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Guard Points - Extra line of defense

New Combat Mechanic: Guard Points

  Guard Points let each of the 4 different armour types (unarmoured included) FEEL different, giving an active mechanic to armour.   Guard Points are used in response to being attacked and do not require you to spend a Reaction. On your turn you may spend 15ft increments of movement to gain 1 Guard Point per increment to improve your defensive awareness until the start of your next turn, which can be used to activate the armors Guard Point Effect.   Each type of armour grants different effects for what those Guard Points can be spent on. For example, Light armour will be more mobile, Heavy Armour will be tankier, and Medium Armour will be in the middle and can do a little of both but not better than the others.
     

Standard Guard Point Effects


Unarmored Guard: If you are targeted by an attack while not wearing armor, you can move to an unoccupied space within 15ft of you that is still within the attack’s range. When you do so, you impose DisADV on the attack against you.   Robed Guard: If you are targeted by an attack while wearing Robed Armor, you can move to an unoccupied space within 10ft of you that is still within the attack’s range. When you do so you can flair your robes cape or cloak, you impose DisADV on the attack against you.   Light Guard: If you are targeted by an attack while wearing Light Armor, you can move to an unoccupied space within 5ft of you that is still within the attack’s range. When you do so, you impose DisADV on the attack against you.   Medium Guard: If you are the target of an attack while wearing Medium Armor, you may choose to Increase your AC by 2 against that attack.   Heavy Guard: If you are hit by an attack that deals damage while wearing Heavy Armor, you automatically reduce the amount of damage taken, by your prof. bonus. You can stack these multiple times.  
 

Specialized Guard Point Effects


Bounding Guard: Point spend 15 ft of movement to prepare to leap, at the beginning of your next turn you can choose to Leap an additional 5ft horizontally or an additional 2ft vertically without a running start using a running start value (i.e str10= standing 15ft leap)   Prepared attack + Guard point bonus: if you prepare an action to attack you can additionally spend 15 ft of movement to make the number of attacks taking the Attack action would allow you to make. (For example, an 11th level fighter would have Extra Attack (2), allowing them to make a full complement of 3 attacks)
   

Additional combat related Guard Points are available from the Armours special properties in tier 1.5 & higher

Armour Tiers click to view those



 

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Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour Tiers

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Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced Weapons

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