Formation Training. At the start of its turn, the City Guard takes none or one of the following formations
Shield Wall Formation. Creatures attacking the City Guard do so with disadvantage. Allies 5 ft. adjacent to the city guard gain a +1 AC bonus. Allies within 5 ft. behind the City Guard gain a +5 AC bonus. While in this formation, the City Guard cannot take actions or bonus actions, and its speed is halved.
Phalanx Formation. The City Guard has Advantage on an attack roll against a creature if at least one of the Guard's allies is within 5 feet of the Guard and the ally doesn't have the Incapacitated condition. While in this formation, the Guard's speed is halved. On its turn, if no enemy is within reach, the City Guard takes the Ready action to make a melee weapon attack against the first enemy that enters its reach.
Charge Formation. If the Guard moves at least 15 feet toward a target and then hits it with a melee weapon attack, the target must succeed on a DC 11 Strength saving throw or be knocked prone. While in this formation, the Guard uses two-handed weapon melee attacks, that deals 3 (1d6) additional slashing damage. While in this formation, attack rolls against the guard have advantage.
Multiattack. The guard makes two melee attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Description
Stationed at the realm's edge, the Silverwater City Guards are not only the watch for the streets. They are also the last line of defense against any enemy that tries to enter the city or the borders of the kingdom.
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