Martial Advantage. Once per turn, the watchman 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 that isn't incapacitated.
Careful Searcher. A watchman gains advantage on perception checks to spot any creatures hiding with the stealth skill in any neighborhood that is part of his regular patrol.
MultiAttack. The watchman makes 2 attacks
Watchman's Rod. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) Bludgeoning damage
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft. ., one target. Hit: 4 (1d6 + 1) piercing damage,
WatchHorn: used to summon nearby Patrols
Description
Watch swords are the standard guards of Waterdeep , not your run of the mill guard found in smaller towns.
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