Duskwalker Archetype

Source: Hexbound

Many witches go through lengthy rituals to call forth specific spirits through the veil and into our world, but Duskwalkers have no time for such frippery. Their covens focus on speed and versatility, learning to adapt to situations as quickly as possible. Their practice allows them to summon the help of spirits almost instantly, without the use of lengthy and carefully cast spells, but this comes at a cost: a Duskwalker’s abilities depend entirely on whether they are bathed in light or in darkness. When standing in a brightly lit room, they can channel spirits that give them formidable defensive abilities and draw truth from lies and fabrication; when standing in darkness, they can meld with it, becoming one with the shadows as they wait to strike at the perfect time.

This dichotomy inherent in their specific practice of witchcraft defines them. Not only their arcane abilities but their entire beings are influenced by light and dark. As different spirits are called to their aid, by the whims of the light and the dark rather than their own choices, many of them experience subtle changes in their demeanor. Some witches of this practice even report feeling as if their body is occupied by two completely different people, who each take control depending on the light.

Duskwalker witches constantly walk the crepuscular line between darkness and light. Some become defenders, advisors, and seekers of truth, but just as many become infiltrators, spies, and assassins. One must wonder if the choice of where they stand is really theirs to make, or if their agency in this is just a trick of the light.

Witchmark

Witchmarks for Duskwalkers tend to change depending on whether they favor light or darkness in their practice. Some have dark sclerae in one of their eyes to symbolize their existence between the two realms. Some have white smoke snaking up one of their arms and dark smoke up the other. The commonality between all Duskwalkers’ marks is that they all symbolize the duality in their witchcraft.

Step of Dusk

At 9th level, the way you walk through the world changes drastically. Light guides your steps and protects you from dangers on your path. Darkness envelops you, shielding you from prying eyes and allowing you to fade through it as if you were a shadow.
When in Darkness: As part of your movement, you can meld with the shadows and teleport yourself to an unoccupied space you can see within range. The space you teleport to must also be in darkness. Your range for this ability is half your speed. You can bring along objects as long as their weight doesn’t exceed what you can carry, but no living beings. This movement does not trigger attacks of opportunity. You can move this way a number of times equal to your proficiency bonus. You regain all uses of this ability after finishing a short or long rest.
When in Light: You can’t be slowed by difficult terrain, magical or otherwise, and you instinctively know if there are any traps within 30 feet of you. You don’t know the exact type of trap or its exact location, but you can determine whether it is magical, and what kind of damage, if any, it deals.