Medium Human, Professional Guardsman, Lawful Good
Nearly everywhere within the larger cities of the Lords, Barons, and many noble houses, the typical guardsman is accompanied by the presence of the higher echelon of their kind. Elite Guards are a flexible adaptation from the rigid roles of the Footsoldier and Sentinel. The items they wield and the armor they don are not unique or special in many ways, but what is particularly different about them is their approach, and training. In combat, the Elite Guard use their movement to the best of their ability. Positioning is considered even in the most minute ways, and using it is of the utmost importance to these guardsmen. Without it, some of their better traits are lost out on and fail to come into play within duels, wider combat, or large scale fighting. They are more than capable of staying alive with each other on the battlefield and take precautions to keep it that way. Elite Guardsmen are Level VI Humans. Gear: Refined Crossbow (Heavy Crossbow), Imperial Blade (Longsword), Chainmail (Heavy), 8 GP.
Guardians of Society. (Lawful) The Elite Guard are one of the more loyal elements within a standing army or guard-based protection team. Their moral view of protecting others is held high, much like their own training standards.
Society. (Occupation) These guards are uniquely bonded to the greater community that they take pride in, and as such are willing to sacrifice far more than the average guardsman might be willing to do.
Bonded. (Occupation) In their camaraderie, the Elite Guard have issues with the slaying of local guardsmen. It can lead to hostile situations unpleasant to all.
Unique Traits.
Synergy.
As a bonus action, Elite Guards can swap places when within five feet of each other. This does not provoke opportunity attacks.
Reactive Response.
As a bonus action, Elite Guardsmen can make a second melee attack when within 10 feet of one another.
Imperial Blade. +5 to hit, single target. 5 ft. range, 6 1d8+2 Slashing damage.
Refined Crossbow. +5 to hit, single target. 80/160 ft. range, 7 1d10+2 Piercing damage.
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