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.

Penumbral Blades

At 13th level, light and darkness dictate your attacks. Spirits of darkness ensure a deadly outcome to each strike you make, and spirits of light help your allies strike truer.
When in Darkness: When rolling damage, you can reroll all 1s. You must take the second roll.
When in Light: When a friendly creature that you can see and is within bright light rolls damage against another creature, you can use your reaction to make the target of that damage make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier). On a failure, the attacker can roll your Sneak Attack bonus as part of their damage. The Sneak Attack damage type matches that of the initial attack; for example, if your ally was doing fire damage, the Sneak Attack damage will also be fire damage. You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this feature after finishing a long rest.