When man goes to sleep in its cities, nature is still at work, always without rest. Some druids strive to protect their homes while their brethren sleep, learning the ways of the Lunar Guardians to better use the cover of night to their advantage.
- 0th — ray of frost, shape shadows, snuff
- 1st — shadow stream, shadow weapon
- 2nd — darkness, dust of twilight
- 3rd — deeper darkness, wall of darkness
- 4th — shadow step, eyes of the void
- 5th — greater wall of darkness
- 6th — shadow walk
- 7th — shadow terrain
- 8th — lunar veil
- 9th — polar ray
A lunar guardian removes all spells with the light descriptor from her spell list. If using a spell trigger or spell completion item to cast a spell from the druid spell list with the light descriptor, she must use Use Magic Device to do so.
This modifies the druid’s spellcasting.
A lunar guardian that chooses an animal companion must choose a wolf, snake, or a nocturnal animal (such as an owl or bat, subject to GM discretion). A lunar guardian that takes a domain must choose the Darkness domain or one of its subdomains.
This alters the nature bond ability.
At 2nd level, a lunar guardian gains low-light vision. If she already has low-light vision, she gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision is increased by 30 feet.
This ability replaces woodland stride.
At 4th level, the lunar guardian gains a +4 bonus on saving throws against spells with the [light], [darkness], or [shadow descriptor] or spells of the shadow subschool.
This ability replaces resist nature’s lure.
Starting at 9th level, a lunar guardian becomes immune to diseases.
This ability replaces venom immunity.
This ability replaces a thousand faces.
Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore