When Bright Watch are prone, standing up uses only 5 feet of your movement.
Bright Watch gain a +1 bonus to AC while they are wielding a separate melee weapon in each hand.
When Bright Watch hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from Bright Watch even if they take the Disengage action before leaving your reach.
Menacing Attack
When Bright Watch hit a creature with a weapon attack, they can expend one superiority die to attempt to frighten the target. Add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn. Bright Watch have 3 superiority die per long rest.
Bright Watch cannot be frightened while wearing their Protector's Cloak.
Yklwa. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 10/30ft., one target. Hit: 6 (1d8 + 3) piercing damage
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 6 (1d4 + 3) piercing damage
Cure Wounds Tattoo. Bright Watch can activate their Promotion Tattoo to regain 2d8+2 hp once per day.
Bright Watch can activate their Cloaks to cast Shield 3 times per day.
Description
Bright Watch are the guardians of the highways and byways of the Nation, as well as the Protectors of the Summit itself. Under Lord Commander Kaishelle Achebe, the Bright Watch is composed of the most battle-tested and seasoned troops anywhere in the Nation. They are headquartered at the Het K’aten Stronghold on the ground level.
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