| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Racial Traits. The guards can be of any race and will have different abilities depending on race.
- Human - They will be proficient in one extra skill with proficiency.
- Elf - They have 60' dark vision & Fey Ancestry - Elf guards have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Dwarf - They have 60' dark vision & Advantage against poison.
- Halfling - They have Brave. Halfling guards have advantage on saving throws against being frightened.
- Gnome - They have Gnome Cunning. The gnome guard has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
- Orc & Half-Orc - They have Relentless Endurance. When a half-orc guard is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can’t use this feature again until it finishes a long rest.
Baton. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) bludgeoning damage. Or Hit 5 (1d8 + 1) if used with two hands to make a melee attack.
Revolver. Ranged Attack Roll: +3, range 40/120 ft. Hit: 4 (2d8 + 1) piercing damage. - Vex. If the guardsman hit a creature with this weapon and deal damage to the creature, they have Advantage on their next attack roll against that creature before the end of their next turn.
or
Musket. Two handed, Ranged Weapon Attack (10 uses - 1 turn reload): +4 to hit, range 40/120 ft., one target. Hit: 2 (2d12+2) piercing damage.
Description
An armed guard is a humanoid, of the local race, assigned to either guard a specific location or patrol along a specific route. It could also be a city guard wandering the streets in pairs looking for wrongdoers. They exist in worlds where artificers have spread magitech and simple devices through the world. An example of this type of world is Eberron, where the police walk the streets of Sharn to keep the people safe. They are usually found patrolling in pairs, with other guards somewhere within 600' of their location. When they encounter a problem they do not think they can deal with or a fugitive flees. Then they will blow their signal whistle to summon other guards from the nearby area, who will come running within 2d6 turns.
Equipment
In most cases the guard is dressed in a heavy cloth uniform and a helmet. They will carry a musket if they are guarding a location with valuable treasures within. Alternatively, if the city they patrol is particularly lawless or there is a need to go armed they will carry a revolver. However, mostly they are only equipped with a club and a signal whistle.
When in a dark place they will come equipped with a bullseye lantern that they will use to shine into dark spaces.
Behaviours
The guards are often bored during their patrols, as everything is as normal and safe. Therefore, when first encountered their passive perception is at disadvantage and any stealth checks to go past them or to appear non-threatening is a DC 7. If the guard's suspicions are raised by a noise or odd looking individual they will watch more carefully. At which point their attention is still not completely focussed as they are looking around the area they are in for the source of trouble, and a DC 12 is needed to sneak past them or to deceive them.
If they detect trouble then their focus is brought to bare. They will look towards the source of noise or interrogate any suspicious figures. At this time they gain advantage on their passive perception, due to their focus and their patrol partner being present, and the DC rises to DC 17.
Should they feel that the problem they are facing is too difficult for them (out numbered) their first reaction is to blow their whistle to summon assistance.
These guards are paid to do a job and are not zealots. If reduced to half hit points they will disengage and retreat from any combat.
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