PureChance Posted March 17 Clone Share Posted March 17 (edited) Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord (https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2) Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue: Truths, Rumors, and Lies: Include at least two of the following in your application: Music. Lament for the Rohirrim "https://www.youtube.com/watch?v=2YTBgFmK_bs". He Who Would Valiant Be "https://youtu.be/dBSPvatOtvo". I won't Back Down - Johnny Cash "https://youtu.be/xggRxWXdTng" Holding Out for a Hero "https://youtu.be/bWcASV2sey0" Images. Connections. Should be apparent from background & loyalty information above , but will make more explicit on request Edited March 27 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 19 Author Clone Share Posted March 19 (edited) Variant Human Ability Scores: Choose any two unique +1 (STR +1, CON +1) Size: Medium Speed: 30 ft. Skills. You gain proficiency in one skill of your choice. (Animal Handling) Feat. You gain one feat of your choice. (Heavy Armour Master) Languages. You can speak, read, and write Common and one other language (Solamnic) that you and your DM agree is appropriate for your character. Source: PHB, page 31 Edited March 22 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 19 Author Clone Share Posted March 19 (edited) Knight of Solamnia Prerequisite: Dragonlance Campaign Skill Proficiencies: Athletics, Survival Languages: Two of your choice Tools: Smith's Tools, Horn Equipment: An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp Feature: Squire of Solamnia You gain the Squire of Solamnia feat. In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments. Building a Knight of Solamnia Character Any class that has martial prowess can be a good fit in the Knights of Solamnia. Fighters and paladins make up the bulk of the knighthood’s forces. Clerics (often with the War domain) can also be found among the knights’ ranks. For a more unusual take on a Knight of Solamnia character, consider playing a bard of the College of Valor (or the College of Swords from Xanathar’s Guide to Everything) or a barbarian devoted to the ideals of the nature god Habbakuk (perhaps adopting the Path of the Zealot from Xanathar’s Guide to Everything). Knight of Solamnia Trinkets. When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket. Knight of Solamnia Trinkets d6 Trinket 1 A flat silver disk you record your heroics upon 2 A piece of a fallen knight’s armor 3 A pendant featuring a crown, a rose, or a sword 4 The pommel of your mentor’s sword 5 A meaningful favor from someone you defended—perhaps a handkerchief or glove 6 A locket with a sketch of a silver dragon inside Source: DSotDQ, page 30 Personality Traits: If someone is in trouble, I'm always ready to lend help. I judge people by their actions, not their words. Ideals: The Oath: My Honour is my Life. Bonds: I protect those who cannot protect themselves. Flaws: I have complete faith in the Knights of Solamnia as working for the greater good and holders of the moral high ground. Edited March 20 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted March 19 Clone Share Posted March 19 Great description and good, solid background! I love it. Marked reviewed. Go ahead and finish up the rest of it and start posting in the IC thread! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 20 Author Clone Share Posted March 20 (edited) Warlord Level Proficiency Bonus Leadership Die Leadership Dice Features 1st +2 -- -- Warlord Specialization, Battlefield Presence 2nd +2 d6 2 Leadership Dice 3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise 4th +2 d6 4 Ability Score Improvement Hit Dice: 1d8 per Warlord level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st Proficiencies Armor: light armor, medium armor, heavy armor, shields Weapons: simple weapons, martial weapons Tools: none Saving Throws: Wisdom , Charisma Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion. Starting Equipment You start with the following items, plus anything provided by your background. (a) a simple melee weapon, or (b) a martial weapon (if proficient). (a) a light crossbow and 20 bolts, or (b) a shield (if proficient). (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient). (a) a scholar's pack or (b) an explorer’s pack Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average). L1. Warlord Specialisation At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level. Paragons Presence Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons. Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus. L1. Battlefield Presence Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. L2. Leadership Dice Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features. You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level. A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest. Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. L3. Leadership Dice Warlord's Expertise Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill. Fighting Style Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon Heroic Strike Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack. Edited September 12 by PureChance Level 3! (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 20 Author Clone Share Posted March 20 (edited) Feats 1st-Level Bonus Feat Squire of Solamnia Prerequisites: Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia Your 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. Source: DSotDQ, page 34 Variant Human Feat Heavy Armour Master Prerequisites: Proficiency with Heavy Armour You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. Source: PHB, page 167 4th-Level Bonus Feat Knight of the Crown Prerequisites: Dragonlance Campaign, Squire of Solamnia feat 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 score 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. Source: DSotDQ 4th Level ASI Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Source: PHB Edited September 12 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 20 Author Clone Share Posted March 20 (edited) Inventory Worn a purse containing 10 gp - Starting equipment (background) a set of common clothes - Starting equipment (background) an insignia of rank - Starting equipment (background) chain mail armor (AC 16) - 75gp Ispin's Greenshield (AC +2, magical) - Chapter III (A Parting Gift) Two Longswords (Lieutenant Michelle Folkarth) Ser Becklin's Missive Weapons a longsword (1d8 slashing - versatile (1d10)) - 15gp 4 javelins (1d6 piercing - thrown 30/120) - 4*5sp Instruments & Tools Horn - 3gp Other an explorer’s pack - 10gp a backpack a bedroll a mess kit a tinderbox 10 torches 10 days of rations a waterskin 50 feet of hempen rope a deck of cards - Starting equipment (background) Healer's kit (10/10) - 5gp Insignia of Rank - Starting equipment (background) a shield (AC +2) - 10gp Money Money Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp) 0 26 142 300 Trinket 06 - Pommel of your old master's sword Loot Record Ispin's Greenshield (AC +3) - Chapter III (A Parting Gift) RDA Lance (+1d4 Fire damage) - Chapter IV (Back in Vogler) 10 RDA Javelins (+1d4 Fire Damage) - Chapter IV (Back in Vogler) Accounting Character Creation 15gp remaining +10gp - Prelude (Scale of War) -?2gp - Staying in Vogler (Inn is 1gp per night) -1gp - assorted shopping in Vogler 4gp 142sp 300cp - Chapter III (Battle of High Hill) Edited August 22 by PureChance Updated loot (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 20 Author Clone Share Posted March 20 (edited) Statblock Medium humanoid (human), Lawful Good Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg) Armor Class: 19 (16 chainmail, +3 Greenshield) | Max HP: 31 (9+7+[6]+9) Speed: 30 ft. Proficiency Bonus: +2 STR 18 (+4) Save: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb. DEX 8 (-1) Save: -1 Acrobatics: -1 Slight-of-Hand: -1 Stealth: -1 (Disadvantage) CON 13 (+1) Save: +1 INT 8 (-1) Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1 WIS 12 (+1) Save: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3 CHA 16 (+3) Save: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7* Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing Damage Immunities: — Senses: passive Perception 11, passive Insight 13, passive Investigation 9 Languages: You can speak, read, and write Common and Solamnic Proficiencies: All armour, shields, simple weapons, martial weapons, Horn, Smith's tools Actions Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 6) slashing damage. Javelin. Melee|Ranged Weapon Attack: +6 to hit, reach 5 ft. | 30/120 ft., one target. Hit: (1d6 + 4) piercing damage. Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d12 + 6) piercing damage. Bonus Actions Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. 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. Reactions Other 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. Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP). Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack. Edited September 12 by PureChance Level 4! (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Level 2 HP 7 1d8+1 6 Level 3 HP 4 1d8+1 3 Link to comment Share on other sites More sharing options...
PureChance Posted March 20 Author Clone Share Posted March 20 (edited) Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 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 EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Sir Not-Appearing-in-This-Game did some things. He said some things. He did some more things. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — 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.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP). Edited September 12 by PureChance Level 4! (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 21 Author Clone Share Posted March 21 (edited) On 3/19/2023 at 11:57 PM, Kamishiro_Rin said: Great description and good, solid background! I love it. Marked reviewed. Go ahead and finish up the rest of it and start posting in the IC thread! If it's ok, I'll decide on the final class (fighter/warlord) and finish up the stat sheet if accepted? Edited March 21 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted March 21 Clone Share Posted March 21 2 hours ago, PureChance said: If it's ok, I'll decide on the final class (fighter/warlord) and finish up the stat sheet if accepted? Yeah, that sounds fine. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted March 22 Clone Share Posted March 22 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted March 27 Author Clone Share Posted March 27 That's Artanis' "sheet" complete Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 16 Clone Share Posted April 16 (edited) Artanis Brightblade, you’ve heard some rumors! You don’t remember just where you heard them. You don’t know the veracity of any of them, but the various people who told you these rumors certainly acted as if they were true. Edited April 16 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted September 12 Author Clone Share Posted September 12 (edited) HP New, Level 4 Max HP: 31 New Class Features No new features, 1 additional Leadership Die. ASI Mounted Combatant Source: Player's Handbook You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Dragonlance Campaign Level 4 Bonus Feat Knight of the Crown Source: Dragonlance: Shadow of the Dragon Queen Prerequisite: 4th Level, Squire of Solamnia Feat 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 score 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. Edited September 15 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Level 4 HP 9 1d8+1 8 Link to comment Share on other sites More sharing options...
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