Human Knight of Solamnia
AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic
DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion
“My words,” | ‘My thoughts,’ | My actions . . .
Surprise Round
Artanis' knuckles whiten as he overhears the scared horse being eaten alive; it takes all his nerve not to burst in then and there. He remembers his duty to the rest, and to Mayor Raven's army outside. Once the gates are open though, he promises he'll see the knight suffer for such callous disregard. Brown eyes unusually cold, he taps Modri on the shoulder, and points to the furthest two soldiers in the courtyard. If Modri can secure those two the rest of them can hopefully take out the nearest one. Once the dwarf is in motion, he strides across the open ground and steps into the zone of silence, swinging his longsword down against the surprised guard. The silence is unnerving, as the sword bites through the leather, eliciting no grunt or scream from the unlucky guard.
Actions & Resources
Actions:
Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage.
Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.
Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.
Battlefield Presence.
Bonus Actions:
Rallying Mark
Urgent Orders
Helpful Word
Commanding Rally 3/3 (Long Rest)
Class Features:
Precise Strike. 3/3 (Long Rest)
Leadership Dice (d6). 4/5 (Short Rest, 1/turn)
Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).