Martial Advantage. Once per turn, the city guard can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the city guard that isn't incapacitated.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Longsword. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands to make a melee attack.
Protection. When a creature the city guard can see attacks a target other than itself that is within 5 feet of it, the city guard can use its reaction to impose disadvantage on the attack roll. the city guard must be wielding a shield.
Description
City Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
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