Shadowguard
About this class
A mystic protector who wields shadow as a defensive force, shielding allies and punishing those who threaten them. Play the Shadowguard if you want to protect your allies, manipulate shadow as a defensive force, and turn your enemies’ aggression against them. If your evasion is higher than the attack roll against the target you choose to protect with Shadowbound it will miss.
Domains
Valor
Midnight
Starting stats
Hope feature
Class features
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Shadow Sanctuary
Spend 1 Hope to create a protective field of shadow around yourself until the end of the scene. You and your allies within Very Close range of you gain +2 Evasion and can’t be moved against their will. When an ally in the field takes damage, you can mark a Stress to reduce the damage by 1d8.
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Umbral Aegis
When an ally within Very Close range would mark Armor, you can mark a Stress to give them 1 temporary Armor that is immediately used instead.
Class items
- A dark, mystical object that channels your protective shadow magic.
- A heavy cloak or mantle woven with shadow-infused material.
Character questions
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Connection prompts
Subclass cards
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Hinder Shade
Foundation
SPELLCAST TRAIT: Finesse
Binding Shadow: When you succeed on an attack against an adversary within Close range, you can mark a Stress to bind it to its shadow. It is temporarily Bound, it can’t move more than Very Close range from its current position.
Shadow Strike: When an adversary within Close range attacks an ally within Very Close range of you, they make a Reaction Roll (13). On a failure, deal 1d8 magical damage to the attacker.
Hinder Shade
Specialization
Grasping Darkness: When a creature affected by Binding Shadow attempts to move, you can mark a Stress to force it to make a Reaction Roll (15). On a failure, it becomes temporarily Restrained.
Shadow Snare: When an adversary within Close range succeeds on an attack against you or an ally, you can spend a Hope to create a shadow tether between it and its target. Until the end of the scene, the adversary has Disadvantage on attacks against that target.
Hinder Shade
Mastery
Crushing Shadow: When an adversary fails a roll against one of your subclass features, it must mark 1 Stress.
Shadow Puppetry: When an adversary affected by Bound, Restrained, or Shadow Snare makes an attack, you can mark a Stress to force it to target another creature within its range instead.
Umbral Ward
Foundation
SPELLCAST TRAIT: Instinct
Dark Bastion: When you use Shadow Sanctuary, extend its protective field to Close range instead.
Shadow Armor: Shadow Sanctuary damage reduction is increased from 1d8 to 1d10.
Umbral Ward
Specialization
Guardian's Shadow: When an ally within your Shadow Sanctuary is attacked, you can mark a Stress to place a protective shadow over them. They are considered under cover against the attack.
Umbral Bulwark: While you are within your Shadow Sanctuary, increase your Damage Thresholds by 2.
Umbral Ward
Mastery
Living Fortress: Spend 2 Hope to give each ally within your Shadow Sanctuary 1 temporary Armor. A creature can have only 1 temporary Armor at a time.
Shadow Reprisal: When an ally within your Shadow Sanctuary takes damage, mark a Stress to force the attacker to make a Reaction Roll (15). On a failure, the attacker becomes temporarily Restrained and takes damage equal to the final damage dealt to the ally.
Shadowguard
A mystic protector who wields shadow as a defensive force, shielding allies and punishing those who threaten them. Play the Shadowguard if you want to protect your allies, manipulate shadow as a defensive force, and turn your enemies’ aggression against them. If your evasion is higher than the attack roll against the target you choose to protect with Shadowbound it will miss.
Domains
Valor + Midnight
Starting Evasion
11
Starting Hit Points
7
Class Items
- • A dark, mystical object that channels your protective shadow magic.
- • A heavy cloak or mantle woven with shadow-infused material.
Shadowguard’s Hope Feature
Shadowbound : Spend 3 Hope to instantly move to an ally's shadow within Far range after an attack against them succeeds. You become the target of the attack instead.
Class Features
Shadow Sanctuary
Spend 1 Hope to create a protective field of shadow around yourself until the end of the scene. You and your allies within Very Close range of you gain +2 Evasion and can’t be moved against their will. When an ally in the field takes damage, you can mark a Stress to reduce the damage by 1d8.
Umbral Aegis
When an ally within Very Close range would mark Armor, you can mark a Stress to give them 1 temporary Armor that is immediately used instead.
Shadowguard Subclasses
Choose either the Hinder Shade or Umbral Ward subclass.
Hinder Shade
Play a Hinder Shade if you want to be hunters who weaponize the shadows of their enemies, binding, hindering, and punishing those who threaten their allies.
Spellcast Trait
Finesse
Foundation Features
Binding Shadow: When you succeed on an attack against an adversary within Close range, you can mark a Stress to bind it to its shadow. It is temporarily Bound, it can’t move more than Very Close range from its current position.
Shadow Strike: When an adversary within Close range attacks an ally within Very Close range of you, they make a Reaction Roll (13). On a failure, deal 1d8 magical damage to the attacker.
Specialization Feature
Grasping Darkness: When a creature affected by Binding Shadow attempts to move, you can mark a Stress to force it to make a Reaction Roll (15). On a failure, it becomes temporarily Restrained.
Shadow Snare: When an adversary within Close range succeeds on an attack against you or an ally, you can spend a Hope to create a shadow tether between it and its target. Until the end of the scene, the adversary has Disadvantage on attacks against that target.
Mastery Feature
Crushing Shadow: When an adversary fails a roll against one of your subclass features, it must mark 1 Stress.
Shadow Puppetry: When an adversary affected by Bound, Restrained, or Shadow Snare makes an attack, you can mark a Stress to force it to target another creature within its range instead.
Umbral Ward
Play an Umbral Ward if you want to be defenders who shape shadow into barriers, armor, and supernatural protections.
Spellcast Trait
Instinct
Foundation Features
Dark Bastion: When you use Shadow Sanctuary, extend its protective field to Close range instead.
Shadow Armor: Shadow Sanctuary damage reduction is increased from 1d8 to 1d10.
Specialization Feature
Guardian's Shadow: When an ally within your Shadow Sanctuary is attacked, you can mark a Stress to place a protective shadow over them. They are considered under cover against the attack.
Umbral Bulwark: While you are within your Shadow Sanctuary, increase your Damage Thresholds by 2.
Mastery Feature
Living Fortress: Spend 2 Hope to give each ally within your Shadow Sanctuary 1 temporary Armor. A creature can have only 1 temporary Armor at a time.
Shadow Reprisal: When an ally within your Shadow Sanctuary takes damage, mark a Stress to force the attacker to make a Reaction Roll (15). On a failure, the attacker becomes temporarily Restrained and takes damage equal to the final damage dealt to the ally.
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