Triple Quiver. The Alren Skyguard has 3 different types of crossbow bolts: blank bolt, normal bolt, and shocking bolt. When the Alren Skyguard reloads the heavy crossbow, choose one of the three options. Note: Alren Skyguards usually have a blank bolt in loaded, unless they are heading into battle against a group they do not want to capture.
Blank Bolt: A crossbow bolt without a head, designed to subdue rather than eliminate targets. On a hit, the targeted creature must make a DC 14 constitution saving throw or be knocked unconscious for 1d6 + 2 rounds. Creatures wearing armor have advantage on this throw. If a creature is dropped to 0 hit points using a blank bolt, it is knocked unconscious, not killed.
Normal Bolt: The crossbow functions as normal.
Shocking Bolt: A crossbow bolt sizzling with electricity, enchanted with a set of runes, it shocks targets when shot at a high enough rate. On a hit, the target suffers an additional 1d8 of lightning damage, and must make a DC 16 constitution saving throw or be knocked unconscious for 1d10 + 2 rounds.
Sky Plate Armor: The standard armor of the Alren Skyguards, it is a complicated piece of half-plate armor and is enchanted with advanced runes that allow it to shoot out gusts of air, enabling the Alren Skyguards flight. The runes are centered in the boots and gauntlets, so just wearing those enables flight.
Sky Plate Armor Pack: The Alren Skyguard's armor has a metal backpack attached to the back of the breastplate. The armor houses the three quivers, which can be rotated by the buttons on the right gauntlet of the Sky Plate Armor. It houses a Shield on the back, and the Quarterstaff and the Heavy Crossbow wielded by the Skyguard. In addition the Alren Skyguard also carries the following items: A bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope, Alren Law Enforcement Id, 3 handcuffs, 1 anti-magic cuff, a set of common clothes, and a blanket.
Shield Equipped: As an action, the Alren Skyguard takes out a shield, gaining +2 AC.
Electrified Staff: Runes etched into the weapon sizzle with electricity. You gain the Electric Strike action.
Spellcasting. The Alren Skyguard is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Alren Skyguard has following spells prepared:
1st level (3 slots): Cure Wounds, Fog Cloud, Thunderwave, Alarm
2nd level (2 slots): Darkvision, Hold Person
3rd level (2 slots): Lightning Cage, Lightning Arrow
Gust Of Wind(3/day). You can cast Gust of Wind 3 times each day without expending spell slots or components.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) bludgeoning damage or 6(1d6 +3) bludgeoning damage when using the shield.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 300/400 ft., 1 target. Hit: 6 (1d10 + 2) piercing damage.
Electric Strike(2/day). Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (1d8 + 3 + 1d6 + 2) lightning damage. The target of this attack must make a DC 16 constitution saving throw or be knocked unconscious for 1d10 + 3 rounds.
Description
Alren Skyguards are the Kingdom of Alren's heavy law enforcement, but also serve in military roles when the kingdom is at war. These flying warriors are often found in squads of four, and when they aren't, are usually serving as chief of police.
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