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Hinder Shade • Umbral Ward

About these subclasses

Umbral Ward focuses on turning the Shadowguard into an immovable bastion, expanding and strengthening Shadow Sanctuary to protect allies and punish those who attack within it. Hinder Shade takes a more aggressive approach, weaponizing enemies’ own shadows to restrict movement, retaliate against attacks, and eventually manipulate their actions. Inspirations for playing Shadowguard include protecting allies like a mystical guardian, fighting with shadow techniques like Shikamaru from Naruto, controlling the battlefield like a shadow mage, or turning an enemy’s own darkness against them like a supernatural body guard.

Designed for class

Shadowguard
Homebrew class
Shadowguard
Hinder Shade

Hinder Shade

Spellcast Trait: Finesse

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.

Foundation

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

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

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

Umbral Ward

Spellcast Trait: Instinct

Play an Umbral Ward if you want to be defenders who shape shadow into barriers, armor, and supernatural protections.

Foundation

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

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

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.

Printable cards

Foundation / Specialization / Mastery
Valor domain icon Midnight domain icon
Hinder Shade
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Hinder Shade
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Hinder Shade
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Umbral Ward
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Umbral Ward
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Valor domain icon Midnight domain icon
Umbral Ward
Shadowguard

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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