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.
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 to others as a reminder 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.
Guardian's Tools
At 3rd level, you gain proficiency with shields, long bows, scimitars, and light crossbows. 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.
Spellcasting
By 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Shadow Guardian table shows how many spell slots you have to cast your spells. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of 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 + half your Rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of prepared spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells. Your spell casting ability comes from your devotion as a guardian. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast 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 spells.
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ROGUE LEVEL |
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— SPELL SLOTS PER SPELL LEVEL — |
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|---|---|---|---|---|---|---|
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1ST |
2ND |
3RD |
4TH |
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3rd |
2 |
— |
— |
— |
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4th |
3 |
— |
— |
— |
||
|
5th |
3 |
— |
— |
— |
||
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6th |
3 |
— |
— |
— |
||
|
7th |
4 |
2 |
— |
— |
||
|
8th |
4 |
2 |
— |
— |
||
|
9th |
4 |
2 |
— |
— |
||
|
10th |
4 |
3 |
— |
— |
||
|
11th |
4 |
3 |
— |
— |
||
|
12th |
4 |
3 |
— |
— |
||
|
13th |
4 |
3 |
2 |
— |
||
|
14th |
4 |
3 |
2 |
— |
||
|
15th |
4 |
3 |
2 |
— |
||
|
16th |
4 |
3 |
3 |
— |
||
|
17th |
4 |
3 |
3 |
— |
||
|
18th |
4 |
3 |
3 |
— |
||
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19th |
4 |
3 |
3 |
1 |
||
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20th |
4 |
3 |
3 |
1 |
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Protector's Shroud
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 saving throw 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.
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.
Previous Versions
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9/23/2020 4:06:21 AM
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