Martial Advantage. Once per turn, the 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 guard that isn't incapacitated.
Pike Wall. If at least 3 Iron-cap Pikeman are next to each other, they may sacrifice their turns to form a Pike Wall. All who join this formation receive 10-temporary hit-points. They may attack any creature that comes within 10-ft. in front of them, and any creature that starts their turn in this range; however this formation is weak in the rear, they are considered vulnerable to all damage received from behind. Additionally, any creatures that charge into this formation receive an additional 7 (2d6) if they traveled at least 10-ft. in a straight line.
Iron-cap Formations. City Guards automatically move adjacent to each other if an ally in formation becomes incapacitated, up until the guards reach a formation's minimum requirement. If any spell, attack, or condition would cause the formation to break, all non-incapacitated City Guards gain their turns back in the next round.
Pike. Melee weapon Attack: +4 to hit, reach 10-ft., one target, Hit: 7 (1d10 +2) piercing damage.
Description
The Iron-cap soldiers are a branch of the City Guards noted by their signature silver Iron-helmets that are consistent in every Iron-cap regiment. They act as the law-enforcement within major cities, especially in those that house Nobility.
Previous Versions
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5/29/2020 3:21:13 PM
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Coming Soon
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