Defense. While wearing armor, the Guard gains a +1 bonus to AC.
Rune Magic - Stone Rune (Shield). The guard has advantage on Wisdom (Insight) checks, and its darkvision increases by 30 feet.
Rune Magic - Frost Rune (Axe). The guard has advantage on Wisdom (Animal Handling) and Charisma (Intimidation) checks.
Dwarven Resilience. The guard has advantage on saves against poison.
Action Surge. The Guard can take one additional action on his turn. This can be used 1 time per short rest.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d8+4 (1d10+4) slashing damage.
Crossbow, Light. RangedWeapon Attack: +1 to hit, range 80/320 ft., 1 target. Hit: 1d8-1 piercing damage.
Bonus Action - Giant Might. The guard can magically gain the following ebnefits for 1 minute.
- He becomes Large size, along with anything he's wearing. (If there is not enough room, the size doesn't change)
- He has advantage on Strength checks and Strength saving thows.
- His weapon attacks deal an extra 1d6 damage.
Opportunity Attack. The guard makes an opportunity attack when a hostile creature moves out of your rech.
Reaction - Stone Rune. When a creature the guard can see ends its turn within 30 feet of the guard, he can use his reaction to invoke the rune and cast "Charm". The creature has to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed for 1 minute. (The creature has a speed of 0 and is incapacitated, descending into a dreamy stupor). The effect ends if the creature takes any damage or if someone else uses an action to shake the creature out of its haze.
Description
A dwarven city guard, part of the special forces, able to cast rune magic.
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