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Daggerheart · SRD 1.0 · Glossary

Head Guard

Tier 1

Tier 1 Leader. A seasoned guard with a mace, a whistle, and a bellowing voice.

  • Motives & Tactics: Arrest, close gates, pin down, seek glory
  • Difficulty: 15 | Thresholds: 7/13 | HP: 7 | Stress: 3
  • ATK: +4 | Mace: Melee | 1d10+4 phy
  • Experience: Commander +2, Local Knowledge +2

Features

Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.

On My Signal - Reaction: Countdown (5): When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.

Momentum - Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.


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This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at www.daggerheart.com. Converted to Markdown by OmnisGM, in part from an earlier community conversion; the rules text is unchanged. Not affiliated with or endorsed by Darrington Press. Legal