Medium Humanoid (Human), Lawful Good
Armor Class 19 (chain-mail, shield)
Hit Points 30 (3d10 + 3)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +4, CON +5
Skills Athletics +4, Perception +2
Damage Resistances Slashing
Senses Passive Perception 13
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Defensive Fighting. While you are wearing armor, you gain a +1 bonus to AC.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 3 HP

Action Surge. Once per short rest, you can take one additional action on your turn.

Combat Maneuvers.  Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.

Riposte- When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).

Pushing Attack- When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 12). On failure, you push the target up to 15 ft. away from you.

Precision Strike- When you make a weapon attack roll, you can expend one superiority die to add it to the roll before or after the roll but before any effects are applied.

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 3) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Short Sword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.  

 

Description

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Morganblam89

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