AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0
Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 1/3 | Warding Maneuver: 4/4
Skills+8 Athletics
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth
-1 Arcana
-1 History
-1 Investigation
-1 Nature
-1 Religion
+2 A. Handling
+5 Insight
+2 Medicine
+5 Perception
+5 Survival
+0 Deception
+0 Intimidation
+0 Performance
+0 Persuasion | SavesStrength: +8
Dexterity: +0
Constitution: +7
Intelligence: -1
Wisdom: +5
Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic
Class Features:
- Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
- Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other 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 rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits:
- Mount Up. Mounting or dismounting costs you only 5 feet of movement.
- Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest..
Feats: SentinelYou 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 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack 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., Resilient (Wis)Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:
- Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
- Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Aubryn scowls at Rath Modar's explanation and justification. As violence erupts around her, she says, "I am Aubryn Grace, Knight of the Crown and here to stop you. And despite your failed logic, I do not want Paladine back if it means the rise of your vile goddess as well. Let them both sleep."
Turning her attention, she knows the gargoyles are a danger to the spellcasters and she has to protect them. She says quickly, "Cole, I will protect Alura and Callista. Harry Rath!"
She focuses on the nearest gargoyle, looking to end its threat. As one attacks the nearest zombie, though, she lashes out quickly with her sword, looking to give it a harsh lesson when you ignore a knight. She slashes at it twice injuring it in some fashion. Looking back to Cole, she says, "Hit them hard!"
Tabletop
I'm sorry for the poor post rate lately. I have one more week of a difficult schedule at work, and things should return to normal for me.
She will get an opportunity attack for Gargoyle 3 attacks the Zombie next to her thanks to the Sentinel feat:
Opportunity Attack - hits AC 21 for 14 damage.
Aubryn will ignore the one attacking her and continue attacking Gargoyle 3.
Attack #1 - hits AC 13 (that's too low at this level, so I'm going to guess it's a miss)
Attack #2 - hits AC 24 for 15 slashing damage.
Finally, she uses the Commanding Rally feature to grant Cole an extra attack (which does an extra 1d8 dmg on a hit).