dealt by Burning Evil.


Dark Cruelty

At 13th level, the depths of the blackguard's evil reaches places untouched by good little mortals. They gain access to the following ways of using their cruelty points.

  • The blackguard may spend upto a number of points equal to their intelligence modifier as an action to instantly kill a creature they are touching. If the creature possesses hit points fewer than 10 times half the number of points expended, they instantly die, and the blackguard regains hit points equal to the sum of the victim's constitution, intelligence, and wisdom scores, as the blackguard consumes their soul. If the creature possesses hit points higher than 10 times half the number of points expended, they suffer necrotic damage equal to 5 times the number of points expended. A creature killed by this ability may not be revived by anything short of a Wish or similar magic.
  • When the blackguard spends cruelty points to heal or deal additional damage, they may spend upto 3 points, adding upto a third d8 to the damage or healing.
  • As a reaction to being hit, the blackguard may spend one cruelty point to immediately attack the attacker with their shadow claw, if it is active.

Dark Blessing

Upon reaching 14th level, the blackguard's insidious understanding attracts the attention of a powerful fiend; Likely the one which granted them knowledge in the first place. When the blackguard makes a saving throw, they may choose expend one cruelty point to reroll the saving throw.

In addition, the blackguard's Aura of Evil is greatly empowered by the blessing. The aura's radius becomes 5 times the proficiency modifier associated with the character's blackguard level. Creatures who fail their saving throw against the blackguard's Aura of Fright by 10 or more are Paralyzed while frightened. Lastly, the blackguard's Ill Rigger ability may effect and reduce saving throws below zero.

Hellish Cruelty

At 17th level, the blackguard's inner and outer shadows merge to form the same dark force. The blackguard's body is shrouded in magical darkness resembling a dark mist, and while the blackguard's shadow is shaped as a fire(As per Burning Evil), the radius in which Burning Evil removes light is doubled.

The blackguard may spend upto 4 cruelty points when adding additional damage to or healing from a melee weapon attack, dealing upto a 4th d8 of extra damage or healing. The blackguard's Shadow Claw, Hellfire Orb, and Abyssal Shadows are considered melee weapon attacks for the purpose of adding damage or healing using cruelty points. The blackguard may also sacrifice a spell slot of any level when draining a creature's soul with Abyssal Shadows, restoring hit points equal to the amount of damage dealt times the level of spell slot sacrificed. Lasty, when throwing a Hellfire Orb, the blackguard may spend any number of cruelty points. For each point so expended, the blackguard may throw the orb an additional 15 feet, and for every 2 points expended, the radius of hellfire orb increases by 5 feet.

Body of Shadow

At 20th level, the blackguard's body becomes permanently merged with it's soul and it's shadow. The blackguard, as always, may hide their shadow from observers, but the blackguard will forever see their body engulfed in a shadow so dark that it makes their inner evil smile from proxy. This absolute merging changes the blackguard's type into Fiend, and provides a plethora of fiendish improvements to the blackguard's hellish might.

For starters, the blackguard's maximum health increases by 50. If a boon, feat, magical item, or other source causes the blackguard's cruelty point maximum to increase, their maximum hit points increase by the same amount, and likewise if the blackguard's cruelty point maximum is reduced by some method.

The blackguard gains an instinctual understanding of good and evil; When a Celestial, Fiend, or Undead creature enters their Aura of Evil, the blackguard learns of it, the creature's location within the aura, the type of creature, the creature's subtypes(If any), and the creature's alignment.

The blackguard is considered as having all forms of their shadow active at all times; They may use the appropriate action to use any ability originating with their shadow. If this would cause their shadow to leave the body, or otherwise disables the shadow's use, only a portion of the shadow moves, and the blackguard may still use their shadow.

The blackguard may use cruelty points to deal damage or heal themselves using any attack or ability which harms another creature. In addition, the blackguard may choose to deal the additional damage normally, or if the cruelty points deal additional Necrotic damage.

The blackguard gains resistance to Necrotic and Radiant damage, immunity to Poison damage, immunity to the Poisoned condition, and immunity to disease.

The blackguard gains three additional options for spells cast through the Black Magic feature;

  • The spell, if the range is Touch or Self, may instead target any celestial, fiend, or undead within 30 feet of the blackguard.
  • If the spell deals damage, the blackguard may change the damage to Necrotic.
  • If the spell requires the use of a weapon or material focus costing less than 5 gold pieces, the blackguard may use their Shadow Claw in place of either or both.

Lastly, due to being a Fiend, the blackguard may draw power directly from the souls of their victims. After killing a creature, the blackguard may use their action to devour their souls and gain the following benefits. Creatures killed through the methods shown in Abyssal Shadows or the first bullet of Dark Cruelty grant the following benefits without an additional action.

The Blackguard is placed under the effects of Haste for one minute. This does not stun the blackguard when the effect ends, and if the blackguard devours more souls in the above manner, the effect is lengthened for an additional minute. While hasted in this way, the Blackguard deals additional necrotic damage equal to their proficiency modifier with all of their attacks, and regains the same number of hit points from each attack.


Demonic Knowledges

Demon

Fell Hand

At 3rd level, the blackguard's abyssal knowledge infuses into them the might of the demons. When rolling damage from a melee weapon, the blackguard may add additional damage equal to the proficiency modifier associated with their blackguard level, which doubles on a critical hit.

Additionally, the blackguard gains the ability to use weapons with the Two-handed property with only their dominant hand, and are treated as wielding any weapon in both hands while using only their dominant hand.

Abyssal Constitution

At 7th level, the blackguard's own evil reinforces their life and body. When the blackguard rolls hit dice or cruelty points to recover, or rolls to increase their maximum hit points, they roll the appropriate die twice, then take the higher result. (If average values are used; Increase the average by 1 instead)

In addition, thrice per long rest, when a melee attack damages the blackguard, they may use their reaction to reduce the damage by 1d10+their blackguard level+their strength modifier. The blackguard gains additional uses to be equal to the proficiency modifier associated with the character's blackguard level.

Slaughter's Aura

At 11th level, the blackguard learns to infuse the sheer want to kill, and joy of killing, into and through their Aura of Evil. Whenever the blackguard rolls damage against a creature within this aura, the blackguard doubles their proficiency modifier for the purposes of the extra damage specified in Fell Hand. A creature who suffers this damage possesses disadvantage on saving throws against the blackguard's Aura of Fright until the end of their next turn. In addition, once per round, if the blackguard kills a creature within this aura, they may make an additional attack as part of their Attack or Dash action.

Mystic Aptitude

At 15th level, the blackguard learns to channel their magic into special, demonic versions of common mortal spells. The blackguard adds the following spells to their list. Regardless of the methods used, no creature other than a blackguard or warlock may learn these spells.

  • Demon Blade, which acts as a Booming Blade, however it's damage is that of the attacking weapon's, and the creature suffers half of the damage dealt by the attack at the end of their next turn, rather than the specified damage when they move.

  • Dark Smite, which acts as Wrathful Smite, but deals necrotic damage.

  • Fiendish Weapon, which acts as a Magic Weapon, but half of the weapon's damage becomes necrotic.

  • Blackening Smite, which acts as a Blinding Smite, however it produces no light, and deals necrotic damage. Effected creature's eyes are covered in black energy.

  • Abyssal Agressor, which acts as a Guardian of Nature spell, with the Primal Beast option chosen. However, the blackguard deals necrotic damage, rather than force, and doubles the range of their Vision of the Abyss feature, rather than gaining darkvision.

  • Abyssal Weapon, which acts as a Holy Weapon spell, however it removes light in the same manner described in Burning Darkness, rather than produces light, and deals necrotic damage.

  • Abyssal Smite, which acts as a 6th level Banishing Smite. The damage becomes 6d10 necrotic damage, and rather than being placed in a harmless demiplane, they are placed in a hostile layer of the abyss, being clawed at by several Manes, causing them to further suffer 10(4d4) slashing damage at the end of each of their turns.

In addition, as an action, the blackguard may sacrifice a spell slot gained through their Black Magic feature. In doing so, they gain resistance to all damage for a number of turns equal to double the level of spell slot sacrificed.

Devil

Infernal Training

Upon recieving the Devil's knowledge at 3rd level, the blackguard gains access to a sort of formal weapons training, used by the infernal legions of the nine hells. This grants the blackguard 4 superiority dice, which are regained at the end of a short rest, the Menacing Attack maneuver, and two of the following maneuvers; Commander's Strike, Feinting Strike, Precision Attack, Riposte. These superiority dice are d8's. The blackguard also gains additional superiority dice to be equal to twice the proficiency modifier associated with their blackguard level.

In addition to the maneuvers, the blackguard may add a superiority die to a skill check related to knowledge of the Nine Hells, devils, martial combat, warfare, or weaponry, or related categories.

Trained on Hellfire

At 7th level, your devilish tactics and training become more potent and more recognizable. When you expend one or more superiority dice to augment an attack, you may choose to change upto half of the damage of the attack to be Fire, Necrotic, or Poison.

In addition, while you are not using an ability derived from your Shadow Hand, all weapon attacks made using this hand(Including by a weapon wielded with both hands) deal additional damage equal to your intelligence modifier. You may choose to deal this damage with the same type as the weapon's, or it may be Fire, Necrotic, or Poison damage.

Aura of Authority

At 11th level, the blackguard's aura begins to forever channel a sense of palpable authority. When a creature is frightened because of the blackguard's Aura of Fright, and remains within the aura, the blackguard may command them as a bonus action, as though they casted the Command spell on all frightened creatures.

Night Hag

Abyssal Spellcraft

At 3th level, the knowledge of the night hag allows the blackguard to greatly enhance their magic. The blackguard learns an additional cantrip of their choice from the wizard spell list. Whenever the blackguard would gain a spell slot from their Black Magic feature, they instead gain two spell slots of the specified level, rather than one. Whenever the blackguard would learn spells from their Black Magic feature, they learn an additional spell, which may be from the wizard spell list.

Additionally, once per long rest, the blackguard may perform a 15 minute ritual to channel evil energy from the lower planes. This ritual may be performed without interupting a short rest. At the end of this ritual, the blackguard creates a spell slot, which fades at the end of their next long rest. This spell slot's level is equal to the proficiency modifier associated with their blackguard level.

Infernal Magic

At 7th level, the knowledge from the hags reveal a simple, though usually inaccessible, fact; Pure evil is a very potent resource. The blackguard learns to convert their cruelty points into special, "tainted" spell slots as an action. These spell slots are considered as having come from the Black Magic feature. The spell slots are "tainted" in that, regardless of the spell cast, the spells are considered evil, fiendish, or any permutation thereof, for any and all effects which detect or protect against such things, such as Protection from Evil and Good. The tainted spell slots are more powerful then normal spell slots, as well; Any spell cast through a tainted spell slot deals extra necrotic damage(Even if the spell would not ordinarily deal damage) equal to 1d6 per spell level of the casting. If the spell is not instantaneous, and continues to have effects, this damage only applies on the first round of it's effects. The cruelty points may be converted into spell slots as shown on the table below. The blackguard may not spend cruelty points greater than their blackguard level on this effect. The blackguard may choose to instead convert one normal spell slot into a tainted one by spending half(Round up) the number of specified cruelty points.

Spell Slot Cruelty Points
1st 3
2nd 5
3rd 7
4th 10
5th 13
6th 17

Mystic Broommates

At 11th level, the blackguard learns to simultaneously improve their own magical talents, while offering similar talents to their fellows. The blackguard's Aura of Evil links the blackguard and upto 2 of their allies' magical talents, allowing a level of sharing to take place. While the blackguard has at least two allies within their aura, they gain access to special spellcasting talents, as do the allies. The allies must know at least one spell which isn't a cantrip, even if they lack spell slots. While these two allies are both within the blackguard's aura, the three of them may share an allotment of spell slots. These behaive as normal spell slots, however they are shared between the three characters. The spell slots are that of a wizard whose level is half again(Round up) the proficiency modifier associated with the blackguard's blackguard level, and these spell slots return at the end of a long rest.

The blackguard may spend cruelty points to transform these spell slots into tainted spell slots as detailed under Infernal Magic. In doing so, the allies with access to these slots gain the additional necrotic damage, which is simply treated as part of the spell for other class features.

[Placeholder Level 15]

Dark Rite

At 18th level, the hag's greatest, darkest secrets become revealed to the blackguard; The process of turning souls and torment into pure, potent magical energy, beyond even the greatest reaches of the blackguard's own evil. The blackguard may spend 1 hour setting up the ritual, which requires 1 gemstone worth no less than 5000 gold pieces, at least 500 gold pieces worth of high-end incense, and at least 500 gold pieces worth of red, white, and gold chalk. The ritual area is a circular area on mostly flat ground(It does not need to be perfect, the ritual may not be performed if the ground has any region which rises or falls at more than a 45 degree angle). The radius of this circle is 1 foot for every 10 gold pieces worth of chalk and incense used to create this area. The gemstone must be placed in the middle of this circle.

Whenever the blackguard kills a creature, which is not undead, conjured via a spell(Such as Conjure Fey), or a construct, the gemstone gains charges equal to half the creature's level or CR(Minimum 1). The gemstone may hold upto 50 charges. The blackguard may end this ritual at any time after the gemstone has gained charges, which instantly burns away the chalk and incense.

When the blackguard is holding this gemstone, they may choose to expend charges to cast any spell they know through the stone. The stone functions as a spellcasting focus, does not require attunement, and may cast upto 7th level spells, by expending 7 charges. In addition, if a spell possesses the Ritual tag, the blackguard may perform the ritual using the gemstone. If the spell would possess a costly component, the blackguard may expend charges in place of the component, with every 1 charge replacing 50 gold pieces' worth of components.

The final effect of this rite impacts the blackguard's age. When the blackguard takes a long rest, they may choose to expend 1 charge from the stone. In doing so, they prevent themselves from aging for a number of days equal to their intelligence modifier.

Rakshasa

Limited Magic Resistance

At 3rd level, the most fundamental secret of the Rakshasa is shared with the blackguard. This knowledge allows them to sacrifice a spell slot gained from the Black Magic feature as an action. In doing so, when they are targetted by a spell cast from an equal or lower level slot, they are considered as passing their saving throw automatically, and if the spell requires an attack roll, the blackguard increases their AC by their own spell attack bonus, only for the purposes of the spell attack roll.

This spell effect lasts for a number of turns equal to the blackguard's intelligence modifier, ending at the end of the blackguard's turn on the appropriate round.

Perfect Disguise

At 7th level, the blackguard picks up the potency and proficiency of a rakshasa in becoming someone new, for a time. The blackguard gains proficiency in the use of a Disguiser's Kit, may cast Disguise Self at will, and may alter the disguise as a bonus action without needing to recast the spell. In addition, when using the Disguiser's Kit, if the tool check is above 20, the disguise functions as a casting of Alter Self to Change Appearance. When casting Disguise Self or similar spells from a source which is not this ability(Such as the Black Magic feature), the blackguard may transform into any creature with the same type and size as the blackguard, and the illusion becomes physical. The blackguard's voice also changes to match their illusion.

When the blackguard attacks a creature who believes the blackguard to be an ally due to one of the above abilities, the blackguard may add additional damage equal to double their blackguard level. This additional damage is psychic.

Mage's Bane

At 11th level, the blackguard's anti-magic effect becomes an innate part of their being. The rakshasa blackguard possesses advantage on saving throws against magical effects, and resistance to spell damage.

In addition, while using their Limited Magic Resistance, when succeeding on a saving throw against a spell, rather than the effects in the spell taking place, the blackguard is wholly unaffected. This includes secondary effects, such as in Crown of Madness, or suffering half damage, such as in Fireball. This will activate for any spell, even those spells which possess a higher level than that which was sacrificed to activate Limited Magic Resistance.

Succubus

Draining Touch

At 3rd level, the blackguard learns the secret of inflicting major mental wounds with a simple, even a sweet touch. When the blackguard is in physical contact with a creature who believes the blackguard to be an ally(Whether this belief is true or not), the blackguard may spend a number of cruelty points equal to or less than their wisdom modifier to harm the creature's mind, disguising the damage as a pulse of pleasure.

The target must make a wisdom saving throw against the blackguard's spell save DC, suffering a number dice of psychic damage on a failure. The size of these dice are equal to the proficiency die(As per the variant rule) associated with the character's blackguard level, and the number of dice is equal to twice the number of cruelty points spent on this effect. On a successful saving throw, the creature suffers no damage, and is then immune to this ability until a month has passed.

If the creature fails the saving throw, not only do they suffer this damage, but the creature also believes the damage to be a source of great pleasure, and must make a charisma saving throw. Failure on this saving throw overwhelms the target with pleasure, causing them to become Incapacitated until the end of their next turn. If they fail this saving throw by 5 or more, they are instead Incapacitated for 1 minute.

Form of the Heart's Desire

At 7th level, the blackguard learns an ancient spell, one long since made intrinsic to the succubi, but that may still be cast with the proper knowledge and an action.

If cast as a cantrip, the spell functions as an ancient version of Friends, however it may only effect one creature at a time and the creature never becomes aware of the spell's presence, as the spell subtly shifts the blackguard's features to become more appealing to the targetted creature.

When cast at 1st level, the spell functions as a strange use of Disguise Self. In this casting, the blackguard chooses a particular creature within 1 mile. The blackguard must have met the creature personally, otherwise the casting fails. The blackguard creates an illusion which loosely resembles themselves, but otherwise looks like a vague approximation of the chosen creature's dream partner. This cannot cause the blackguard to change beyond that which is specified in Disguise Self. Among other possible benefits, this also grants all charisma checks made by the blackguard against the chosen creature to possess advantage.

When cast as a 2nd level spell, this functions as it was cast at level 1, but the blackguard's form physically changes, rather than being purely illusion.

When cast as a 3rd level spell, this functions as a second level casting, however the blackguard may become any shape which doesn't change their body type or size. For instance, a human may become an elf, but not a gnome, or an animal.

When cast at 4th level, this spell functions as a 3rd level casting, but the blackguard may become any creature with the same body type, regardless of size.

When cast at 5th level, the spell instead transforms the blackguard into the exact creature of the chosen creature's desire; Even if the blackguard has never met this creature, they transform into a perfect copy of them, if they do not otherwise violate the rules of a 4th level casting.

When cast at 6th level, the spell functions as a 5th level casting, however the creature may be any type of creature. Regardless of the form imparted, the stats of the blackguard are unchanged.

Regardless of the level cast, this spell ends if the blackguard or their allies harm the chosen creature.


Charming Aura

At 11th level, the blackguard learns to channel a feeling of love and charm through their aura, rather than one of fear and hatred. As an action, the blackguard may change their Aura of Fright to this Charming Aura, or back to their Aura of Fright. If a hostile creature is within the blackguard's Charming Aura when the blackguard starts its turn, it must make a charisma saving throw, becoming charmed by the blackguard on a failure. While charmed in this way, the creature believes the blackguard to be a close friend or lover, depending on their preferences. This charm lasts for a number of turns equal to half the blackguard's level, rounding up, and the creature may repeat the saving throw at the end of each of it's turns, ending this effect on a success. The creature is also freed of this aura if the blackguard or their allies harm the creature. The creature becomes immune to both this aura and their Aura of Fright for 24 hours if they succeed this saving throw while not charmed, or if they succeed their saving throw against the blackguard's Aura of Fright while not frightened.

Shadow's Bondage

At 15th level, the blackguard takes their knowledge of the... Darkest side of the succubus' appetites, and utilizes them to render their victims helpless. As an action, they may cause their shadow, as detailed in Shadow Hand and other abilities, to jump and wrap around a target. The blackguard chooses a target within 30 feet, forcing them to make a strength saving throw against the blackguard's spell DC. If the saving throw fails, the shadows encase them entirely, causing them to become Blinded and Restrained.

While the creature is bound, the blackguard may not use their Shadow Claw, but they may use their Burning Evil as a bonus action. In doing so, they light the bound victim on fire, causing them and nobody else to suffer damage equal to that of a Shadowfire action.

The bound creature may repeat their strength saving throw at disadvantage at the end of each of their turns, or may spend their entire turn struggling to gain advantage on the saving throw.

Vampire

Vampiric Existance

At 3rd level, the vampire's most important lesson manifests, before the blackguard is allowed true power. The blackguard gains the ability to sustain themselves off of the death and pain of others. Rather than eat or drink, the blackguard may ritually kill a humanoid creature over the course of an hour. The blackguard is then sustained for a number of days equal to the victim's CR or level, minimum of 1 day.

Shadow's Mastery

Also at 3rd level, the vampire's teaching allows you to gain one of the following abilities.

Yugoloth

Play Both Sides

At 3rd level, the blackguard learns one of the yugoloth's most powerful, but most obvious, tricks; The ability to play both sides of a conflict, then reap in the rewards freely. As an action, the blackguard may spend one cruelty point, target a creature, then attack an enemy of that creature(Usually the blackguard's own ally). In doing so, the blackguard's chosen creature and a number of their allies equal to the blackguard's wisdom modifier treat the blackguard as being under the effects of Sanctuary.

Additionally, the betrayed creature gains advantage on the next attack they make against one of the chosen creatures. If this attack hits, they also deal additional damage equal to the blackguard's level, which doubles if the attack was critical.

Blood War Scars

At 18th level, the yugoloth's secrets impart not only the knowledge of, but experiences directly from the blood war. This includes a horrid spell, unlearnable by most mortals, who do not possess the sheer amount of evil within themselves, which creates a yugoloth from a source of great evil. To use this spell, the blackguard must spend a 5th or 6th level spell slot, along with 10 cruelty points, as an action. Under normal circumstances, this works as though the blackguard had casted Conjure Celestial, however rather than summon a celestial, it summons a Mezzoloth. This mezzoloth is not truly summoned, though, but created from the evil energies.

This spell, however, may use the evil essence of other creatures to craft the mezzoloth. Rather than expend 10 cruelty points, the blackguard may use the soul of an evil creature or an incapacitated Fiend of any kind, which isn't another yugoloth, which is within their Aura of Evil. When doing this, the yugoloth formed is not necessarily a mezzoloth. Instead, the fiend becomes a yugoloth whose CR is closes to the victim's CR, favouring rounding down than rounding up. This otherwise functions as above.

Whatever creature is created from this spell is permanent. When the spell's duration is over, the yugoloth is placed in a random place in Gehenna, their name is added to the Books of Keeping, and they are treated as any other yugoloth. If the yugoloth is killed before they visit any of the lower planes, their essence is slain with them, as though they were killed on their home plane.