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 . . .
Several people file out of the jail in short order, at least one a Kender - likely the target of the earlier threats earlier he assumes, wondering what's happened to the guard. As the first soldier, a wood elf, rounds the corner and fails to fall prey to Hunni's suggestion - even odds if it was magical - Artanis lets the blackflame javelin fly. It strikes true, and flames lick around the wound.
Moments later, a woman wearing white robes follows them and mutters some kind of spell, leaving Artanis hoping the colour is not just a fashion choice. Merituuli capitalises on the guard freezing to relieve him of the horn, and the Osprey strikes seconds later. Coltan plunges the remaining scene into silence once more, and Artanis takes that as his sign to act freely. Unfortunately but now most of him companions have surrounded the soldiers, leaving him little space to enter the melee. He moves up to support his allies, and motions Modri to have at them. Not that the dwarf needs any encouragement. He eyes the soldiers on the wall, frustratingly just out of javelin range, and instead draws his longword to finish off the paralysed wood elf. It's depressingly easy to slip his blade past the paralysed mans guard, and despite the clean kill he feels oddly first doing so. In an attempt to take his mind off it, he directs the diminutive Hunni to take advantage of the clear run created and strike at the remaining soldier in front of Merituuli before he notices.
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) [9]. 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 2/3 (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).