

Dusk Sentinels
The Dusk Sentinels are warriors bound by a singular purpose: to maintain the fragile balance between light and dark. They are not champions of righteousness nor harbingers of shadow but custodians of the twilight, where neither force reigns supreme. Through rigorous training and unwavering discipline, they have learned to harness both radiant and umbral energies, wielding them in tandem to protect the realms from forces that seek to tip the scales.
They understand that light, in excess, can be as blinding and destructive as the deepest darkness. Their reason for existing is not to choose sides but to be the equilibrium, a living embodiment of twilight that holds the line when the balance is threatened. In their final moments, Dusk Sentinels become echoes of their greatest deeds, reflecting the unending dance of shadow and light that defines their existence. Though they might never be known or celebrated, Dusk Sentinels remain ever vigilant, bound to their eternal task.
It is rare for more than one Dusk Sentinel to be on any given world in the multiverse at a time. That said, there have been few occasions where things were so far out of hand that a small squad was deployed. That history is archived beyond time and space. If you have never heard of the Dusk Sentinels before, consider yourself lucky.
Keepers of Balance, Duty to Existence
Dusk Sentinels are not bound by any single order or doctrine, yet they are united by their duty to uphold the balance between light and darkness. Many are solitary wanderers, guided by the faintest whispers of their calling, while others join like-minded warriors in hidden enclaves where the delicate dance of light and shadow is studied and perfected. These enclaves, often shrouded in secrecy, attract those with the will and discipline to train in both martial and mystical arts, honing them into the next generation of Sentinels.
Creating your Dusk Sentinel
Choosing to walk the path of a Dusk Sentinel is not a decision made lightly. It requires sacrifice, discipline, and a deep understanding of one’s own nature. What drives your Sentinel? Have you seen firsthand the destructive power of unchecked light or darkness and sworn to prevent such devastation? Were you drawn to the twilight arts after encountering a powerful Dusk Sentinel who showed you the potential of this balanced power? Or perhaps you were born with an innate connection to both light and shadow, destined to guard the thin line between them?
Decide how your Dusk Sentinel came to be. Were you trained in a secluded enclave by masters who taught you to harness both sword and spell? Or are you a self-taught warrior, driven by a personal mission to maintain balance in a world full of extremes? However you came to your power, as a Dusk Sentinel, you carry the weight of equilibrium within you, a duty that can never be cast aside.
Multiclassing and Dusk Sentinels
If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Dusk Sentinel class.
Ability Score Minimum. As a multiclass character, you must have at minimum a 13 in Charisma and either Strength or Dexterity to take a Dusk Sentinel level or take a level in another class if you are a Dusk Sentinel.
Proficiencies Gained. If Dusk Sentinel is not your initial class, here are the proficiencies you gain when you take your first level as a Dusk Sentinel: light and medium armor, simple and martial weapons.
Spell Slots. Dusk Sentinels do not use spell slots, you account for Concord dice separately from spell slots and gain the improvements according to your level as if you were a single classed Dusk Sentinel.
Part 1
Class
| Level | PB | Features | Concord Size |
|---|---|---|---|
| 1 | 2 | Concord, Dusk Arts, Fighting Style | d6 |
| 2 | 2 | Burstcast, Your Blood for Mine | d6 |
| 3 | 2 | Duty | d6 |
| 4 | 2 | Ability Score Improvement | d6 |
| 5 | 3 | Extra Attack, Rank 2 Dusk Arts | d8 |
| 6 | 3 | Duty Feature | d8 |
| 7 | 3 | Discordant Suffusion | d8 |
| 8 | 3 | Ability Score Improvement | d8 |
| 9 | 4 | Battle Instinct, Rank 3 Dusk Arts | d8 |
| 10 | 4 | Duty Feature | d10 |
| 11 | 4 | Arcane Steel | d10 |
| 12 | 4 | Ability Score Improvement | d10 |
| 13 | 5 | Rank 4 Dusk Arts | d10 |
| 14 | 5 | Duty Feature | d10 |
| 15 | 5 | Practiced Suffusion | d12 |
| 16 | 5 | Ability Score Improvement | d12 |
| 17 | 6 | Rank 5 Dusk Arts | d12 |
| 18 | 6 | Convergence | d12 |
| 19 | 6 | Ability Score Improvement | d12 |
| 20 | 6 | Sentinel's Will | d12 |
Class Features
Hit Points
Hit Dice: 1d8 per Dusk Sentinel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dusk Sentinel level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) any martial weapon
(a) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A chain shirt or leather armor
Quick Build
You can make a Dusk Sentinel quickly by using these suggestions. First, depending on the weapons you wish to use, make Strength or Dexterity your highest ability score, followed by your Charisma. Second, choose the Soldier background.

Concord
You have learned to draw on both divine and arcane magic by embracing the good and evil inside all living things and channeling it to your will. This is represented by your Concord dice, which are d6. You have a number of Umbra dice and a number of Lux dice each equal to your level as a Dusk Sentinel, and they can never exceed that number. You regain all expended Concord dice when you complete a Long rest.
After you cast a Umbra or Lux Art, you shift the balance and gain a die of the opposite Concord type: one Lux or one Umbra die, respectively. For example, if you use the Shadowbind art, you would gain one Lux die regardless of what Rank you cast it at.
(For the sake of Counterspell, Magic Resistance, etc, these arts can be considered spells by the Dungeon Master.)
When you reach certain levels in this class, the size of your Concord dice increases: at 5th level (d8), 10th level (d10), and 15th level (d12).
You regain half of your expended Concord dice (rounded down), in any combination, when you complete a Short Rest. Once you do so, you must finish a long rest before you can regain them this way again.
Charisma is your spellcasting ability for your Dusk Sentinel Arts, since the power of your magic relies on your ability to balance light and dark in your core. In addition, you use your Charisma modifier when setting the saving throw DC for a Dusk Sentinel Art you cast and when making an attack roll with one.
Dusk Art save DC = 8 + your proficiency bonus + your Charisma modifier
Dusk Art attack modifier = your proficiency bonus + your Charisma modifier
As an Action, you can rebalance your Concord dice as long as you maintain the amount. You prepare the list of Dusk Arts that are available for you to use. To do so, choose a number of Arts from the list equal to your Charisma modifier + your Dusk Sentinel level (minimum of one Art). The Arts must be of a level for which you qualify. You can use any weapon you are proficient with as a focus for your Dusk Arts.
Fighting Style
Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the options from the below list. You can't take a Fighting Style option more than once, even if you later get to choose again. 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 on this list. This replacement represents a shift of focus in your martial practice.
Blind Fighting (TCE).
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense (PHB).
While you are wearing armor, you gain a +1 bonus to AC.
Versatility (LL).
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.
Two-Weapon Fighting (PHB).
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Violent Torrent (DS):
When wielding a weapon that deals more than 1 damage dice (like a Greatsword), roll a 3rd die and drop the lowest when determining the weapon’s damage.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace your fighting style with another available to Dusk Sentinels.
Burstcast
At 2nd level, when your Concord is perfectly balanced, it allows you to cast magic at an accelerated rate. When your number of Umbra and Lux dice are the same, and right before you cast an Art that has a casting time of 1 action, you can expend one additional of each Concord dice to change the casting time to 1 Bonus Action for this casting, called a Burstcast. You cannot Burstcast spells from other classes learned through multiclassing. You do not regain the opposing Concord from using an Art when you Burstcast.
Your Blood for Mine
Also at 2nd level, whenever you reduce a creature to 0 hit points, you regain one Umbra or Lux die of your choice.


Duty
At 3rd level, you choose your Duty which represents your role and abilities. These roles are: Abyss Knight, Blackblood, Twilight Fletcher, Padfoot, and Lucents.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 it, you may choose a feat instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Discordant Suffusion
Beginning at 7th level, your Arts have suffused your weapons innately. Once per turn when you take the attack action, you can cast a Dusk Art, expending Concord as normal, and make an attack with a melee weapon. To be channeled through a Discordant Suffusion attack in this way, the Art must meet the following requirements:
- The Dusk Art must be applied before making the attack roll.
- The Dusk Art must have a casting time of 1 action.
- The Discordant Suffusion cannot be used on a turn when you use your Burstcast ability. You still regain the opposite Concord dice upon casting.
- The Dusk Art must require a single attack roll, force its target to make a saving throw, or affect a total number of hit points worth of creatures (like Sleep).
- If your attack misses, the Art fails and has no effect. You can still attack twice on your turn, but the Art can only be applied to one of the attacks.
On a hit, the Art takes effect immediately after the normal effects and damage of your weapon attack, using the rules below:
- Area of Effect. If the Art targets an area greater than a 10-foot cube, it takes effect as a 15-foot cone originating from you, which must include your target, or it is contained to only affect the target of your attack (your choice on hit).
- Saving Throws. If the Art requires a saving throw when cast, the target makes the initial saving throw at * disadvantage on hit. If you score a critical hit on the attack, it automatically fails this saving throw. Other targets (if any) save as normal.
- Art Attacks. If the Art requires an Art attack roll, it instantly takes effect when you hit with your weapon attack instead.
Battle Instinct
At 9th level, you can add your Charisma modifier to Initiative rolls.
Arcane Steel
At 11th level, whenever you hit a creature with a melee weapon attack, you deal an additional Concord Dice of Necrotic or Psychic (your choice) damage. The dice is not consumed.
Practiced Suffusion
At 15th level, if you miss with your initial attack using Discordant Suffusion, the effect remains until you successfully hit a creature on the same turn.
Convergence
At 18th level, when your Concord dice are significantly unbalanced (at a ratio of 2:1), you can reabsorb the excess as part of any Dusk Sentinel Art you cast. You can take the amount of difference between your Umbra and Lux dice, realign half of that back to the lower side, bringing yourself closer to balance.
Sentinel's Will
At 20th level, you've blended the light and dark into your very being. As an Action, you can repeat the effects of any Dusk art you performed the previous turn for half the cost in the opposite type. For example, if you cast the Dusk Art: Dethrone for 10 Umbra last turn, you can cast it again this turn for 5 Lux. You do not regain any Concord dice using this feature and you must make a Constitution saving throw equal to 10 + the amount of Concord dice used by the reduced Art or gain 1 level of exhaustion.
Part 2
Duty
of balance. Too much of anything can be detrimental.
Your choice of Duty will provide unique abilities, uses
of Lux and Umbra, and playstyles. If your Duty is contradictory to
your mission, you can replace your Duty, and all of its abilities
when you reach a level in this class that grants an Ability Score Improvement.

Abyss Knight
Abyss Knights, despite their name, are nearer a spy than a knight. They slip between shadows and obstructions, trying to remain as disconnected from the focus as possible. Their presence is always felt by their companions, even if they are rarely any kind of focal point. Shadow Slip: At 3rd level when you choose this duty, as an action, you can become invisible and can, as part of this action, attempt to take the Hide action. The invisibility ends after 1 minute or if you make an attack or use a Dusk Sentinel Art.
Undetectable:
Also at 3rd level, you gain proficiency in the Stealth and Sleight of Hand skills. If you are already proficient in these, you gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise from the Bard or Rogue class, that doubles your proficiency bonus.
Shadow Proxy:
Starting at 6th level, as a Bonus Action, you can expend 2 Umbra dice to teleport up to 30 feet to an unoccupied space that you can see. When you teleport, you leave behind a spectral copy of yourself in the space you previously occupied. The copy lasts until the end of your next turn. When a creature moves within 5 feet of, or attacks the spectral copy for the first time on a turn, the copy explodes. Each creature within 10 feet of the copy must make a Dexterity saving throw against your Dusk Sentinel Art DC. A creature takes 3 Concord Dice worth of Force damage on a failed save, or half as much damage on a successful one. The copy then vanishes.
Shadow Specter:
At 10th level, you can choose to leave a remnant of yourself when you are subjected to certain area effects, such as a red dragon’s fiery breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw you can expend 3 Lux dice as a Reaction to teleport 30 feet to an unoccupied space that you can see, possibly avoiding the damage altogether. If your teleportation takes you within your weapon’s range of an enemy, you can make 1 melee attack as part of this Reaction.
Nameless:
At 14th level, when you make an attack roll on an enemy that is unaware of you, your attack is considered a critical hit if it successfully hits. If the creature falls to 0 hit points as a result of the attack, you can use your Shadow Slip ability as a Bonus Action.
Blackblood
Blackbloods are the absolutists of the Dusk Sentinels. They are front and center in all things, seeking to control with absolute power. They decide where, when, and how the battle happens.
Living Weapon:
At 3rd level when you choose this duty, darkness solidifies around you, granting you strength. As a Bonus Action, you can wrap one of your arms in pure void and use it as a weapon. You can treat this version of an unarmed strike as a weapon you are proficient with, it deals 1d6 + Your Strength modifier as Necrotic or Psychic damage. The damage increases to 1d8 at 6th level, 1d10 at 10th level, and 2d6 at 14th level. If you acquire a weapon with magical effects, you can absorb it into the void and use its effects as well. For example, if you find and attune to a Flametongue, your Living Weapon attacks deal an additional 2d6 Fire damage, or if you absorb a +1 weapon then your Living Weapon attacks gain the +1 bonus to hit and damage rolls. You can absorb only one weapon at a time. Focused Striker : Also at 3rd level, any attack roll you make with your Living Weapon is a critical hit on a roll of 19 or 20 on the d20.
Dreadgrasp:
At 6th level, as an Action, you can lash your Living Weapon out to an enemy within 30 feet of you. They must make a Wisdom saving throw (DC = your Dusk Sentinel Art DC) or be grappled (escape DC 15), and the target is restrained until the grapple ends. If they are Large or smaller, they are pulled to an unoccupied space within your reach. If they are Huge or larger, you are pulled to an unoccupied space within 5 feet of it.
Weather the Storm:
At 10th level, when you are forced to make a Dexterity Saving throw, you can choose to make a Strength saving throw instead. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You Die When I’m Ready:
At 14th level, when an ally within 30 feet who can hear you drops to 0 hit points but is not outright killed, you can use your reaction to shout an order at them, causing them to drop to 1 hit point instead. You cannot use this feature again until you complete a short or long rest.
Lucent
There is no darkness without light and light is not defined without darkness. Lucents walk the thin line between the two, acting as a beacon for friend and foe alike, and in those fleeting moments before the sun sets, you will see their blinding radiance. And the more intensely the light shines, the darker the shadow it casts…
Concordant Pulse:
Starting at 3rd level when you choose this duty, you gain the ability to release a Concordant Pulse as a Bonus Action. The Pulse reverberates from you in a radius to 15 feet. All creatures of your choice in the area when you emit the pulse are marked with a sigil of Concord, which consumes 1 of the associated Concord dice but does not regenerate the opposing Concord. When you hit any creature marked with a sigil with a melee weapon attack or Dusk Sentinel Art, you can choose to rupture the sigil (no additional action required on your end) dealing an additional 2 Concord dice worth of damage, Radiant for Lux and Necrotic for Umbra. Alternatively, as an Action you can emit a secondary reverberation, rupturing all sigils simultaneously. At level 11, it becomes a 3 Concord dice worth of damage instead and the pulse extends to 30 feet.
Inescapable Fury:
Starting at 6th level, if you hit a sigil marked creature with a melee attack, you can mark them as your quarry. The target has disadvantage on attack rolls that do not include you until the end of its next turn. While that creature is marked, it must make a Wisdom saving throw against your Dusk Sentinel Art DC whenever it tries to leave your reach. On a failure, its speed instead becomes 0 until the start of its next turn. These effects last until it is no longer interdicted, you leave its reach, or it leaves your reach.
Beacon of Hope:
Starting at 10th level, creatures marked by your Concordant Sigils hit you with an attack roll, you can use your reaction to roll a d6. On a 5 or 6, the attack instead misses you, regardless of its roll.
Voice of the Fallen:
Starting at 14th level, your presence warps the line between light and dark. When you fail a save against a spell or magical ability created by a creature marked by your Concordant Sigil, you can consume the sigil to choose to make the save. That creature cannot be marked by you again until after the end of your next turn.
Padfoot
Padfoots spend much of their early life alone and in the dark of humanity. They manifest the darkness into an imaginary friend as a child that grows to a formidable ally on their journey through life.
Hound of Shadow:
At 3rd level when you choose this duty, as an Action, you can expend half of your Concord dice (your choice of distribution) to manifest a shadow hound in an unoccupied space within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 psychic or necrotic (your choice) damage. When you take the Attack action with the Hound within 10 feet of you, you can add 1 Concord dice worth Necrotic, Psychic, or Radiant damage to your Attack action. The hound is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Manifested Hound stat block (Shadow Mastiff base), which uses your proficiency bonus (PB) in several places. You determine the hound’s appearance. Some hounds look like mastiffs wreathed in black flame-like shadows. In combat, the hound shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the hound can take any action of its choice, not just Dodge. The hound manifests until it is reduced to 0 hit points, until you use this feature to summon the hound again, or until you die.
Combined Fury:
At 6th level, as a Bonus Action you can touch your hound and pull it into your being. You wear the darkness like a cowl encasing your entire body. While combined, you gain the hounds current hit points as temporary hit points. While these temporary hit points persist, you gain the following benefits:
- You gain resistance to slashing, piercing, and bludgeoning, necrotic, and psychic damage.
- You can add 1d4 to your attack and damage rolls as psychic or necrotic (your choice) damage.
- You gain advantage on Dexterity and Wisdom saving throws.
- You can roll and expend Lux dice to gain more temporary hit points as a Bonus Action on your turn.


Loyal Soul:
At 10th level, you can grant your hound’s cowl to an ally of yours, giving them the benefits instead. You must concentrate as if concentrating on a spell to do so and you cannot use the Lux dice to regrow its temporary hit points when used this way.
Cross the Moon:
At 14th level, while combined, you gain a flying speed equal to your movement speed and your additional damage is equal to your Concord dice value instead of the d4.
Twilight Fletcher
Twilight Fletchers operate by a different set of rules than their other in-your-face counterparts. They work in the backlines to protect their weaker companions and bolster their abilities rather than draw the ire of their enemies.
Shooting Star:
At 3rd level when you choose this duty, you can channel your Concord Arts into your ranged weaponry. Your Concord arts that have a range of self now have a range equivalent to the short range of whatever ranged weapon you are wielding. If the weapon requires ammunition, for the sake of casting your Arts, it generates them at the time of use. When used, the art’s direction is directly along the line of the shot fired.
Umbral Bowstring:
Also at 3rd level, you gain access to the Archery Fighting Style. You may switch your current fighting style to this upon receiving access instead of waiting for an Ability Score Improvement.
Fundamental Disjointment:
At 6th level, as a Bonus Action, you can 2 Concord dice of any combination to fire a volley of ammunition. You can expend additional Concord dice to increase the amount, up to your Proficiency Bonus. Choose a location within 60 feet of you for your ammunition to land. These locations generate faint, incorporeal shadows of yourself and have 1 hitpoint and share your AC. When you take the Attack action or cast an Art on your turn, you can choose to have it come from any of these anchors. If you are within 30 feet of that anchor, you can add an additional Concord dice worth of Necrotic, Psychic, or Radiant damage to your Attack action.
Superposition:
At 10th level, your connection to your anchors grows. As a Bonus Action, you can teleport to any of your placed anchors. As a Reaction to taking damage, you can teleport to one of the anchors, possibly preventing the damage. The other anchors fade when you use this reaction.
Altered Outcomes:
At 14th level, your shots are supernaturally augmented through your connection to life and death. When you fire any ammunition, you can spend a Umbra die to change its damage type from piercing to your choice of acid, cold, fire, poison, or thunder and add the value of the Umbra die to it. Alternatively, you can expend a Lux die to shoot at a teammate and grant them hit points equal to the damage roll and temporary hit points equal to the Lux die.
Part 3
Dusk Arts
competent in manipulating the Weave. They use the
difference between Lux and Umbra to create magical
effects. Each art has a base cost of either Lux or Umbra,
and some can gain additional benefits by applying additional
dice to it.

Rank 1 Dusk Arts
Dusk Arts of the 1st-rank represent introductions to magical ability that can be learned by a Dusk Sentinel of any level.
Blast
Cost: 1 Concord Dice based on Damage Type
As an Action, release a blast of energy from the core of your being, causing all creatures of your choice in range to take 1 Concord die worth of damage. The Concord type, save type, and shape all depend on the damage selected.
Further Imbuement: If you choose to apply additional Concord dice to this Art, you can increase the damage by 1 Concord dice per dice spent up to +4 total
Blast Table
| Damage Type | Concord Type | Save | Shape/Range |
|---|---|---|---|
| Acid | Lux | DEX | 15ft Cone |
| Cold | Lux | CON | 30ft Line |
| Fire | Umbra | DEX | 15ft Radius |
| Force | Lux | STR | 2 Targets within 30ft |
| Lightning | Lux | DEX | 15ft Cube |
| Necrotic | Umbra | CON | 30ft Line |
| Poison | Umbra | CON | 15ft Cone |
| Psychic | Umbra | CON | 2 Targets within 30ft |
| Radiant | Lux | STR | 15ft Radius |
| Thunder | Umbra | STR | 15ft Cube |
Flicker
Cost: 1 Umbra
As a Bonus Action, you flicker between realities, teleporting yourself to an unoccupied space within 15 feet that you can see.
Further Imbuement: You can move an additional 15 feet per additional Umbra applied to this Art, up to +4 total.
Din
Cost: 1 Umbra
As an Action, you create a bubble of pure, complete silence. Until the end of your next turn, no sound can be created within or pass through a 20-foot-radius sphere centered on you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Flame of the First
Cost: 1 Lux
As a Bonus Action, you coat your weapon in blue-white ghost flame. You regain hit points equal to 50% of the damage you deal this round (rounded down).
Shadowbind
Cost: 1 Umbra
As an Action, choose a creature that you can see within 30 feet of you, hands of pure void energy reach from the ground at their feet, gripping their arms and body. The target must succeed on an Intelligence saving throw or be paralyzed until the end of your next turn.
Further Imbuement: You can target an additional creature for each additional Umbra you invest in this Art. At 4 Umbra, you can choose to target any singular creature instead of humanoids, and increase by 1 additional creature for each additional Umbra.
Soothing Shadows
Cost: 1 Umbra
As a bonus action you may roll one Concord dice to create a barrier which protects you or a creature within 30ft. of you. Roll the expended die, the target gains temporary hit points equal to the die result + your Charisma modifier and 1 hit point.
Golden Opportunity
Cost: 1 Umbra + 1 Lux
When you finish a short or long rest, roll two d20s and choose one, record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Cracks in the Fabric
Cost: 1 Lux
As a Bonus Action, generate a razor's edge of discordance on your weapon. The next time you hit a creature with a melee weapon attack, your weapon flares with white-hot intensity, and the attack deals an extra 1 Concord dice of acid damage to the target and causes the target’s flesh to melt and scar, reducing their Armor Class by -2 until the end of your next turn.
Rank 2 Arts
Dusk Arts of this degree represent the peak of comprehension of balancing Concord that is achievable without a dedicated education in direct application of the power. They can be learned by any Dusk Sentinel of 5th level and higher.
Frigid Reflection
Cost: 4 Umbra
As a Reaction to being hit with an attack, you manifest a mirror made of icy water, increasing your Armor class by +3. When a hostile creature misses with an attack you can see within 30 feet of you, you can redirect the blow to another creature within range. The triggering creature rerolls their attack against a new target you choose as the attack is magically reflected to the chosen creature. On hit, the attack is converted into entirely cold damage.
Divine Ignition
Cost: 4 Lux
As an Action, you conjure several white beads of energy that impact the ground at your position from above. The small marbles coalesce together and erupt into a 20-foot-radius, 40-foot-high cylindrical burst of radiant energy, assaulting creatures within to their core. Each creature of your choice in that area must make a Constitution saving throw.
On a failed save, a creature takes 4 Concord dice of Radiant damage. In addition, they are blinded and have a speed of 0 until the end of your next turn.
On a successful save, a creature takes half as much damage and suffers no additional effects.
Additionally, friendly creatures of your choice in the area receive temporary hit points equal to the damage dealt.
Kaleidoscope of Pain
Cost: 4 Lux
As an Action, a Helix of energy blasts from the core of your very being. Creatures of your choice in a line 50 feet long and 5 feet wide must make an Intelligence saving throw or take 10d4 damage: 1d4 each of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder.
Further Imbuement: You can increase the size of the dice for each additional Lux applied to this art up to 1d12 (d4 > d6 > d8 > d10 > d12).
Dark Storm
Cost: 4 Umbra
As an Action, a stroke of jagged black unlight forming a line 50 feet long and 5 feet wide strikes out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 2 Concord dice of Necrotic damage and 2 Concord dice of Lightning damage and is unable to recover hit points until the end of your next turn on a failed save, or half as much damage on a successful one.
Chaos Strike
Cost: 4 Lux
As an action, you make a slashing motion with your weapon and conjure a large magical copy of your weapon that follows your motions, every creature within a 30 foot cone must make a Dexterity saving throw as the weapon slashes all around them in the Art’s range. A creature takes 3 Concord dice of Force damage and 3 Concord dice of Poison damage on a failed save, or half as much damage on a successful one. The weapon cuts through corners and walls. All non-magical items or objects in the area that aren't being worn or carried are cut into pieces.
Fixer
Cost: 4 Umbra
As an Action, you push a creature's body backward in time 1 round to a point when it was healthier, simulating a healing ability without using divine powers.
You can also use Fixer to harm an opponent that has recently healed itself. The target must make a Constitution saving throw against your spell DC. If the save fails, any healing (or damage) done to the target is reverted to an earlier state. The standard chances of failure still apply.
The base form of this Dusk Art is one round.
Further Imbuement: For each Imbuement level above base, you can safely push the creature's body back one round without a risk of failure. For example, if you cast this spell using 6 Umbra dice, you can safely push the creature's body back three rounds in time.
Note, for each additional round you attempt to push the creature's body back in time beyond the safe limit, there is a cumulative 20% chance of failure. If the Art fails, the creature remains at its current state of health. Fixer cannot revive a dead creature. If cast on a dead body, the body may appear healed, but the creature remains dead since its spirit has departed.
Arcane Rive
Cost: 4 Umbra
As a Reaction to a spell being cast that will affect you, you can move up to your movement speed toward the caster. If you end up within 30 feet of them, you can make a melee weapon attack against the spell directly. The AC of the spell is equal to 10 + twice the spell’s level. If your attack roll surpasses the spell’s AC, it fails and has no effect. If you score a critical hit with your Sunder attack, the caster you were targeting receives 2 Concord dice of Necrotic damage.
Further Imbuement: You can increase the bonus to your attack against the spell’s AC by +1 per additional Umbra applied to this Art.
Rank 3 Arts
Dusk Arts of this degree are masterful abilities that can only be learned by Dusk Sentinels of 9th level or higher.
Starlight Spears
Cost: 7 Lux
As an Action, you flourish the weapon used in the casting and then vanish like a falling star. Choose up to four creatures you can see within 30 feet of you. Make a melee weapon attack against each target. On a hit, a target takes your weapon's standard damage and effects and an additional 2 Concord dice of Cold damage and 2 Concord dice of Radiant damage. You can then return to the space you originally started this Art or remain next to one of the targets.
Further Imbuement: You can target an additional creature for each additional Lux applied to this Art.
Obliteration
Cost: 7 Umbra
As an Action, you reach deep in your pain and cause it to coalesce into a ball, which you hurl at a creature within 60 feet of you. That creature and any creatures within 10 feet of it, must make a Dexterity saving throw or take 4 Concord dice of Fire damage and 4 Concord dice of Necrotic damage. On a successful save, the creature takes half damage. If the Necrotic damage rolled in higher than the Fire damage rolled, the power is fueled by the depth of your passion and memories ignoring Resistance to Fire, and Immunity is treated as resistance.
Phoenix Dive
Cost: 7 Lux
As a Bonus Action, you leap into the air and manifest the icon of Firestorm from your body before crashing to the ground at a location you can see within 60 feet of you. A red-white fire spews forth from you in a 60 foot radius. All creatures of your choice within the area must make a Dexterity saving throw. On a failed save they take 3 Concord dice of Fire damage and 3 Concord dice of Lightning damage, are deafened for 1 minute, and are knocked prone. On a successful save, the damage is halved and they suffer no other effects. Upon landing after casting this Art, the caster must succeed a DC 15 Constitution saving throw or suffer a level of exhaustion and lose the ability to speak until they complete a short or long rest, or are healed by a spell like Greater Restoration.
Spirit Chains
Cost: 7 Umbra
As an Action, you create powerful chains of aether that bind to your targets. All creatures of your choice in a 30 foot radius around you must make a Charisma saving throw or be bound by the chains. Creatures bound have their movement speed halved. They can use an action on their turn to break their chain. All creatures linked by chains take 50% of the damage dealt to another chained creature. At the end of your next turn, the chains violently erupt, causing 2 Concord dice of Radiant damage to all connected creatures before dissolving back to aether.
Hollow Crown
Cost: 7 Lux
As an Action, you forge 7 stars of pure Lux energy around your head. You can hurl them at one target or several within 60 feet of you. Make a ranged spell attack for each star. On a hit, the target takes 1 Concord dice of Cold damage and 1 Concord dice of Necrotic damage. Any creature hit by one or more of the shards must make a Wisdom saving throw or suffer a partial severance from reality. It makes 1 save for every odd number of stars it is hit by.
Until the end of your next turn, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the art is wasted.
Dark Revelry
Cost: 7 Umbra
As an Action, you lash out with the darkness inside you to open your enemies to understanding. As you attack the spirit, not the body, force your enemies to confront the very shadows of their soul. Each creature of your choice within 30 feet of you must make a Charisma saving throw or become vulnerable to all damage until the end of your next turn. On a successful save, they have disadvantage on their next save instead.
Rank 4 Arts
Dusk Arts of this degree are strategies only mastered by once-in-a-generation warriors. These arts can only be learned by Dusk Sentinels of 13th level or higher.
Dethrone
Cost: 10 Umbra
As an Action, shred a foe's very essence by pulling on strands of the Weave. The creature of your choice within range must make a Constitution saving throw or take 3 Concord dice +20 of Necrotic damage and 3 Concord dice +20 of Force damage. On a successful save, the creature takes half damage.
Artistry of War
Cost: 10 Lux
As an Action, summon the apparitions of 6 master Ysgardian warriors. Each apparition strikes a target of your choosing similar to Magic Missile, dealing 1 Concord die + your Charisma modifier of Force damage and 1 Concord die + your Charisma modifier of Fire damage. The Shield spell does NOT affect the apparitions.
Communal Crisis
Cost: 10 Umbra
As an Action, you blast foes with vicious red lightning, charged with negative energy. Each creature in a 30-foot cone must make a Dexterity saving throw, taking 3 Concord dice of Lightning damage and 3 Concord dice of Psychic damage on a failed save, or half as much on a successful one. A living creature that fails the save is suffused with necrotic energy. Whenever such a creature would regain hit points, it instead gains half as many. If it would gain temporary hit points, it instead takes half the amount as Necrotic damage. A Remove Curse, Greater Restoration, or Wish spell can end this effect.
Stolen Power
Cost: 10 Lux
As an Action, make a melee spell attack against a creature in range. They must make a Charisma saving throw or have their highest level spell slot be burned. You absorb this power, regaining a number of Concord dice equal to your Proficiency Bonus. If the creature does not have spell slots, it instead takes 4 Concord dice of Poison damage and 4 Concord dice of Radiant damage and you gain temporary hit points equal to either of the higher value of damage.
Stars and Stones
Cost: 10 Lux
As an Action, you call upon the powers of the cosmos to manipulate the very fabric of reality. When you cast this Art, a celestial portal opens above you, and a massive meteor shower descends upon the area.
Each creature of your choice within a 40-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 4 Concord dice of Psychic damage and 4 Concord dice of Thunder damage on a failed save, or half as much damage on a successful one.
In addition to the meteor shower, this spell creates a field of cosmic energy within the affected area. This field persists for one minute and has the following effects:
Difficult Terrain: The area within the affected radius becomes difficult terrain as the ground is littered with celestial debris.
Radiant Energies: Creatures of your choice that start their turn within the area or enter the area for the first time on a turn take 2 Concord dice of radiant damage.
Cosmic Interference: The area is filled with radiant energy, causing magical interference. Any spell cast within the area requires the caster to make a Constitution saving throw with a DC of 15 + the spell's level. On a failed save, the spell fails to take effect, but the spell slot is still consumed. Dusk Sentinel arts ignore this penalty.
Shooting Stars: During each of your turns after casting this Art, you can use a bonus action and expend an Lux dice to direct a shooting star from the meteor shower to strike a creature or object of your choice within the area. The target must make a Dexterity saving throw. On a failed save, it takes 2 Concord dice of Bludgeoning damage and 2 Concord dice of Radiant damage. On a successful save, it takes half as much damage.
Rank 5 Arts
Dusk Arts of this degree are near-supernatural feats of power that rival those of deities of war. These Arts can only be learned by Dusk Sentinels of 17th level or higher.
Shadows of Self
Cost: 15 Umbra
As an Action, you momentarily attune yourself to the weave of magic, granting you the ability to mimic the spells cast by others. For a number of rounds equal to your Charisma modifier, whenever a creature within 60 feet of you casts a spell of 7th level or lower, you can use your reaction to cast the same spell, targeting the same targets or area as the original spellcaster, without expending a spell slot or components. You must be able to see or hear the spell being cast to mimic it.
Unbreakable Heaven
Cost: 15 Lux
As an Action, you create an impervious barrier around yourself, manifesting a celestial dome with a radius of 30ft, of pure energy that shields you from harm and provides sanctuary for your allies for a number of rounds equal to your Charisma modifier. The dome moves with you and for the duration, you gain the following benefits:
Invulnerable Sanctuary: Creatures of your choice in the dome gain resistance to all damage types. Additionally, you and those creatures are immune to being charmed, frightened, paralyzed, petrified, poisoned, or stunned.
Heavenly Restoration: At the start of each of your turns, you and creatures of your choice within the dome regain hit points equal to 1 Concord die + your Charisma modifier.
Eternal Vigilance: You gain truesight out to a range of 120 feet and are aware of the location of any celestial, fiend, or undead within that radius.
Celestial Conduit: While within the dome, you and creatures of your choice have advantage on all saving throws and spell attack rolls.


Starbreaker
Cost: 15 Lux
You call down the power of the cosmos as you coalesce pure radiance into five different pillars of divine light. Each creature in a 40 foot radius, 40 foot high cylinder centered on five points you choose must make a Dexterity saving throw. A creature takes 10 Concord dice of Radiant damage and 10 Concord dice of Force damage on a failed save. The target is turned to ash if this damage leaves it with 0 hit points. They otherwise are blinded for 1 minute. On a successful save, the target takes half as much damage. At the end of each of its turns, an affected creature can make a Constitution saving throw to end the blindness. A creature in the area of more than one pillar is affected only once. This spell disintegrates nonmagical objects caught in its radius.
Dance of the Void
Cost: 15 Umbra
As a Bonus Action, you force your body to its physical brink. For a number of rounds equal to your Charisma modifier, your perception of time accelerates, allowing you to move and strike at blinding speeds. While this art is active, you gain the following benefits:
Time Dilation: You gain a +5 bonus to AC, Dexterity saving throws, and initiative. Additionally, you may take one extra action on each of your turns. This action can only be used to take the Attack (one weapon attack only), Dash, Disengage, or Use an Object action.
Blinding Speed: When you make a melee weapon attack, you can make two additional attacks against the same creature as part of the same action. If all three attacks hit the same target, you deal an additional 4d10 force damage at the end of the sequence. These strikes are so fast they seem simultaneous, giving your opponent no time to react.
Unstoppable Motion: While this art is active, your movement doesn’t provoke opportunity attacks, and you can move through creatures' spaces as though they were difficult terrain. You have advantage on saving throws against effects that would slow you, paralyze you, or otherwise impede your movement.
Fading Afterimage: As a reaction when a creature targets you with an attack, you can impose disadvantage on the attack. If the attack misses, you can immediately move up to 20 feet without provoking opportunity attacks.
Final Flurry: As an action, you can unleash the full potential of Void Dance in a rapid sequence of devastating strikes. You may make one melee weapon attack against each creature of your choice within 30 feet of you. Each creature hit takes 8d10 force damage and must succeed on a Constitution saving throw or be stunned until the end of your next turn. Once you use this feature, the art ends.
Part 4
Changelog & Credits
Version 6

Version 6
- Changes based of V5 Playtest - Another MAJOR rework
- Reverted variable DC system after testing, it resulted in too much resource waste in an already limited class
- New Art system, separating Dusk Sentinels from standard spellcasters further. The goal here is to make a fully competent martial character that has access to serious magical abilities with limited resources. The result should be something like a ⅔ or ¾ caster with careful resource management, or a ⅓ to ½ caster if you blow through resources.
- Arts overhaul removes the “spells but not” issue, while shifting a deeper focus to weapon use. Dusk Arts are currently very strong, but have very limited use of the more powerful versions. Damage values are adjusted accordingly.
- Updated most of the subclasses to make them more interesting to use vs Arts.
- Updated names of things to move away from anything adjacent to Brandon Sanderson, didn’t want confusion with new CosmereRPG.
- Ruin/Preservation → Umbra/Lux, Radiant → Lucent, Investment → Imbuement, Harmony → Concord, etc.
- Changed progression system to smooth power curve between subclasses and Dusk Arts.
- Created Discordant Suffusion to fix changes with Concord dice limitations.
- Changed capstone to play into Concord balance.
- Added Versatility Fighting style from LaserLlama
- Added Violent Torrent Fighting Style.
Version 5
- Overall Art DC changes for more… chaos.
- Ebontide adjustment for mobility
- Created the Radiant duty
- Updated Discord ability to give a way back from big Concord debts
- Arts overhaul
Version 4
- Added Twilight Fletcher and Padfoot subclasses
- Reworded style and wording of some arts for clarity, added some arts
- Changed Capstone to be less like paladins.
- Considering the flavor this has shifted towards in recent changs, adjusted some things to be Psychic or Necrotic damage as a choice.
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Version 3
- This one is MAJOR rework - Changed name from Crimsonshade to Dusk Sentinel
- Moved Dark Light to be the core of the Ebontide subclass
- Added the Abyss Knight and Black Blood subclasses
- Moved Surge to 2nd level to free up 1st level power
- Removed Well of Darkness as a whole and gave Harmony more influence on the overall class - This should reduce “stuff” to track and make things a bit more streamlined
- Adjusted Your Blood for Mine to match the above
- Removed some of the Dark Arts originally listed, and reclassified some to adjust how they interact with Harmony. * Future updates will change some of the arts to be more unique, as many are just spells with minor rewording.
- Added Ruin, Preservation, and Harmony Arts tables, costs will be adjusted with playtesting
Version 2
- Removed Surgebinds - They just felt like too much of a boon ON TOP of the Surge ability
- Added Dark Light - I love the Illrigger seals and wanted a way to do something mechanically similar.
- Reduced to a d8 hit dice. - There should be more than sufficient self-sustaining in this now, though the removal of Aurora does make things a little harder. Dark Light should make up for it.
Version 1
- Initial Release and playtesting
Art Credits
Cover Image: Death Knight by Adnanart
Page 2 Image: Dark Warrior by JunJiuk
Page 5 Image: Dark Warrior by Pedro Blanco
Page 8 Image: Dark Elf Archer Concept by Ashley Waters
Page 13 Image: Cosmic Erasure - Kayn by Khazixify
GMBinder Theme: Blackthorn Theme by Blckthorn