Betrayer image


Betrayers use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. Nightblades are often looked upon with suspicion and distrust, usually with ample justification. This, of course, isn't true of all Nightblades.

Nightblades who follow the path of the Betrayer, however, often hide their true nature. They typically claim to have developed their magic through more palatable means, as shadow magic is generally seen as nefarious, especially when it involves bending ones will. They might also keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Betrayer Features
Level Feature
1st Path Spells, Venomous Blades
6th Venomous Words
10th Mantle of Whispers
14th Shadow Lore

Path Spells

The path of shadow that you follow grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to path spells.

Once you gain access to a path spell, you always know it, and it doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the nightblade spell list, the spell is nonetheless a nightblade spell for you.

Betrayer Spells
Nightblade Level Path Spells
1st disguise self, ice knife
3rd detect thoughts, knock
5th clairvoyance, nondetection
7th greater invisibility, vitriolic sphere
9th cloud kill, dominate person

Venomous Blades

Starting at 1st level when you choose this path, you gain the ability to magically make your weapon attacks toxic for a moment. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d6 poison damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on an attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The additional damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level.

Venoumous Words

At 6th level, you learn to infuse innocent seeming words with an insidious magic. A creature that hears you speak can become plunged into fear and paranoia.

If you speak to a humanoid alone for at least 10 minutes, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Willpower saving throw against your spell save DC or be frightened for the next hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. While frightened in this way, the target is paranoid and tries to avoid the company of others, including its allies. The target seeks out what it considers the safest, most secret place available to it and hides there.

If the target succeeds on its save, the target has no hint that you tried to frighten it.

Once you use this feature, you can’t use it again until you finish a short rest or long rest.

Mantle of Whispers

At 10th level, you gain the ability to adopt a creature’s persona. When you slay a creature with an attack or a spell or a creature dies within 5 feet of you, you can magically capture its shadow using your reaction. You can capture only the shadow of a creature that is your creature type, such as humanoid, and your size (you can capture a Small or Medium shadow if you’re Small), and you can have only one shadow captured at a time.

After you capture a creature’s shadow, you can use your magic to weave it into a disguise that allows you to take on its appearance and gain access to its surface memories. As an action, you take on the creature’s appearance for 1 hour or until you end this effect as a bonus action.

During that hour, you gain access to all information that the creature would freely share with a casual acquaintance. Information includes general details on its background and personal life, but does not include secrets. The information is enough that you can pass yourself off as the creature by drawing on its memories.

Another creature can see through this disguise by making a Willpower (Insight) check opposed by your Personality (Deception) check, though you gain a +5 bonus to your check.

The disguise and the knowledge it grants disappears when this ability’s duration ends.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Willpower saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it.

While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest.