Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Weaponbreaker Parry (Recharge 4-6). The squire adds 2 to its AC against one melee attack that would hit it and forces the attacker to make a DC 13 Strength saving throw or have it's weapon damaged. While a weapon is damaged, it gets -1 to hit and damage. To do so, the squire must see the attacker and be wielding a melee weapon. Once a weapon has been reduced to -3 to hit & damage it is destroyed and cannot be used any more.
Description
Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
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