
Discover the Mysteries of Dusk
Unique Subclasses
In the world of Dusk, these subclasses were created to embody the unique cultural and elemental forces of the realm, providing players with distinct roles that integrate deeply into the rich, mystical lore of the land.
Martial Classes
Martial classes focus on physical prowess and combat skills, specializing in the use of weapons and tactical maneuvers to defeat their enemies.
Mage Classes
Mage classes wield magical powers, harnessing arcane, divine, or elemental energies to cast spells for offense, defense, or various utility purposes.
Martial Subclasses
Beastmaster
Beastmasters form a deep bond with a creature of the wild, fighting alongside them and sharing a profound connection.
Bonus: Once per long rest, you gain 1 AP for use by your companion animal. (lvl 1-3 Small)
Bladebearer
Keen Strike (1/Long Rest)
The Bladebearer channels strategic insight and intense focus into powerful, precise attacks, infusing each strike with calculated force. As the Bladebearer grows in experience, the ability’s power increases but also brings mounting strain.
Prerequisite:
- The Bladebearer must be wielding an enchanted or bonded weapon to use Keen Strike, emphasizing their connection to a powerful weapon.
Tier 1: Levels 1-4 – Local Heroes
- Ability: When activated, Keen Strike adds the Bladebearer’s Intelligence modifier to the damage of all weapon attacks they make for 1 round.
- Drawback (Bane): After using Keen Strike, the Bladebearer feels a momentary mental strain, causing them to have disadvantage on Intelligence-based skill checks until the end of their next turn.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: Keen Strike now adds double the Bladebearer’s Intelligence modifier to the damage of all weapon attacks for 1 round.
- Drawback (Bane): The Bladebearer suffers from Overload, experiencing a dull headache after using Keen Strike. They take 1d4 psychic damage and have disadvantage on their next saving throw.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The duration of Keen Strike extends to 2 rounds, allowing the Bladebearer to maximize their damage over an extended period.
- Drawback (Bane): The intense focus strains the Bladebearer’s reflexes. They gain disadvantage on Dexterity-based saving throws and attack rolls until the end of their next turn after the ability’s effect ends.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: For the duration, Keen Strike adds the Bladebearer’s Intelligence modifier as radiant damage to every weapon attack, in addition to the original bonus.
- Drawback (Bane): Channeling such intense power takes a toll. After the effect ends, the Bladebearer suffers from Exhaustion (1 level) and cannot regain this ability until after a long rest, even if other conditions would allow it.
Example in Play:
A Level 12 Bladebearer activates Keen Strike during a fierce encounter, adding double their Intelligence modifier for 2 rounds to every weapon attack. The bonus damage significantly impacts the battle, but the Bladebearer knows they’ll soon face a disadvantage on Dexterity-based saves and attacks once the effect ends, making them vulnerable to agile foes.
Elite warriors who wield powerful enchanted weapons. They are masters of combat and strategy, often leading armies or acting as lone champions.
Ironclad
Iron Resolve
The Ironclad taps into their fortitude to gain temporary resilience at the start of every battle. As they grow in strength, the resilience provided by Steel Resolve intensifies, but so do the aftereffects.
Prerequisite:
- The Ironclad must be wearing Heavy Armor (Ring Mail, Chain Mail, Splint or Plate).
Tier 1: Levels 1-4 – Local Heroes
- Ability: The Ironclad gains temporary hit points equal to 3 + their Constitution modifier whenever they enter combat.
- Drawback (Bane): After combat ends, the Ironclad’s body experiences a brief fatigue. They have disadvantage on Strength-based skill checks until they complete a short rest.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The Ironclad now gains temporary hit points equal to 5 + their Constitution modifier.
- Drawback (Bane): The increased fortification causes minor stiffening. After combat, the Ironclad has disadvantage on Dexterity-based saving throws until they take a short rest, limiting their agility after sustaining their shielded state.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The Ironclad’s resilience grows, and they now gain temporary hit points equal to 10 + their Constitution modifier.
- Drawback (Bane): The strain on their body leaves them momentarily vulnerable after combat. The Ironclad suffers 1 level of exhaustion when they lose these temporary hit points (through depletion or the end of combat), representing the intense drain from sustaining such resilience.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: The Ironclad’s fortification becomes near-impenetrable. They gain temporary hit points equal to 15 + their Constitution modifier and resistance to bludgeoning, piercing, and slashing damage for the first round of combat.
- Drawback (Bane): This immense fortification heavily impacts the Ironclad. Once the temporary hit points are depleted or the combat ends, they suffer 2 levels of exhaustion and cannot regain this ability until after a long rest, regardless of other restorative effects.
Example in Play:
A Level 15 Ironclad with a +4 Constitution modifier would gain 14 temporary hit points at the start of combat. They can rely on this resilience to absorb early damage, but they know that once the temporary hit points are gone, they’ll be left exhausted and slightly more vulnerable until they rest.
Heavily armored soldiers with the ability to manipulate metal and fortify their bodies. They are nearly invincible on the battlefield.
Shadowdancer
Agile and elusive fighters who can move through shadows and strike with deadly precision. They are often employed as assassins and spies.
Bonus: Once per long rest, enemies have Disadvantage to hit you for 1 Round(s).
Stormcaller
Fulcrum (1/Long Rest)
Stormcallers are warriors who command the weather, channeling ice, lightning, and wind through their weapons. They can unleash these elemental forces in devastating attacks, drawing power from the storm without expending their own magical energy.
Prerequisite:
- Requirement: Stormcallers must be proficient in Nature or Survival to understand and channel the natural elements effectively.
Tier 1: Levels 1-4 – Local Heroes
- Ability: Once per long rest, the Stormcaller can use their weapon to cast an Ice, Lightning, or Wind-related spell within 15 feet without expending mana points. The spell deals damage based on their level (1d6 + weapon damage) and uses their Strength or Dexterity for the attack roll.
- Drawback (Bane): After casting the spell, the Stormcaller experiences a momentary numbness, causing them to have disadvantage on their next attack roll as they recover from the elemental feedback.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The Stormcaller’s spell now deals 1d8 + weapon damage, and they gain the ability to choose an additional effect:
- Ice: The target’s speed is reduced by 10 feet until the end of their next turn.
- Lightning: The target must make a Constitution saving throw (DC = 8 + proficiency bonus + spellcasting modifier) or become stunned until the start of their next turn.
- Wind: The target is pushed 10 feet away from the Stormcaller.
- Drawback (Bane): The elemental backlash is stronger. After casting, the Stormcaller suffers 1d6 cold or lightning damage (player’s choice) and has disadvantage on saving throws against spells until the end of their next turn.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The range increases to 30 feet and the damage increases to 1d10 + weapon damage. The Stormcaller can also chain the spell to a second target within 10 feet of the first.
- Drawback (Bane): The Stormcaller risks losing control of the elemental forces. After casting, they must make a DC 15 Constitution saving throw or become prone as the force of the storm overwhelms them, knocking them off balance.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: The spell’s damage increases to 1d12 + weapon damage, and the Stormcaller can target up to 3 creatures within 30 feet. Additionally, the first target hit suffers disadvantage on their next saving throw against a spell or ability that deals elemental damage.
- Drawback (Bane): Such power comes at a steep cost. After using this ability, the Stormcaller is exhausted (1 level) and cannot regain this ability until after a long rest. Additionally, the area around them becomes unstable with elemental energy, creating difficult terrain within 10 feet for 1 minute.
Additional Details:
- Range: 15 feet (increases to 30 feet at Tier 3).
- Usage: Once per long rest, ensuring the Stormcaller uses their elemental strike strategically.
- Elemental Types: The Stormcaller can choose between Ice, Lightning, or Wind effects, allowing for versatility in combat.
Example in Play:
A Level 9 Stormcaller uses their ability to cast a lightning spell through their weapon, dealing 1d8 + weapon damage and forcing the target to make a Constitution save or be stunned. After the attack, the Stormcaller takes 1d6 lightning damage and has disadvantage on saving throws against spells, representing the elemental forces’ backlash.
Warriors who can control the weather and harness the power of storms. They are formidable opponents, capable of devastating attacks.
Mage Subclasses
Creationists
Creationists harness the mystical energies of Dusk to craft and manipulate matter, to create objects.
Bonus: Once per long rest, a Creationist can instantly create 1 novice object that lasts 1 day, or until next long rest. Greater skill levels increase either duration or quality of the item. At higher levels they can sustain items for as long as they spend equivalant MP.
Ghost Eaters
Ghost Eaters consume the essence of spirits to heal themselves or enhance their combat abilities, growing stronger with each spectral energy absorbed.
Bonus: Once per long rest, upon defeating an enemy, a Ghost Eater can absorb a fragment of their spirit to regain hit points equal to half the enemy’s level or gain advantage to their next spell or attack roll.
Maledict
Execration (1/Long Rest)
The Maledict taps into dark energies to weaken their foes through curses. This ability grows in potency with experience but requires a sacrifice each time it is used.
Prerequisites:
- Requirement: The Maledict must have proficiency in Arcana or Religion to fully understand and channel the dire energies required for this curse.
Tier 1: Levels 1-4 – Local Heroes
- Ability: The Maledict can cast Dire Curse on a target within 15 feet. The Maledict takes 3 points of necrotic damage upon activation.
- Effect Options: Choose one:
- Disadvantage on Attack Rolls until the end of the target’s next turn.
- Disadvantage on Saving Throws for the target’s next saving throw before the end of its next turn.
- Weakened Defense: The target takes 1 additional damage from the next attack that hits it before the end of its next turn.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The Maledict can now choose to increase the necrotic damage taken to 5 points in exchange for adding an additional effect to Dire Curse, applying two effects from the list.
- Drawback (Bane): Casting Dire Curse takes a heavier toll on the Maledict’s vitality. After using it, the Maledict’s maximum hit points are reduced by 1d4 until they complete a short rest, representing the dark energies draining their life force.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The Dire Curse can now be placed on a target within 30 feet. Additionally, the curse’s duration extends to 2 rounds.
- Drawback (Bane): The dark energy backlash now affects the Maledict’s mental resilience. After casting Dire Curse, the Maledict suffers disadvantage on Wisdom saving throws and concentration checks until they complete a short rest, making it harder to resist mental assaults and maintain concentration.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: The curse manifests with terrifying power. When cast, all chosen effects apply simultaneously without needing to choose, and the Maledict can add an extra 1d6 necrotic damage to each attack made against the cursed target while the curse lasts.
- Drawback (Bane): The Maledict experiences a severe recoil from such intense power. After casting Dire Curse, they suffer 2 levels of exhaustion and cannot regain this ability until after a long rest, regardless of other restorative effects.
Example in Play:
A Level 13 Maledict encounters a powerful foe and uses Dire Curse from 30 feet away, choosing disadvantage on attack rolls and saving throws for 2 rounds. The enemy becomes easier to target and control, but the Maledict suffers disadvantage on Wisdom saving throws and concentration checks afterward, making them vulnerable to spells that test their mental strength.
Maledicts specialize in the dark arts of curses and baneful magic, weaving potent hexes that debilitate their foes and tilt the scales of battle in their favor.
Necroscope
Necroscopes communicate with the departed, gleaning secrets and wisdom from beyond the grave.
Bonus: By touching the recently dead you can envison their last thoughts once per long rest without expending MP.
Null-Mage
Phthisis (1/Long Rest)
Null-Mages are feared and often misunderstood for their ability to disrupt magical energies. Soulless and unsettling to others, they offer vital protection against hostile magic, though their presence can make people uncomfortable without knowing why.
Prerequisite:
- Requirement: Null-Mages must have proficiency in Arcana and be considered soulless by supernatural standards, lacking typical emotional connections to magical or divine forces, they cannot magically attune to items.
Tier 1: Levels 1-4 – Local Heroes
- Ability: The Null-Mage can use an action to reduce the effective level of a spell being cast within 30 feet by 2 levels (e.g., a 5th-level spell becomes a 3rd-level spell for saving throws, damage, and effects).
- Drawback (Bane): After using Spell Disruption, the Null-Mage emits an 5ft aura of discomfort, imposing disadvantage on Charisma-based skill checks to all creatures (friend or foe) until the end of their next turn, representing their unsettling presence.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The Null-Mage’s Spell Disruption now also imposes disadvantage on the target’s next saving throw if the spell is successfully disrupted, weakening the caster’s control.
- Drawback (Bane): The disruptive energy affects the Null-Mage’s physical resilience. After using Spell Disruption, they take 1d6 psychic damage and have disadvantage on Constitution saving throws until the end of their next turn, making them vulnerable to effects requiring endurance.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The Null-Mage can now target spells up to 60 feet away. Additionally, if the disrupted spell’s level is reduced to 1 or lower, the caster suffers 1 level of exhaustion as a backlash from the disrupted energies.
- Drawback (Bane): This powerful disruption drains the Null-Mage’s focus. They suffer disadvantage on all Intelligence and Wisdom checks until they complete a short rest, reflecting mental strain from the soulless energy channeled.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: The Null-Mage’s Spell Disruption reaches its pinnacle, negating any spell of 5th level or lower entirely without needing to reduce it by levels. Spells above 5th level are reduced by 3 levels.
- Drawback (Bane): Such a potent disruption leaves the Null-Mage temporarily soulless and vulnerable. After using this ability, the Null-Mage suffers 2 levels of exhaustion and cannot use Spell Disruption again until after a long rest, regardless of other restorative effects.
Additional Details:
- Range: 30 feet (increases to 60 feet at Tier 3).
- Effect: Reduces the spell’s level or negates it entirely (at Tier 4) if conditions are met. If the spell level is reduced to 0 or below the caster’s minimum spell level, the spell fails entirely.
- Limitation: Can only be used once per long rest, encouraging strategic timing.
Example in Play:
A Level 12 Null-Mage sees an enemy caster preparing a 6th-level spell. Using Spell Disruption from 60 feet away, they reduce the spell’s level by 2, weakening its power and causing the caster to struggle. However, the Null-Mage now suffers disadvantage on Intelligence and Wisdom checks until they can rest, demonstrating the strain this disruptive energy brings.
Null-Mages disrupt magical energies, providing crucial protection against hostile spells.
Radiomancer
Starburst (1/Long Rest)
Radiomancers absorb cosmic radiation constantly, which builds within them over time. They must release this energy periodically to prevent an uncontrolled explosion. Radiant Burst allows them to release this energy in a powerful, controlled pulse, though it strains them afterward.
Prerequisite:
- Requirement: The Radiomancer must have proficiency in Arcana or Nature to understand and channel cosmic energy safely.
Tier 1: Levels 1-4 – Local Heroes
- Ability: The Radiomancer can release Radiant Burst, dealing radiant damage equal to their level + spellcasting ability modifier to all creatures within a 15-foot radius.
- Drawback (Bane): After using Radiant Burst, the Radiomancer’s energy reserves are drained, leaving them unable to use reactions until the start of their next turn. Additionally, they suffer from mild radiation sickness and have disadvantage on Constitution-based skill checks until the end of their next turn.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The range of Radiant Burst increases to 20 feet, and the Radiomancer can add half their proficiency bonus (rounded down) to the damage dealt.
- Drawback (Bane): The energy release creates a more intense radiation backlash. The Radiomancer suffers 1d6 radiant damage and has disadvantage on attack rolls until the end of their next turn, as the lingering energy interferes with their focus.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: Radiant Burst’s power grows, allowing the Radiomancer to double their spellcasting modifier for calculating damage. Additionally, creatures that fail their saving throw are blinded until the end of their next turn.
- Drawback (Bane): The Radiomancer risks an unstable buildup of cosmic energy. After using Radiant Burst, they must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion from the exertion.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: Radiant Burst’s area expands to a 30-foot radius. In addition, the Radiomancer can choose to deal half damage to allies within range rather than full damage. This selective targeting shows their mastery over the cosmic energy.
- Drawback (Bane): The extreme release of energy is nearly overwhelming. After using Radiant Burst, the Radiomancer suffers 2 levels of exhaustion and cannot regain this ability until after a long rest, even if they take short rests.
Additional Details:
- Range: 15-foot radius (increases to 20 feet at Tier 2 and 30 feet at Tier 4).
- Saving Throw: Affected creatures can make a Dexterity saving throw (DC = 8 + proficiency bonus + spellcasting modifier) to halve the damage.
- Limitation: Usable only once per long rest due to the high energy cost and potential side effects.
Example in Play:
A Level 12 Radiomancer finds themselves surrounded by enemies and unleashes Radiant Burst in a 20-foot radius, dealing radiant damage equal to 12 + double their spellcasting modifier. Enemies who fail the save are blinded. Afterward, the Radiomancer must succeed on a DC 15 Constitution save to avoid exhaustion, embodying the risk of handling such intense cosmic forces.
Radiomancers channel the raw power of light and celestial energies, unleashing it in devastating bursts that scorch their foes.
Sensate
Sensation (1/Long Rest)
Sensates gain an intense awareness of their surroundings, making them exceptionally skilled at detecting hidden threats and understanding subtle cues. However, they are highly sensitive to stimuli; too much or too little sensory input can cause distress, even leading to irrational behavior or a need to retreat from social settings.
Prerequisite:
- Requirement: Sensates must have proficiency in Perception or Insight, as their heightened senses stem from their ability to perceive or interpret details beyond the norm.
Tier 1: Levels 1-4 – Local Heroes
- Ability: The Sensate can use Heightened Senses for 10 minutes, gaining advantage on Perception, Insight, and Investigation checks.
- Drawback (Bane): After using Heightened Senses, the Sensate experiences sensory fatigue. They suffer disadvantage on Charisma-based skill checks for 10 minutes as they feel overstimulated and socially withdrawn.
Tier 2: Levels 5-10 – Regional Heroes
- Ability Enhancement: The Sensate’s Heightened Senses now extends to 20 minutes. Additionally, they gain advantage on saving throws against being charmed or frightened due to their heightened awareness of emotional cues.
- Drawback (Bane): After using Heightened Senses, the Sensate becomes more prone to sensory overload. They must succeed on a DC 12 Wisdom saving throw or suffer disadvantage on all Intelligence, Wisdom, and Charisma checks for the next hour, as they struggle to process excessive stimuli.
Tier 3: Levels 11-16 – Realm Heroes
- Ability Enhancement: The duration increases to 30 minutes. Additionally, the Sensate can extend their senses to detect hidden or invisible creatures within 10 feet while Heightened Senses is active.
- Drawback (Bane): The intense sensory input risks overwhelming the Sensate’s mind. After using Heightened Senses, they must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute as they enter a catatonic state from overstimulation. They can repeat the save at the end of each turn to end the condition.
Tier 4: Levels 17-20 – Legends
- Ability Enhancement: The Sensate’s Heightened Senses now lasts up to 1 hour and grants truesight within 10 feet. This level of sensory perception allows them to see through illusions and magical darkness in their immediate surroundings.
- Drawback (Bane): This heightened state comes at a significant cost. If the Sensate does not take a short rest within 1 hour after using Heightened Senses, they become irrational (1,3) or catatonic (2,4) on a (d4), unable to perform any actions or reactions for 1d4 hours until they are able to rest. This represents the toll of handling such intense awareness.
Additional Details:
- Activation: 1 action.
- Duration: 10 minutes, scaling up to 1 hour at Tier 4.
- Limitation: Usable once per long rest, due to the strain of sensory intensity.
Example in Play:
A Level 14 Sensate activates Heightened Senses to detect subtle movements and cues within a 10-foot radius, revealing invisible foes. After the ability wears off, they must make a DC 15 Constitution save to avoid becoming stunned, illustrating the risk that their heightened state brings.
By amplifying their sensory perception, Sensates gain an acute awareness of their surroundings, making them excellent at detecting hidden threats and uncovering secrets.