Pack Tactics. Crown Guard rarely travel alone. They typically roam in squadrons of 7, three Tanks, two Casters, and two Healers, as well as a heavily armored wagon that contains a small cell for prisoners.
If two Tanks attack the same enemy, their strikes can inflict the Bleeding condition.
Blade of the People. After using their reaction to protect someone else, the Crown Guard can attack twice with their action.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 5) slashing or bludgeoning damage.
Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., 1 target. Hit: 9 (1d8 + 5) piercing damage.
Crown's Custody. The Crown Guard can place a grappled creature in the custody of the Crown by binding their hands with magic-dampening cuffs, preventing a creature from casting spells. Escaping the cuffs requires a DC 16 Sleight of Hand check.
Serum Sor'a Nova. The Crown Guard can drink this Serum as a Bonus Action. Taking this potion wipes away any emotionality present in the Guard, rendering them robotic and cold. They become immune to Fear and Charmed conditions and have advantage on Wisdom Saving Throws.
Additionally, they gain 20 temporary HP and do an extra 1d6 of damage per strike.
These benefits last for as long as the temp HP and when the benefits end, the Guard gains a level of exhaustion.
Protector of the People. As a reaction, the Crown Guard can halve the damage an ally or innocent bystander takes, taking the other half of the damage.
Description
The Crown Guard are tasked with the protection of the people of Crown City, as well as the nation as a whole, but they are little more than a reflection of the government they serve. At times honorable knights, at others vindictive bullies, the Crown Guard are the big stick hiding behind the carrot.
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