Spellblade

Duplicitist

By choosing the Duplicitist Discipline, you weave illusions and enchantments to become an illusive threat. Duplicitist spellblades are often deadly assassions, admirers of the fey, cunning warriors, or mischief makers.

Aegis Empowerment

When you take this Discipline at 3rd level, you enhance your Aegis abilities.

  • Aegis of Shielding: While this aegis is active, illusory magic shrounds in a protective cover. When a creature makes an attack against you, you can spend your reaction to impose disadvantage on the attack roll
  • Aegis of Assault: When you activate this Aegis, you become invisible until the end of your next turn. On later turns, you can spend a bonus action to become invisible again until the end of your next turn. The invisibility granted from your Aegis always ends early if you attack or cast a spell.

Duplicitist Spells

You gain access to Discipline spells at the noted Spellblade levels. Once you gain an Discipline spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day.

Spellblade Level Spell
3rd charm person, disguise self
5th invisibility, mirror image
9th hypnotic pattern, major image
13th charm monster, phantasmal killer
17th dominate person, synaptic static

Cunning Trickery

At 3rd level, you are a master at trickery. You know the minor illusion cantrip and gain proficiency in either the Deception or Stealth skill.

Deceptive Decoy

Starting at 7th level, as a bonus action, you can turn invisible and send forth an illusory duplicate of yourself forward to an unoccupied spot within 30 feet of you. The perfect illusion of yourself and your invisibility lasts until the end of your next turn or if you attack or cast a spell.

You can do use this feature a number of times per long rest equal to your Intelligence modifier (a minimum of once).

Arcane Duplicity

When you reach 15th level, you can more easily manipulate your trickery magic. You can concentrate on two spells at once as long as both spells are either enchantment or illusion spells. When you make a Constitution saving throw to maintain your Concentration, the DC equals 10 + both spells’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.

You can do this a number of times per long rest equal to your Intelligence modifier (a minimum of once).

Double Trouble

At 20th level, you can spend your action to create a shadowy duplicate of yourself. It has shadowy versions of your equipment and is otherwise identifcal to you except it has half of your hit point maximum. The duplicate is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat.

The shadowy duplicate fades away after 1 minute or once it falls to 0 hit points.

Once you use this feature, you can't use it again until after a long rest.