Rogue
Base Class: Rogue

Your role is not only to navigate the treacherous world of adventuring but also to safeguard the vulnerable life of a helpless infant. Balancing stealth and cunning with the responsibilities of nurturing and protecting, you move through shadows and danger with a keen eye for threats that could endanger your charge. Your skills in deception and infiltration are matched only by your tenderness and dedication to ensuring the safety and well-being of the innocent life under your care. Whether sneaking through enemy territory or negotiating dangerous encounters, your focus remains steadfast on shielding your ward from harm, even if it means sacrificing your own safety in the process. In a world filled with peril, you stand as a silent guardian, using your rogue talents not only for personal gain but also for the noble cause of safeguarding the most precious treasure of all—innocence.

Baby Bond

At 3rd level, you gain a baby companion who accompanies you on your adventures. This baby is a helpless infant and requires constant care and attention. It cannot participate in combat, take any actions, or even move on its own. However, it provides you with a sense of purpose and determination, granting you advantage on saving throws against being frightened.  The baby is a tiny humanoid. It has 1 hit point and an AC of 6, and has -5 in all saving throws. Any attacks or effects that target the baby, target you instead.

If the baby's hit points are reduced to zero, any bard in the party may produce a new one, however, the process to do so may take up to 9 months. If no bard is available, you may be able to use your roguish cunning aquire one during a long rest.

Deceptive Charm

Starting at 3rd level, you learn to use your baby companion as a distraction. Once per short rest, as an action, you can attempt to charm a humanoid creature by presenting the baby as a symbol of vulnerability. However, if the charm fails, the creature becomes hostile towards both you and the baby for the next minute.

Parental Instincts

Beginning at 9th level, your heightened awareness allows you to detect hidden threats around your baby, giving you advantage on Wisdom saving throws. However, your constant vigilance makes it difficult to relax, imposing disadvantage on Wisdom (Perception) checks made to notice non-threatening details or enjoy peaceful moments.

You can add your Intelligence modifier to Wisdom (Perception) checks and passive perception while the baby is within 30 feet of you. Additionally, you can use your reaction when a creature you can see targets you or your baby with an attack or a harmful spell to impose disadvantage on the attack roll or saving throw.

Deployable Baby

At 13th level, your bond with your infant companion has grown stronger, allowing you to deploy it as a temporary distraction in combat. As a bonus action on your turn, you can choose to deploy your infant companion for 1 minute, giving it the following stat block

Beyond 20
Tiny Humanoid
Armor Class 6
Hit Points 3 (1d4 + 1) 
Speed 10 ft.
Roll Initiative! -3
STR
3 (-4)
DEX
4 (-3)
CON
7 (-2)
INT
2 (-4)
WIS
3 (-4)
CHA
21 (+5)
Saving Throws STR +-2
Senses Passive Perception 12
Languages --
Challenge 0 (10 XP)
 
Proficiency Bonus +2

Curious. The infant is naturally curious about its surroundings

Actions

Cry. The infant makes a soud whch can be heard up to 300 feet away. Any creature within that range has disadvantage on Wisdom (Perception) checks to percieve anything except the Infant until the end of their next turn.

 

Due to its unpredictable nature, whenever you take a turn, your infant companion will move in a random direction determined by rolling a d8 to represent each possible direction. Be wary, as the whimsical movements of your infant companion may lead it into harm's way if not carefully monitored. You can use a bonus action to control the movement of the baby if you are withing 120 feet of it.

Any creature within 10 feet of the infant (besides you), or a creature who begins their turn within 10 feet of the infant, has disadvantage on attack rolls.

You can end the effect early by picking up the baby in 1 hand.

Adorable Shield

Starting at 17th level, You can use the baby to your advantage in combat. When you are targeted by an attack that would reduce your hit points to zero, you can use a reaction to force the attack to target the baby instead. Once you use this feature, you cannot do so again until you complete a long rest.

Guardian Of The Innocent Image

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