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Bodyguard

Class

Rogues are typically thought of as more selfish than selfless and more likely to end a life than save one, but this is far from universally true. Covert skills and protective ones can complement each other nicely, allowing a motivated rogue to become a highly-skilled (and highly-discreet) protector of their chosen charges.


Level 3Bonus Expertise

When you choose this archetype at 3rd level, you gain proficiency with Insight and Medicine, and you gain an expertise die on checks using them. For you, expertise dice in Insight and Medicine can be upgraded from d8 to d10, exceeding the usual limit on expertise dice. You can use these skills with your Cunning Action when they’d normally take an action.


Level 3Principal Protection

Also at 3rd level, you can, as an action, designate another creature as your principal. You have an expertise die on Perception and Insight checks to discern threats toward your principal (as determined by the Narrator) and advantage on Medicine checks to treat them. These effects last until the end of your next short or long rest , at which point you can renew the effect or choose a different creature as your principal.

You also gain the ability to shield your principal. If you are within 5 feet of your principal and a creature you can see attacks them, you can use your reaction to hinder the attack, forcing the creature to roll with disadvantage .


Suspicious EyeLevel 3

Finally, at 3rd level you can, as an action, spend 2 exertion to enter a state of social or spatial hyper-vigilance. Choose either Insight or Perception. For the next minute you make rolls for the chosen skill with advantage .


9th LevelSituational Awareness

At 9th level, your experience has given you a high degree of situational awareness. Whenever you enter a building, you may spend an action to quickly scan your surroundings. You learn the location of any exits (except hidden doors and those obfuscated by magic, which you must detect as normal), and you also note sources of full and half cover provided by the architecture and furniture in the room you have entered.

In a more open setting such as an outdoor market, you can spend a minute to identify escape routes and sources of cover within 100 feet of your position.


Level 13Neutralize Threat

At 13th level, those who would harm your principal will suffer your wrath. Once per round, when you can see your principal and they are targeted with an attack by a creature you can see, you may use your reaction to make an immediate weapon attack with a ranged or finesse weapon against the attacking creature as long as it is within range of your chosen attack. If you hit, you also deal your sneak attack damage. If this reduces the creature to 0 hit points, it cancels the attack against your principal.

Once you have used this feature a number of times equal to your Dexterity modifier, you cannot use it again until you have finished a short or long rest .


17th LevelSafekeeper

At level 17, your awareness of threats nearly enters the realm of the supernatural. You always get a Perception check to locate traps or hidden environmental hazards within 30 feet of you, even if you normally would not be able to detect them, and you always roll such checks with an expertise die. If the check fails, roll a d6. On a 6, you do not detect the trap or hazard, but you do get a strong sense that moving any further would put you in danger. Otherwise, you remain unaware of the potential threat.