Martial Advantage. Once per turn, the guard can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guard that isn't incapacitated.
Shield Wall. If at least 5 Iron-cap Guardsman are next to each other, they may sacrifice their turns to form a Shield Wall. Guards form two lines, the front line overlap their shields in front of them while those in the second line overlap their shields on top of theirs at a 45 degree angle in this formation receive 10-temporary hit-points. They may attack any hostile creature that comes within 5-ft. in front of them, and any hostile creature that starts their turn in this range. All damage these units receive from the front is reduced by 10; however, this formation is weak in the rear, they are considered vulnerable to all damage received from behind.
Iron-cap Formations. City Guards automatically move adjacent to each other if an ally in formation becomes incapacitated, up until the guards reach a formation's minimum requirement. If any spell, attack, or condition would cause the formation to break, all non-incapacitated City Guards gain their turns back in the next round.
Longsword. Melee weapon Attack: +4 to hit, reach 5-ft., one target, Hit: 7 (1d8 +2) piercing damage. Hit: 8 (1d10 +2) slashing damage if two-handed
Description
The Iron-cap soldiers are a branch of the City Guards noted by their signature silver Iron-helmets that are consistent in every Iron-cap regiment. They act as the law-enforcement within major cities, especially in those that house Nobility.
Previous Versions
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7/21/2020 3:20:19 AM
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Coming Soon
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