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 . . .
Artanis isn't sure what to think about the huge silver Draconian appearing - on the one hand it was reassuring there were no traitors in Kalaman, on the other the monster was rather intimidating. He was sure Modri wouldn't be afraid; he couldn't help but feel a flutter in his own stomach. Seeing the small kender nip forward and stab it, before thumbing his nose, firms his resolve. If the kender isn't afraid, he won't be either.
First though, they need to deal with the guard still shouting. He's about to step forward when he notices the guard turn suddenly pale and weak. He doesn't much fancy walking round the battlefield executing only weakened soldiers, and this chap sure looks like he's on his last legs. Instead, he strides past Hunni and into the silver monster's guard. He casts a quick eye over it, looking for weak spots, then thrusts forward with his longsword towards the wing joint. His first thrust strikes true but draws both blood and attention, allowing the creature to parry his second blow with the vicious serrated sword.
He hopes Merituuli and Coltan between them will be able to deal with the wavering soldier behind him.
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. 2/3 (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).