An Imperial Blackguard charges, greatsword in hand, ready to attack


Blackguards are crusaders who care only for their own power and survival. These profane knights are faithful only to themselves. Anyone desperate enough to follow one of these crusaders does so because, while deceitful, these crusaders command great power. Those whom follow them without falling prey to their treachery hope to indulge in wonton violence and accumulate great treasure.

Many of these crusaders pay homage to the Daedra, especially Boethia and Mephala. Although the Daedric Princes are reluctant to ally with these champions of chaos, they can find a kindred spirit in a Blackguard's penchant for double dealing and treachery.

Tenets of the Blackguard

A crusader who embraces the “devotion” of a Blackguard owes allegiance to no one. There are no tenets of this devotion, for it lacks any substance. Those who are unfortunate enough to have close contact with Blackguards have observed that a Blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Blackguard Features
Level Feature
3rd Devotion Spells, Blackguard's Expertise, Channel Divinity
7th Aura of Treachery, Divine Smite: Poison
15th Blackguard's Escape
20th Icon of Deceit

Devotion Spells

You gain devotion spells at the crusader levels listed.

Blackguard Devotion Spells
Level Spells
3rd charm person, expeditious retreat
5th invisibility, mirror image
9th gaseous form, haste
13th confusion, greater invisibility
17th dominate person, passwall

Blackguard's Expertise

3rd-level Blackguard feature

You gain proficiency in your choice of two of the following skills: Arcana, Deception, Intimidation, or Stealth.

Your proficiency bonus is doubled for any attribute check you make that uses either of these skills.

Channel Divinity

3rd-level Blackguard feature

You gain the following Channel Divinity options.

Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your crusader level, or 20 + your crusader level if you had advantage on the attack roll.

Aura of Treachery

7th-level Blackguard feature

You emanate an aura of discord, which gives you the following benefits.

Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.

Divine Smite: Poison

7th-level Blackguard feature

Whenever you use the Divine Smite feature, you can choose to infuse your weapon strikes with poison damage instead of lightning.

Blackguard's Escape

15th-level Blackguard feature

You have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.

Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

20th-level Blackguard feature

You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Willpower saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your crusader level.

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