Pack Tactics: When an allied creature is within range (10ft) Guard's gain Advantage on attack rolls.
Stand together: When an allied creature is within site range and a Guard is aware of its presence, they gain Advantage on saving throws against the Frightened condition.
Sentinel: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Restraints: Guards carry cuffs, rope, chains and other bonding items to restrain and contain other creatures as needed.
Siege equipment: Large cities tend to have defensive siege equipment and guards within these locations are proficient with them.
Helbert: Melee weapon attack, +8 (+15 at higher levels) to hit, 1D10+ 8 slashing, piercing damage.
Spear: Melee weapon attack +6 (+10 at higher levels) to hit, 1D8+ 6 Piercing damage
Longsword: Melee weapon attack +8 (+12 at higher levels) to hit, 1D8 +8 (Versatile 1D10 + 8) Slashing, piercing damage
Shortbow: Ranged weapon attack, +6 (+10 at higher levels) to hit, 1D6 +8 piercing damage.
Longbow: Ranged weapon attack, +10 to hit (15 at higher levels) to hit, 1D8 +11 piercing damage
Spell casting: Cantrips: prestidigitation, fire bolt, light. 1st level 4/day: detect magic, Shield, Command, Compelled Dual. 2nd level 2/day: hold person, arcane lock, Blur. (At higher levels all spell slots are doubled and more spells are added)
Second Wind: The Guard heals itself for 1D10 +3 Hit Points.
Action Surge: The Guard uses Action surge ability. It Regains its full action but not its reaction or bonus action.
Arrest: When a hostile humanoid creature is knocked unconscious or is under the grappled condition the Guard can use its bonus action to place the creature into restraints giving it the Restrained condition.
Attack of Opportunity
Protection: When an allied creature of innocent within range (5ft) is attacked you can use your reaction to impose Disadvantage on the attack roll.
Riposte: When a creature makes a melee attack against Guard, it can use its reaction to make a melee attack.
Description
A general encompassing stat block for guards of towns, cities, caravans that can be used at many levels with a verity of options. All options here can be used or not used based on the party level or encounter level as needed. Some Guards can be spell casters while others may not and some will have more skill than others. So Disregard or add abilities of your own as needed.
Guards are usually normal people who are just trying to make a living they took up the role to protect their fellow citizens. While some are good people others can be corrupt. Many took up the role to do good while others take it for the sense of power it brings. Guards typically carry a set of standard equipment issued to them. Armor, weapons, and bindings to restrain as needed.
Lair and Lair Actions
The town or city for which the guard is entrusted to keep secure.
Lair Actions
Raise the Alarm 1/Day: The Guard calls out to raise the alarm, (if applicable) bells begin to ring and more guards will begin to make their way to the position of the disturbance. Additional guards take 1D6 turns to reach the area and number equal to 1D4 or 1D6 +2 (Based on threat level)
Call for Backup 1/Day: The Guard calls out for assistance but not the need to raise the alarm. Call for back up immediately calls 1D4 Guards to the encounter.
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