Hit Points
Proficiencies
Blackguard
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Shroud of Shadow Unholy Vigor | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Shroud of Shadow Unholy Vigor | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Shroud of Shadow Unholy Vigor | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Shroud of Shadow Unholy Vigor | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Shroud of Shadow Unholy Vigor | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Shroud of Shadow Unholy Vigor | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Shroud of Shadow Unholy Vigor | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Shroud of Shadow Unholy Vigor | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Shroud of Shadow Unholy Vigor | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Shroud of Shadow Unholy Vigor | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Shroud of Shadow Unholy Vigor | 4 | 3 | 3 | 3 | 2 |
Class Spells
Class Features
Level 1
Level 10
Level 11
Level 12
Level 14
Level 15
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Caster Progression
Proficiencies
light
medium
heavy
shield
simple
martial
Starting Equipment
Class Features
Shroud of Shadow (Level 1)
1st-level blackguard feature
You learn to shroud your dark emotions from those that would oppose their usage. You have advantage on ability checks made to mislead others about your true emotions and alignment, and you have advantage on saving throws against effects that allow other creatures to know your alignment or to read your thoughts or emotions.
Unholy Vigor (Level 1)
1st-level blackguard feature
You can use your dark power to invigorate yourself. As a bonus action, you can grant yourself temporary hit points equal to your Charisma modifier + your blackguard level. These temporary hit points disappear after 1 minute.
Once you use this feature, you can't do so again until you finish a short or long rest.
Dread Smite (Level 2)
2nd-level blackguard feature
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial, to a maximum of 6d8.
Additionally, when you select a Vice at 3rd level, you gain the ability to change the damage type of your Dread Smite whenever you use it. The damage type you can change it to is dependent on your choice of Vice, as listed in the table below.
| Vice | Damage Type |
|---|---|
Despair | Cold |
Domination | Psychic |
Fury | Thunder |
Pride | Radiant |
Treachery | Poison |
Fighting Style (Level 2)
2nd-level blackguard feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Spellcasting (Level 2)
2nd-level blackguard feature
You have learned to draw on divine magic through the strength of your negative emotions.
Preparing and Casting Spells
The Blackguard table shows how many spell slots you have to cast your blackguard spells. To cast one of your blackguard spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of blackguard spells that are available for you to cast, choosing from the blackguard spell list. When you do so, choose a number of blackguard spells equal to your Charisma modifier + half your blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level blackguard, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell inflict wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of blackguard spells requires time spent in silence and contemplation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your blackguard spells, since their power derives from the strength of your dark ambitions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blackguard spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your blackguard spells.
Inured to Decay (Level 3)
3rd-level blackguard feature
The negative energy flowing through you makes you immune to disease.
Blackguard Vice (Level 3)
3rd-level blackguard feature
When you reach 3rd level, you gain the vice that binds you as a blackguard forever. Up to this time you have been tempted by your dark emotions, standing along the boundary between light and darkness. Now you choose from one of the Vices detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include vice spells and the Channel Divinity feature.
Vice Spells
Each vice has a list of associated spells. You gain access to these spells at the levels specified in the vice description. Once you gain access to a vice spell, you always have it prepared. Vice spells don't count against the number of spells you can prepare each day.
If you gain a vice spell that doesn't appear on the blackguard spell list, the spell is nonetheless a blackguard spell for you.
Channel Divinity
3rd-level blackguard feature
Your vice allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your vice explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your blackguard spell save DC.
Channel Divinity: Harness Divine Power
3rd-level blackguard optional feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Ability Score Improvement (Level 4)
4th-level blackguard feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility (Level 4)
4th-level blackguard optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to blackguards. This replacement represents a shift of focus in your martial practice.
Extra Attack (Level 5)
5th-level blackguard feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Dark Blessing (Level 6)
6th-level blackguard feature
Whenever you make a saving throw while you are conscious, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).
You can't benefit from this feature and a paladin's Aura of Protection simultaneously.
Blackguard Vice feature (Level 7)
7th-level blackguard feature
You gain a feature granted to you by your Blackguard Vice.
Ability Score Improvement (Level 8)
8th-level blackguard feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Aura of Hate (Level 10)
10th-level blackguard feature
You and any allied fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1) while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Dread Smite (Level 11)
11th-level blackguard feature
Your heart is so suffused with shadow essence that all your melee weapon strikes carry dread power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. The damage type of this effect can be necrotic damage, or it can be the damage type associated with your Vice.
Ability Score Improvement (Level 12)
12th-level blackguard feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Vile Touch (Level 14)
14th-level blackguard feature
You can use your action to make a melee spell attack against a hostile creature within your reach. On a hit, the target has disadvantage on all saving throws until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Blackguard Vice feature (Level 15)
15th-level blackguard feature
You gain a feature granted to you by your Blackguard Vice.
Ability Score Improvement (Level 16)
16th-level blackguard feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Aura improvements (Level 18)
18th-level blackguard feature
At 18th level, the range of your Aura of Hate increases to 30 feet.
Ability Score Improvement (Level 19)
19th-level blackguard feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blackguard Vice feature (Level 20)
20th-level blackguard feature
You gain a feature granted to you by your Blackguard Vice.
Multiclassing
Multiclassing Requirements
{"cha":13,"str":13}
Proficiencies Gained
Subclasses
Subclass Features
Vice of Despair
Vice of Despair (Level 3)
The Vice of Despair is what a blackguard gains when they turn their back on the living and pledge themselves to the cause of undeath. By amplifying the negative energy already suffused into their souls, these blackguards command necromantic energies and undead creatures alike and use them as a means to whatever nihilistic end they seek. Such necromancers sometimes become death knights beyond the grave, often serving archfiends or other evil entities in exchange for dark boons and gifts of power.
Vice Spells
3rd-level Vice of Despair feature
You gain vice spells at the blackguard levels listed.
| Blackguard Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Channel Divinity
3rd-level Vice of Despair feature
You gain the following two Channel Divinity options.
Control Undead
As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose Challenge Rating is equal to or greater than your blackguard level is immune to this effect.
Disrupt Life
As an action, you channel negative energy and focus it into a burst of life-destroying power. Each living creature within 20 feet of you of your choice must make a Constitution saving throw, taking necrotic damage equal to 2d10 + your blackguard level on a failed save, or half as much damage on a successful one.
Aura of Despair (Level 7)
7th-level Vice of Despair feature
ou emanate an aura of hopelessness and sorrow. Hostile, living creatures within 10 feet of you suffer a penalty on attack rolls and ability checks equal to half your Charisma modifier (rounded up, minimum of a -1 penalty), provided that you aren't incapacitated.
At 18th level, the range of this aura increases to 30 feet.
Unliving Fortitude (Level 15)
15th-level Vice of Despair feature
You gain resistance to necrotic and poison damage. You also have advantage on saving throws against effects that inflict exhaustion or the poisoned condition.
Dread Lord (Level 20)
20th-level Vice of Despair feature
You can use your action surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and allied creatures in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
Vice of Domination
Vice of Domination (Level 3)
Blackguards of domination demand submission from their enemies. They impose order by force whenever necessary, crushing resistance and making others do their bidding. Surrender on the blackguard's terms is the only hope for any foe. Those who fail to capitulate can expect to be crushed and displayed as bloody examples of what it means to oppose the blackguard's resolve. In the hands of evil, dominance becomes tyranny.
Most blackguards of this vice are former paladins of the Oath of Conquest. Not all evil paladins of this oath become blackguards, however. Rather, a conquest paladin becomes a domination blackguard when the desire to harm others begins to outweigh their quest to establish order. Enjoying the use of violent force to subjugate foes, as well as taking delight in the suffering of others, is a distinct sign that a conquest paladin has fallen down the path of darkness.
Despite this connection to the Oath of Conquest, blackguards of this vice needn't serve the forces of law. For example, a chaos-based blackguard that serves a demon lord might use this vice's power to dominate others as a display of their master's supremacy. With this in mind, non-lawful blackguards of domination are few and far in between, typically because some other vice fits their personality more.
Oath of Conquest Features
Blackguards of the Vice of Domination gain the same features as paladins of the Oath of Conquest. However, they needn't follow any tenets associated with that paladin oath.
A former conquest paladin may wish to continue upholding their oath if it aligns with their views as a blackguard. However, a blackguard of domination does not derive power from such an oath. Rather, they draw their strength from the negative emotions associated with their quest to establish power over others.
Vice Spells
3rd-level Vice of Domination feature
You gain vice spells at the blackguard levels listed.
| Blackguard Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Channel Divinity
3rd-level Vice of Domination feature
You gain the following two Channel Divinity options.
Conquering Presence
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Domination (Level 7)
7th-level Vice of Domination feature
You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your blackguard level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Scornful Rebuke (Level 15)
15th-level Vice of Domination feature
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
Invincible Conqueror (Level 20)
20th-level Vice of Domination feature
You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
You have resistance to all damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can't use it again until you finish a long rest.
Vice of Fury
Vice of Fury (Level 3)
The Vice of Fury is for blackguards who particularly enjoy violence, murder, and the obliteration of their enemies. Many of these blackguard of fury channels raw anger into the violence required for victory. In battle, blackguards of fury are wild killers, impulsive, bloodthirsty, and destructive. They answer every offense or injury with overwhelming retaliation, and their enemies receive little mercy. Allies can expect a blackguard of fury to rush to the forefront of any armed conflict and to bring foes to ruin as quickly as possible. Evil blackguards of fury allow the vice to rule them entirely, not just on the battlefield.
Oath of Vengeance Features
Blackguards of the Vice of Fury gain the same features as paladins of the Oath of Vengeance. However, they needn't follow any tenets associated with that paladin oath.
A former vengeance paladin may wish to continue upholding their oath, as it may align with their views as a blackguard. However, a blackguard of fury does not derive power from such an oath. Rather, they draw their strength from their anger, bloodlust, and destructive impulses, and not any commitment to the ideals of justice or order. Thus, rather than punishing evildoers for their sins, a blackguard of fury may focus their destructive ire against anything—and anyone—that stands in the way of their goals.
Vice Spells
You gain vice spells at the blackguard levels listed.
| Blackguard Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Channel Divinity
3rd-level Vice of Fury feature
You gain the following two Channel Divinity options.
Abjure Enemy
As an action, you present your holy symbol and speak words of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Mark for Death
As a bonus action, you can mark a creature you can see within 10 feet of you for death, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Killer (Level 7)
7th-level Vice of Fury feature
Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Burning Hatred (Level 15)
15th-level Vice of Fury feature
The rage with which you declare your Mark of Death gives you greater power over your foe. When a creature under the effect of your Mark of Death makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
Avatar of Wrath (Level 20)
20th-level Vice of Fury feature
You can assume the form of a furious demon. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
Vice of Pride
Vice of Pride (Level 3)
The Vice of Pride is for blackguards who are overtaken by conceit and narcissism. Some of these "false paladins" knowingly use this guise to achieve evil ends. Others are paladins that are so deluded in their self-importance that they still believe themselves to be on the path of righteousness, even going as far as to only use radiant smites and other abilities that they perceive as being holy in nature. Either way, most blackguards of this vice use their silvered words and demonstrations of power to influence others to their benefit, some even going as far as to attract a cult of followers in order to be worshiped as a god.
Vice Spells
3rd-level Vice of Pride feature
You gain vice spells at the blackguard levels listed.
| Blackguard Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Channel Divinity
3rd-level Vice of Pride feature
You gain the following two Channel Divinity options.
Honeyed Words
You can use your Channel Divinity to augment your influence with blasphemous power. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.
Radiance of the Savior
You use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 1d10 + your blackguard level on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.
Aura of False Divinity (Level 7)
7th-level Vice of Pride feature
You exude an aura of awe-inspiring energy that makes it easier for you to influence others. Any creature of your choice that starts its turn within 10 feet of you must make a Wisdom saving throw, provided that you aren't incapacitated. On a failed save, the creature is charmed by you. A creature charmed in this way can repeat the saving throw at the end of each minute, or at the end of each of its turns in combat, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to your Aura of False Divinity for 24 hours.
At 18th level, the range of this aura increases to 30 feet.
Self-Importance (Level 15)
15th-level Vice of Pride feature
Whenever you take damage, you can use your reaction to target one creature within 30 feet of you, other than the source of the damage. The target must make a Charisma saving throw against your spell save DC. If the target is a willing creature, or if it is charmed by you, it fails the saving throw automatically. On a failed save, you take only half the damage dealt to you (rounded down), and the targeted creature takes the other half.
Herald of Salvation (Level 20)
20th-level Vice of Pride feature
You can assume the form of a divine being, taking on an angelic appearance tailored to your personality and characteristics.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You manifest a pair of spectral wings, granting you a flying speed equal to your walking speed. You also shed bright light out to 30 feet, and dim light 30 feet beyond that.
Creatures that are charmed by you follow your verbal commands to the best of their ability, even if doing so would compromise their moral integrity or would obviously be harmful to them.
Creatures within 10 feet of you have disadvantage on Wisdom and Charisma saving throws against your blackguard spells and your Vice of Pride features.
Once you use this feature, you can't use it again until you finish a long rest.
Vice of Treachery
Vice of Treachery (Level 3)
The Vice of Treachery for blackguards who care only for their own power and survival, and are faithful only to themselves. Anyone desperate enough to follow one of these blackguards does so because, while deceitful, these blackguards command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure. Many of these blackguards pay homage to demon lords, especially Grazz't and Orcus. The Lords of Hell and other beings of Law are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard's penchant for double dealing and treachery.
Vice Spells
3rd-level Vice of Treachery feature
You gain vice spells at the blackguard levels listed.
| Blackguard Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Channel Divinity
3rd-level Vice of Treachery feature
You gain the following two Channel Divinity options.
Cloak of Shadows
You can use your Channel Divinity to vanish from sight. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
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 a creature takes damage from that weapon or ammunition it takes extra necrotic or poison damage (your choice) equal to 2d10 + your blackguard level, or 20 + your blackguard level if you had advantage on the attack roll.
Aura of Treachery (Level 7)
7th-level Vice of Treachery 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 a number of times equal to your proficiency bonus. You regain expended uses of it when you finish a short or long rest.
Betrayer's Escape (Level 15)
15th-level Vice of Treachery feature
You gain 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 (Level 20)
20th-level Vice of Treachery 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 make a Wisdom saving throw against your spell save DC. On a failed save, you control the creature's movement and action on its next turn, provided that you aren't incapacitated on that turn. 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 blackguard level.
Once you use this feature, you can't use it again until you finish a long rest.