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Classes
Player’s Handbook
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Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Princes of the Apocalypse
(1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage.Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 5 ft., one target. Hit: 7
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage.Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the
ring becomes nonmagical.The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.
Duergar Resilience. The duergar
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
use their reaction to make one weapon attack.
Invisibility (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to
Sentinel
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes
against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
damage from your weapon equal to twice your proficiency bonus.
Two Handed. When wielding a versatile weapon in two hands, your powerful stance allows you to catch your target off guard. Whenever an enemy
within your reach makes a melee weapon attack against you and misses, you can use your reaction to attempt to knock the attacker off balance. The target must succeed on a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sentinel You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature’s speed
against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
, Goldenfields, and Daggerford. City Guard Private, Captain, and Griffon Cavalry Rider Ranks in the City Guard Members of the City Guard have ranks. From lowest to highest, they are: Private Sergeant (armar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
attacks with a reach greater than 5 feet, as noted in their descriptions. Opportunity Attacks Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in
when you teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Trouble at the Gates A soldier discreetly seeks out the characters to report trouble at Kalaman’s west Trade Gate. The soldier is concerned one of Kalaman’s captains is preventing refugees from
roleplaying or by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. If convinced, he orders the gate opened but tells his soldiers to remain on guard.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
attacks with a reach greater than 5 feet, as noted in their descriptions. Opportunity Attacks Combatants watch for enemies to drop their guard. If you move heedlessly past your foes, you put yourself in
when you teleport or when you are moved without using your movement, action, Bonus Action, or Reaction. For example, you don’t provoke an Opportunity Attack if an explosion hurls you out of a foe’s reach
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the shape of three swirling lightning bolts. The town council sees this strange phenomenon and becomes concerned. Earlier that morning a group of settlers left to pick up supplies at the inn. The
decided not to risk trying to complete the journey to the inn, but the other soldier sent to guard the caravan agreed to stay and keep an eye on the situation.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Lum the Mad In response to any reaction or questions, the agent proudly explains how the partially functioning Infernal Machine was used to find and capture Lum the Mad, so that he could assist in
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the
are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a post in their hut to prevent escape. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
Watch, reference the Guard Arrival Times table to see how long it takes for the authorities to show up. Then, roll on the Flaming Fist Reactions or Watch Reactions table as appropriate to determine how
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
Watch, reference the Guard Arrival Times table to see how long it takes for the authorities to show up. Then, roll on the Flaming Fist Reactions or Watch Reactions table as appropriate to determine how
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
control of any investigation and to command the service of any guard or sentinel. Typically the Citadel leaves the daily chores of law enforcement (including the conflicts between the criminal
organizations of the lower towers) in the hands of the Sharn Watch. The Citadel is concerned with forces that threaten the entire city, or even the kingdom. Foreign spies, mad necromancers, and ancient fiends
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
advanced weapons. In any case, the beholder’s reaction is calculated, because it has thought about what it and its minions must do in response to every situation.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
attack. Basidia warns the characters that they must be on their guard for a reaction from the vast fungus. Once the characters have entered rapport, they must seek out Araumycos’s sleeping mind and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are concerned. Any given Dimir agent knows of no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name, or receives communications only at a
by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unknown assailants and their temples desecrated.
6 An archmage is corrupted by Mogis and begins summoning demons to savage the population.
7 A badly wounded caravan guard (bandit captain
associated with vicious monsters bent on wholesale destruction. He isn’t at all concerned with subtlety, but rather with creating mayhem. Adventures that bring characters into conflict with agents of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
townsfolk concerned, including reports of bandit attacks on the roads, piracy on the Dessarin River, and monster sightings too close to town. But the mystery that has keen observers of the region most
concerned is the disappearance of a delegation traveling overland from the city of Mirabar to Waterdeep. The delegation stopped in the tiny village of Beliard, where the members mentioned their intent
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
of kobolds has recently moved in to challenge the goblins’ ownership of the fortress. Both groups are skirmishing as they vie for control, and they’re not overly concerned about the possibility of
redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don’t encounter the same kobolds or goblins twice.
Random Treasure. Each regular kobold and goblin is likely to have 2d10 sp, perhaps in the form of various coins and crude jewelry.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of
creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
sivak draconian (see appendix B) stands guard in human guise. It’s using its Shape Theft reaction to take the form of a Kalaman soldier it killed. If slain, it shifts back to its true form. Two
, and area W4. W2: South Guard Towers Two soldiers stand at this stone room’s narrow windows. A horn hangs on the wall between the doors.
The south guard towers are identical. In each, two Dragon Army
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the players might rue thoughtless actions, but do not allow this reaction to temper what you have before you. Likewise, do not set about to entrap the characters in a hopeless situation—allow
strikes and then retires, the attack will be assessed and countermeasures taken. Even when the party first enters the hall, you will have to gauge the reaction of the giants if and when they learn that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep
planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.