Tactical Guard Stance.
When the guard isn’t incapacitated, allies within 10 feet gain +1 AC against melee attacks as long as the guard isn’t surprised.
Steeled Resolve (1/Turn).
When the guard takes damage from an attack, it can reduce that damage by 7 (1d10 + 2).
Subtle Infusions.
The guard’s weapons and armor are treated as magical for overcoming resistance and immunity to nonmagical attacks. This represents Zhentarim-forged alloys and alchemical tempering, not visible enchantments.
Brace for Impact (Recharges after a Short or Long Rest).
As a bonus action, the guard sets their stance for 1 minute. While active, they can’t take the Dash action, but gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
Multiattack.
The guard makes two attacks with their Infused Halberd or Heavy Crossbow.
Infused Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (1d10 + 6) slashing damage, plus 3 (1d6) force damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Tactical Shove.
Instead of a weapon attack, the guard can shove a creature within reach. On a hit, the target must succeed on a DC 15 Strength saving throw or be pushed 10 ft. and knocked prone.
Parry.
The guard adds +3 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.
Protective Riposte (Recharge 5–6).
When an ally within 5 feet is hit by an attack, the guard can use its reaction to impose disadvantage on that attack. On a miss, the guard may make one Infused Halberd attack against the attacker.
Previous Versions
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11/12/2025 7:53:40 PM
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11/12/2025 7:58:20 PM
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