The Blackguard
Blackguards are the Chromeria’s elite protectors: bodyguards, shock troops, counter-drafters, escort specialists, battlefield wardens, and the last disciplined line between civilization and magical catastrophe.
Unlike full Drafters, Blackguards do not devote their lives to the deep art of luxin theory. They learn enough drafting to survive battle, reinforce their bodies, disrupt enemies, and make violence happen in the correct direction. Their magic is tactical, brief, weaponized, and drilled until it becomes muscle memory.
Class Summary
Hit Die: d10.
Primary Abilities: Strength or Dexterity, plus Wisdom.
Saving Throws: Dexterity and Wisdom.
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons, martial weapons, light crossbows, pistols if available in your campaign.
Tools: One gaming set, one artisan’s tool, or vehicles land/water.
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Medicine, Perception, Religion, Stealth, or Survival.
Starting Equipment
- A martial weapon and shield, or two martial weapons.
- A short sword, dagger, or baton.
- Light crossbow and 20 bolts, or pistol and 20 shots if firearms are allowed.
- Leather armor or scale mail.
- Explorer’s pack or soldier’s pack.
- A black training sash, student-issue field manual, and a written reprimand you have not technically earned yet.
Guard Dice
You have a pool of Guard Dice, representing discipline, timing, drilled reactions, and trained violence. You regain all expended Guard Dice when you finish a short or long rest.
Guard Save DC
8 + proficiency bonus + your Strength or Dexterity modifier
Battle Drafting
At 1st level, you learn limited combat drafting. This is not full Drafter training. You cannot perform complex architecture, deep color theory, civilian engineering, or subtle long-form luxin work unless another feature allows it.
Your Will Points equal half your Blackguard level, rounded up, + your Wisdom modifier, minimum 1. You regain spent Will Points after a short or long rest.
Draft Save DC: 8 + proficiency bonus + Wisdom modifier.
Draft Attack Modifier: proficiency bonus + Wisdom modifier.
Blackguard Progression
| Level | Prof. | Features | Guard Dice | Die | Will |
|---|---|---|---|---|---|
| 1 | +2 | Blackguard Training, Guard Dice, Battle Drafting, Field Color | 2 | d6 | 1/2 level + Wis |
| 2 | +2 | Fighting Style, Interpose | 3 | d6 | — |
| 3 | +2 | Blackguard Standard, Halo Discipline | 3 | d6 | — |
| 4 | +2 | Ability Score Improvement | 4 | d6 | — |
| 5 | +3 | Extra Attack, Combat Vent | 4 | d8 | — |
| 6 | +3 | Standard Feature | 5 | d8 | — |
| 7 | +3 | Warden’s Step | 5 | d8 | — |
| 8 | +3 | Ability Score Improvement | 6 | d8 | — |
| 9 | +4 | Counterdraft Reaction | 6 | d8 | — |
| 10 | +4 | Standard Feature | 7 | d8 | — |
| 11 | +4 | Disciplined Assault | 7 | d10 | — |
| 12 | +4 | Ability Score Improvement | 8 | d10 | — |
| 13 | +5 | Iron Nerve | 8 | d10 | — |
| 14 | +5 | Standard Feature | 9 | d10 | — |
| 15 | +5 | Break the Line | 9 | d10 | — |
| 16 | +5 | Ability Score Improvement | 10 | d10 | — |
| 17 | +6 | Elite Guard | 10 | d12 | — |
| 18 | +6 | Perfect Interposition | 11 | d12 | — |
| 19 | +6 | Ability Score Improvement | 11 | d12 | — |
| 20 | +6 | The Unbroken Chain | 12 | d12 | — |
Core Class Features
Blackguard Training
You are trained to fight near drafters without freezing, gawking, or dying in the first three seconds. You gain proficiency in one of the following: Acrobatics, Athletics, Insight, Perception, or Stealth. If you already have that proficiency, gain expertise instead.
Guard Dice
You may spend Guard Dice to fuel Blackguard maneuvers. You know three maneuvers from the Blackguard Maneuver list. You learn one additional maneuver at 5th, 9th, 13th, and 17th level.
Field Color
At 1st level, choose one Field Color: Sub-red, Red, Orange, Yellow, Green, or Blue. This is the color you have been drilled to draft under combat pressure.
You learn two Field Drafts from your color. At 5th, 9th, 13th, and 17th level, learn one additional Field Draft from your Field Color or from another color approved by your DM.
Battle Drafting Restrictions
- You must have a visible source of the color you draft.
- You cannot learn high-tier Drafter manifestations unless a subclass grants them.
- Your drafts usually last until the start of your next turn unless stated otherwise.
- You may not choose Paryl, Chi, Black, or White as a Field Color.
Halo Strain
Blackguard battle-drafting uses less luxin than full chromaturgy, but it is still dangerous. When you spend 3 or more Will Points on one turn, or when you drop to 0 Will Points, make a Wisdom saving throw.
The DC equals 10 + the number of Halo Strain checks you have already made since your last long rest. On a failure by 5 or more, you gain 1 Break Point.
Fighting Style
At 2nd level, choose one:
- Defense: +1 AC while wearing armor.
- Dueling: +2 damage with a one-handed melee weapon and no other weapon.
- Great Weapon Fighting: Reroll 1s and 2s on two-handed melee weapon damage.
- Protection: Use your reaction to impose disadvantage on an attack against an adjacent ally.
- Close Quarters: +1 to melee attack rolls against creatures within 5 feet while you wear light or medium armor.
Interpose
At 2nd level, when a creature you can see attacks a target within 5 feet of you, you may use your reaction and spend a Guard Die to move up to 5 feet and add the die roll to the target’s AC against that attack. If the attack misses, you may become the target of any remaining attacks from that creature this turn.
Blackguard Standard
At 3rd level, choose your Blackguard Standard: Iron Sentinel, Mirrorbreaker, Tower Hawk, Oathbound Blade, or Chromatic Vanguard.
Halo Discipline
At 3rd level, you gain advantage on saving throws against fear caused by drafters, color wights, luxin storms, or visible magical catastrophes. You also gain advantage on checks to identify dangerous Halo Strain in another creature at close range.
Extra Attack
At 5th level, you can attack twice when you take the Attack action.
Combat Vent
At 5th level, once per turn when you hit with a weapon attack, you may spend 1 Will Point to vent your Field Color through the strike. Add 1d6 damage and apply the listed color rider:
- Sub-red: Fire damage; target cannot take reactions until your next turn.
- Red: Fire damage; target’s speed is reduced by 10 feet until your next turn.
- Orange: Force or acid damage; target has disadvantage on its next grapple, shove, or opportunity attack.
- Yellow: Radiant damage; you gain temporary hit points equal to your Wisdom modifier + proficiency bonus.
- Green: Bludgeoning damage; you may move 5 feet without provoking opportunity attacks.
- Blue: Piercing damage; you gain +1 AC until the start of your next turn.
Warden’s Step
At 7th level, when you use Interpose, you may move up to 10 feet instead of 5 feet. This movement does not provoke opportunity attacks.
Counterdraft Reaction
At 9th level, when a creature within 30 feet creates a visible luxin effect, you may use your reaction and spend a Guard Die to interfere. Roll the Guard Die and subtract the result from the triggering creature’s attack roll or from the save DC of the effect for one target.
Disciplined Assault
At 11th level, once per turn when you hit with a weapon attack and spend a Guard Die or Will Point, add your Wisdom modifier to the damage.
Iron Nerve
At 13th level, you cannot be frightened while you can see an ally within 30 feet. If you begin your turn frightened and can see an ally within 30 feet, the effect ends on you.
Break the Line
At 15th level, when you reduce a creature to 0 hit points, you may move up to half your speed and make one weapon attack or Field Draft against a different creature.
Elite Guard
At 17th level, when you roll initiative and have no Guard Dice remaining, regain 2 Guard Dice.
Perfect Interposition
At 18th level, when a creature within 10 feet would take damage, you may use your reaction to take that damage instead. You have resistance to the transferred damage. Once you use this feature, you cannot use it again until you finish a short or long rest.
The Unbroken Chain
At 20th level, for 1 minute, you become the living standard of the Blackguard. You regain 1 Guard Die at the start of each of your turns, your Combat Vent costs 0 Will Points once per turn, and allies within 10 feet cannot be frightened while you are conscious. Once used, this feature returns after a long rest.
Blackguard Maneuvers
| Maneuver | Cost | Effect |
|---|---|---|
| Body Line | Guard Die | When you hit, add the die to damage. One ally may move 5 feet without provoking from the target. |
| Disarming Strike | Guard Die | When you hit, add the die to damage. Target makes Strength save or drops one held item. |
| Shield the Prism | Reaction | When an ally is hit, reduce damage by your Guard Die + Wisdom modifier. |
| Trip and Pin | Guard Die | When you hit, add the die to damage. Target makes Strength save or falls prone. |
| Close the Gap | Bonus Action | Spend a Guard Die to move up to half your speed toward a hostile creature or protected ally. |
| Break Formation | Guard Die | When you hit, choose one creature adjacent to the target. That creature cannot take reactions until your next turn. |
| Hold Fast | Reaction | Add your Guard Die to a Strength, Dexterity, or Wisdom saving throw. |
| Commanding Rebuke | Bonus Action | One creature that can hear you makes a Wisdom save. On failure, it has disadvantage on its next attack not targeting you. |
Field Drafts
| Color | Draft | Cost | Effect |
|---|---|---|---|
| Sub-red | Heat Snap | 1 Will | Make a ranged draft attack within 30 feet. Hit: 1d8 fire damage. Flammable unattended objects may ignite. |
| Sub-red | Thermal Shove | 1 Will | One creature within 10 feet makes a Strength save or is pushed 10 feet by a burst of heat. |
| Red | Pyrejelly Smear | 1 Will | Coat a weapon until your next turn. First hit deals +1d6 fire damage and reduces target speed by 5 feet. |
| Red | Clinging Spark | 2 Will | Target within 30 feet makes Dexterity save. Failure: 2d6 fire damage and cannot take Dash action next turn. |
| Orange | Slick Step | 1 Will | You move 10 feet without provoking opportunity attacks. A creature that follows must pass Dexterity save or fall prone. |
| Orange | False Grip | 1 Will | One creature holding an object makes Strength save or has disadvantage on its next attack with that object. |
| Yellow | Hardlight Guard | 1 Will | Gain +2 AC against one attack you can see. If the attack misses, gain temporary HP equal to Wisdom modifier. |
| Yellow | Sun Brace | 2 Will | Create a 5-foot panel of hardlight half-cover until your next turn. |
| Green | Spring Lunge | 1 Will | Increase reach by 5 feet for one melee attack. On hit, add +1d6 bludgeoning damage. |
| Green | Rebound Line | 1 Will | Jump up to 15 feet horizontally or vertically without provoking opportunity attacks from one creature. |
| Blue | Crystal Edge | 1 Will | Form a blue luxin edge around a weapon. First hit before your next turn deals +1d6 piercing damage. |
| Blue | Locking Shard | 2 Will | Target within 30 feet makes Dexterity save. Failure: 2d6 piercing damage and speed becomes 0 until your next turn. |
Subclasses
Iron Sentinel
DefenseBodyguardShield
Iron Sentinels are immovable protectors trained to guard leaders, drafters, witnesses, prisoners, children, doors, bridges, and occasionally fools who insist they are “too important to die.”
3rd: Shield-Bound
While wielding a shield, you may use Interpose for a creature within 10 feet instead of 5 feet. If your Interpose causes an attack to miss, gain temporary hit points equal to your Guard Die roll.
6th: Hold the Door
You count as one size larger when resisting forced movement. Allies behind you gain half cover against ranged attacks if you are using a shield.
10th: No Passage
When you hit a creature with an opportunity attack, its speed becomes 0. You may spend 1 Will Point to add your Field Color’s Combat Vent rider without dealing extra damage.
14th: Living Wall
Once per short rest, as a bonus action, you become a defensive anchor for 1 minute. Allies within 5 feet gain +1 AC, and you have advantage on Strength and Wisdom saves.
Mirrorbreaker
Counter-DrafterDisruptionMage-Hunter
Mirrorbreakers specialize in fighting drafters, destabilizing constructs, reading hostile light, and surviving exactly the kind of magical duel that kills the overconfident.
3rd: Read the Draft
You gain proficiency in Arcana or Investigation. If already proficient, gain expertise. When a creature within 60 feet drafts visibly, you may identify the color and general purpose without using an action.
6th: Luxin Sever
When you hit a luxin construct or a creature maintaining one, spend a Guard Die to add the die to damage. If the target is maintaining a construct, it must pass a Constitution save or the construct ends.
10th: Interrupt Color
Your Counterdraft Reaction subtracts both your Guard Die and your Wisdom modifier from the triggering draft’s attack roll or save DC.
14th: Break the Working
Once per short rest, when a creature within 30 feet creates or maintains a luxin effect, force it to make a Wisdom save against your Draft Save DC. On failure, the effect collapses or fails for one target of your choice.
Tower Hawk
PursuitUrbanMobility
Tower Hawks chase assassins across rooftops, escort witnesses through riots, leap between balconies, and know every service stair a noble thinks is beneath notice.
3rd: Vertical Patrol
You gain a climbing speed equal to your walking speed. You have advantage on checks to move across roofs, scaffolds, ropes, bridges, and crowded streets.
6th: Intercept Runner
When a creature within 30 feet moves away from you or an ally, spend a Guard Die as a reaction to move up to half your speed toward it. If you end adjacent to it, its movement is reduced by the die roll x 5 feet.
10th: Rooftop Drafting
When you use a Field Draft that moves you, such as Slick Step or Rebound Line, increase the movement by 10 feet. You do not provoke opportunity attacks during that movement.
14th: No Escape from the Light
Once per short rest, mark a creature you can see within 60 feet. For 1 minute, you know its direction while it remains within 300 feet and exposed to any light source. Your first attack against it each turn deals extra damage equal to your Wisdom modifier.
Oathbound Blade
Honor GuardDuelistCommand
Oathbound Blades serve as ceremonial guards, field commanders, duelists, and symbols of Blackguard discipline. Their word is a blade. Their blade is usually more polite.
3rd: Named Charge
Choose one creature you can see as your charge after a short or long rest. While within 10 feet of your charge, you gain +1 AC and advantage on saves against being frightened.
6th: Commanding Line
As a bonus action, spend a Guard Die. One ally within 30 feet may move up to half its speed and gains temporary hit points equal to your Guard Die + Charisma or Wisdom modifier.
10th: Duel of Obligation
When a creature attacks your named charge, you have advantage on your next attack against that creature before the end of your next turn.
14th: Die Before They Fall
Once per long rest, when your named charge would drop to 0 hit points within 30 feet of you, you may use your reaction to move up to your speed and take the damage instead. You may immediately spend a Guard Die to reduce that damage.
Chromatic Vanguard
Battle DraftingAssaultHybrid
Chromatic Vanguards are Blackguards with unusually strong drafting talent. They are not full Drafters, but they are trained to weaponize luxin more aggressively than most of the Guard.
3rd: Expanded Field Color
Choose a second Field Color. You learn one Field Draft from that color. Your Will Point maximum increases by 1.
6th: Controlled Burn
When you use Combat Vent, you may spend 1 additional Will Point to apply the Vent rider to one additional creature within 5 feet of your target.
10th: Battle Drafter’s Rhythm
Once per turn, when you hit with a weapon attack, you may use a 1-Will Field Draft as a bonus action. This draft must target the same creature or affect only yourself.
14th: Terrible Brilliance
Once per long rest, when you use Combat Vent or a Field Draft that deals damage, you may maximize one damage die and add your Wisdom modifier to the damage. After the attack resolves, make a Halo Strain save.
Blackguard Roleplay
| d6 | Discipline Mark | Quiet Fear |
|---|---|---|
| 1 | You polish your weapon whenever conversation becomes too honest. | Failing to move fast enough. |
| 2 | You count exits automatically. | Being ordered to protect someone unworthy. |
| 3 | You never sit with your back to a door. | Your own Halo beginning to crack. |
| 4 | You remember every person you failed to save. | Magic that cannot be blocked. |
| 5 | You correct posture without noticing. | Discovering the institution is wrong. |
| 6 | You sleep lightly and wake armed. | Surviving when your charge does not. |
Design note: This class is intentionally less magical than the Drafter and less mobile than the Swashbuckler. Its strength is disciplined protection, reaction control, limited battle-drafting, and shutting down magical threats before they become disasters.
If necessary, stand between the world and power.