Dusk Guard

The Dusk Guard is a disciplined, state-backed order of magical investigators, based in Midborg and trained to root out arcane corruption. Trained alongside Veilborn operatives, they are given enchanted steel, counterspell techniques, and sharp deductive minds. They are both guardians of civic order and feared interrogators, often the last face a rogue mage sees.

Where others use fireballs and illusions, the Dusk Guard relies on precise force, truth magic, and insight that cuts deeper than any blade.

(3rd Level)

Magehunter’s Arsenal

You are trained to detect and counter arcane threats.

  • You gain proficiency in Arcana and Insight (or another Fighter skill if already proficient).
  • You can cast Detect Magic at will, without expending a spell slot or components.
  • You may cast Zone of Truth once per long rest without components or spell slot. Charisma is your spellcasting ability for this.
  • You are always considered attuned to one magical weapon, even if you exceed your normal attunement limit. This weapon must be given by the Dusk Guard or reforged with official sigils.

Null Strike

You’ve been trained to cut through magical defenses.

  • When you hit a creature with a weapon attack, you can expend your reaction to attempt to disrupt its concentration or suppress its magical warding.
  • The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure:
  • If it is concentrating on a spell, it loses concentration immediately.
  • If it is under the effect of Mage Armor, Shield, Mirror Image, or Blur, those effects are suppressed until the start of its next turn.

You may use this feature Proficiency Bonus times per long rest.

(6th Level)

Interrogator’s Precision

Your voice carries force, and your insight is razor sharp.

  • You gain expertise in either Insight or Intimidation (your choice).
  • When you hit a creature with a weapon attack, you can choose to mark them for scrutiny:
  • Until the start of your next turn, you have advantage on Insight checks and saving throws vs. illusions or enchantments from that target.
  • If they cast a spell while marked, you can use your reaction to move up to 10 feet toward them and make an opportunity attack, even if they haven’t left your reach.

(10th Level) 

Sealbreaker Technique

You’ve learned how to force a spellcaster to expose their arcane weaknesses.

  • When you hit a creature with your magical weapon, you may expend 1 use of Null Strike to disrupt a spell effect active on them.
  • Choose one:
  • Expose Arcana: You learn the school of magic for each effect currently affecting the target (as per Detect Magic).
  • Shatter Ward: End one ongoing magical effect of your choice (such as Invisibility, Fly, or Shield of Faith). The target may make a saving throw (DC = 8 + prof + Int mod) to resist.

Additionally, magical creatures (elementals, constructs, fey, aberrations, etc.) have disadvantage on saving throws against your Dusk Guard abilities.

(14th Level)

Dusk Judgment

Your presence alone weakens unlawful magic.

  • As a bonus action, you can enter a state of Arcane Suppression for 1 minute. While active:
  • You emit a 10-foot aura that counts as difficult terrain for creatures under the effect of a spell.
  • You may choose to automatically detect illusions within that aura, even if they pass your saving throws.
  • Once per round, when a creature casts a spell within 30 feet, you may use your reaction to:
  • Mark them (no save), granting advantage on your next attack against them, and preventing invisibility or teleportation until the end of your next turn.

You may use Dusk Judgment once per long rest, or refresh it by expending Action Surge.

Summary Table

LevelFeature(s)
3Magehunter’s Arsenal, Null Strike
6Interrogator’s Precision
10Sealbreaker Technique
14Dusk Judgment (Arcane Suppression Stance)


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