Base Class: Rogue
Silent protectors from the shadows, Shadow Guardians swear and oath to be the eyes, ears, blade, and arrow where others can't or won't go. Shadow Guardians numbers are made up of temple and crypt guards, wardens of ancient forests, and back alley vigilantes who have learned to make the darkness their ally and a shield for their charges. While not often ones to head out into the larger world and leave the places they are charged to protect, great threats may force them to take the fight beyond.
Darkness has long been a source of fear for mortals. Good deities of the night will choose champions to defend against those who would use the guise of night to do harm. It is said in different ways by their deities that shadows are created by the light. Shadow Guardian's forge an oath to protect a group or a place (or both) by being unseen sentinels. To aid them in their duty they are granted command of their shadows. Those who are chosen for this path often come from a darker they would rather leave behind to one day be reborn into the light. Whether it is duty or penance Shadow Guardians walk an often different path their the roguish brethren.
Oath of Shadow Guardian
- Use the darkness to bring light into the world.
- Rout out the evils that threaten the peace of the night.
- You are the shield against the endless terrors that lie beyond sight. Your blade must be forever sharp and your eyes keen to defend your charges.
Guardian's Tools
You have to trained and expanded your martial prowess and religious studies. At 3rd level, you gain proficiency with shields, scimitars, and light crossbows as well as Religion. Additionally you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception (UA)
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Shadow's Favor
By 3rd level, you have learned to draw on divine energy through meditation and prayer to manipulate shadows and light to aid your allies and defeat your foes.
You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. You can spend up to 4 dice on one of the following effects. You regain spent dice on a short rest.
- Shadow Images: As a bonus action you steal fragments of the shadows around you to create shadowy duplicates of yourself for 1 minute. You can spend up to 4 dice at once to create a duplicate for each dice spent. These duplicates move and weave in your space to make you harder to hit. If an attack hits you you may roll 1d20. On a roll of 10 or better one of your shadows takes the attack instead and the shadow is destroyed. You can only have a maximum 4 shadow duplicates at a time.
- Night Protector's Shield: Shadows congregate to form a semi tangible mass that creates a momentary magical buffer. When a creature you can see within 10 feet of you takes damage from an attack, you can use your reaction and spend up to 4 dice to reduce that damage by the total.
- Guardian's Spells: You can cast spells from the Paladin spell list by spending a number of dice equal to the level of the spell slot that would be used to cast the spell. If a spell can be cast at a higher spell level you can spend additional dice to increase the spell level. At level 3 you can cast spells as if at 1st level spell slot, at level 7 you can cast spells as if at 2nd level level spell slot, at 13th level level you can cast spells as if at a 3rd level spell slot, and at 19th level you can cast spells as if at a 4th level spell slot.
- Shadow Stich: When you hit a creature and deal sneak attack damage shadowy tethers bind your target to where they stand and can spend 1 Die to reduce its speed by half or 2 dice to reduce it's speed to 0 until the end of their next turn.
- Strike of the Lunar Eclipse: Your strike causes the sight of your target to fade to black. When you deal sneak attack damage to a creature within 10ft you can spend 2 dice to blind the target until the end of their next turn.
Additionally you prepare the list of Paladin Spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Spells equal to your Wisdom modifier. These spells must be of a level you can cast from the Guardian's Spells ability.
You use your Wisdom modifier when setting the saving throw DC for a Shadow Guardian abilities and Guardian Spells you use and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your Shadow Guardian spells.
Protector's Shroud
The shadows around you and your allies always seem almost malleable and subtly obscure other's vision at opportune moments.
Starting at 9h level, whenever you or a friendly creature within 10 feet of you must make a stealth check, the creature gains a bonus to the check equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Additionally when you roll sneak attack dice to damage a creature within your Aura range you gain temporary hit points equal to the number of sneak attack dice + your wisdom bonus.
At 18th level, the range of this effect increases to 30 feet. Additionally your Shadow's Favor abilities with a 10ft range also increase to 30.
Silhouette's Strike
At 13th level your shadows can cloud your enemy's vision and their minds.
When an enemy with your Guardian's Shroud takes sneak attack damage from on of your attacks the shadows cloud their vision to anyone but you. They gain disadvantage on their next attack roll against any target other than you until the end of their next turn. If they take an attack against a target other than you they make a Wisdom Saving Throw. If they fail you deal psychic damage equal to 1/2 your sneak attack damage.
You can deal this ability's psychic damage a number of times equal to your Wisdom Modifier before you complete a short rest.
Veil of Preservation
Starting 17th level allies within your Aura of Shadows gain a fragment of your uncanny nimbleness.
An ally within your Aura of Shadows can gain the effect of either Uncanny Dodge or Evasion. They must complete a long rest before benefiting from Veil of Preservation again.
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