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PureChance

 

 


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 14/21 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | 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*
*Expertise
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the last of their enemies fall, Artanis turns back to the fiery bay stallion behind him, bringing it to heel again with a hand resting against a neck sleek with sweat. Unfortunately, by the time it's back under control his first mount has expired, the red tinged froth around its nose a telltale sign of the punctured lung his new charge's kick had inflicted. He watches Coltan circle the battlefield, the smith seemingly as practiced in mending bodies as tools, finding himself struck with the same melancholy the dwarf seems to carry. A terrible waste of life. Though for their efforts it would be worse he supposes. As the remaining villages pick themselves up and count the cost, he forces an encouraging smile and pats several of them on the back as he makes his way over to Becklin and Cudgel, murmuring what commendations he can muster - after all, Vogler still stands.

 

As he sees Cudgel accost one of the wounded traitors he steps to intervene, laying a heavy mailed hand stained rusty with blood on her arm. "Easy Cudgel," he placates, "we'll have answers, but he needs to be able to talk back in the village." His eyes harden as he lifts the wounded mercenary to his feet, and borrows rope to bind his hands, stringing them to the horses saddle. He growls at the prisoner as he does so "You owe the people of Vogler answers at least - don't mistake my concern for clemency." He just hopes one of his companions is stronger than he in that respect. He steals a glance at Huuni, the whip at her side pretending innocence again.

 

"Of course Mayor Raven," he brushes aside the mans thanks, "any knight would have done the same. It is my companions who have now thrown themselves into duty's way twice without a second thought to their own health." he silently adds "and very nearly paid the price. Not all of them are as tough as Modri, and you must be the bulwark."

 

As they walk slowly back to town he tries his best to fan the flagging, focussing on the town and people they protected, the indomitable spirit of Vogler that defended High Hill both then and now.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Mount Action: -

Mount Movement: -

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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. 0/2 (Long Rest)

   Leadership Dice (d6). 1/3 (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).

 

 

PureChance

PureChance

 

 


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 8/15 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | 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*
*Expertise
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the last of their enemies fall, Artanis turns back to the fiery bay stallion behind him, bringing it to heel again with a hand resting against a neck sleek with sweat. Unfortunately, by the time it's back under control his first mount has expired, the red tinged froth around its nose a telltale sign of the punctured lung his new charge's kick had inflicted. He watches Coltan circle the battlefield, the smith seemingly as practiced in mending bodies as tools, finding himself struck with the same melancholy the dwarf seems to carry. A terrible waste of life. Though for their efforts it would be worse he supposes. As the remaining villages pick themselves up and count the cost, he forces an encouraging smile and pats several of them on the back as he makes his way over to Becklin and Cudgel, murmuring what commendations he can muster - after all, Vogler still stands.

 

As he sees Cudgel accost one of the wounded traitors he steps to intervene, laying a heavy mailed hand stained rusty with blood on her arm. "Easy Cudgel," he placates, "we'll have answers, but he needs to be able to talk back in the village." His eyes harden as he lifts the wounded mercenary to his feet, and borrows rope to bind his hands, stringing them to the horses saddle. He growls at the prisoner as he does so "You owe the people of Vogler answers at least - don't mistake my concern for clemency." He just hopes one of his companions is stronger than he in that respect. He steals a glance at Huuni, the whip at her side pretending innocence again.

 

"Of course Mayor Raven," he brushes aside the mans thanks, "any knight would have done the same. It is my companions who have now thrown themselves into duty's way twice without a second thought to their own health." he silently adds "and very nearly paid the price. Not all of them are as tough as Modri, and you must be the bulwark."

 

As they walk slowly back to town he tries his best to fan the flagging, focussing on the town and people they protected, the indomitable spirit of Vogler that defended High Hill both then and now.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Mount Action: -

Mount Movement: -

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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. 0/2 (Long Rest)

   Leadership Dice (d6). 1/3 (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).

 

 

PureChance

PureChance

 

 


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 8/15 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | 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*
*Expertise
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the last of their enemies fall, Artanis turns back to the fiery bay stallion behind him, bringing it to heel again with a hand resting against a neck sleek with sweat. Unfortunately, by the time it's back under control his first mount has expired, the red tinged froth around its nose a telltale sign of the punctured lung his new charge's kick had inflicted. He watches Coltan circle the battlefield, the smith seemingly as practiced in mending bodies as tools, finding himself struck with the same melancholy the dwarf seems to carry. A terrible waste of life. Though for their efforts it would be worse he supposes. As the remaining villages pick themselves up and count the cost, he forces an encouraging smile and pats several of them on the back as he makes his way over to Becklin and Cudgel, murmuring what commendations he can muster - after all, Vogler still stands.

 

As he sees Cudgel accost one of the wounded traitors he steps to intervene, laying a heavy mailed hand stained rusty with blood on her arm. "Easy Cudgel," he placates, "we'll have answers, but he needs to be able to talk back in the village." His eyes harden as he lifts the wounded mercenary to his feet, and borrows rope to bind his hands, stringing them to the horses saddle. He growls at the prisoner as he does so "You owe the people of Vogler answers at least - don't mistake my concern for clemency." He just hopes one of his companions is stronger than he in that respect. He steals a glance at Huuni, the whip at her side pretending innocence again.

 

"Of course Mayor Raven," he brushes aside the mans thanks, "any knight would have done the same. It is my companions who have now thrown themselves into duty's way twice without a second thought to their own health." he silently adds "and very nearly paid the price. Not all of them are as tough as Modri, and you must be the bulwark."

 

As they walk slowly back to town he tries his best to fan the flagging, focussing on the town and people they protected, the indomitable spirit of Vogler that defended High Hill both then and now.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Mount Action: -

Mount Movement: -

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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. 0/2 (Long Rest)

   Leadership Dice (d6). 0/2 (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).

 

 

PureChance

PureChance

 

 


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 8/15 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | 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: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the last of their enemies fall, Artanis turns back to the fiery bay stallion behind him, bringing it to heel again with a hand resting against a neck sleek with sweat. Unfortunately, by the time it's back under control his first mount has expired, the red tinged froth around its nose a telltale sign of the punctured lung his new charge's kick had inflicted. He watches Coltan circle the battlefield, the smith seemingly as practiced in mending bodies as tools, finding himself struck with the same melancholy the dwarf seems to carry. A terrible waste of life. Though for their efforts it would be worse he supposes. As the remaining villages pick themselves up and count the cost, he forces an encouraging smile and pats several of them on the back as he makes his way over to Becklin and Cudgel, murmuring what commendations he can muster - after all, Vogler still stands.

 

As he sees Cudgel accost one of the wounded traitors he steps to intervene, laying a heavy mailed hand stained rusty with blood on her arm. "Easy Cudgel," he placates, "we'll have answers, but he needs to be able to talk back in the village." His eyes harden as he lifts the wounded mercenary to his feet, and borrows rope to bind his hands, stringing them to the horses saddle. He growls at the prisoner as he does so "You owe the people of Vogler answers at least - don't mistake my concern for clemency." He just hopes one of his companions is stronger than he in that respect. He steals a glance at Huuni, the whip at her side pretending innocence again.

 

"Of course Mayor Raven," he brushes aside the mans thanks, "any knight would have done the same. It is my companions who have now thrown themselves into duty's way twice without a second thought to their own health." he silently adds "and very nearly paid the price. Not all of them are as tough as Modri, and you must be the bulwark."

 

As they walk slowly back to town he tries his best to fan the flagging, focussing on the town and people they protected, the indomitable spirit of Vogler that defended High Hill both then and now.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Mount Action: -

Mount Movement: -

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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. 0/2 (Long Rest)

   Leadership Dice (d6). 0/2 (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).

 

 

PureChance

PureChance

 

 


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 8/15 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | 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: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the last of their enemies fall, Artanis turns back to the fiery stallion behind him, bringing it to heel again. Unfortunately, by the time it's back under control his first mount has expired, the red tinged froth around its nose a telltale sign of the punctured lung his new charge's kick had inflicted. He watches Coltan circle the battlefield, the smith seemingly as practiced in mending bodies as tools, finding himself struck with the same melancholy the dwarf seems to carry. A terrible waste of life. Though for their efforts it would be worse he supposes. As the remaining villages pick themselves up and count the cost, he forces an encouraging smile and pats several of them on the back as he makes his way over to Becklin and Cudgel, murmuring what commendations he can muster - after all, Vogler still stands.

 

As he sees Cudgel accost one of the wounded traitors he steps to intervene, laying a heavy mailed hand stained rusty with blood on her arm. "Easy Cudgel," he placates, "we'll have answers, but he needs to be able to talk back in the village." His eyes harden as he lifts the wounded mercenary to his feet, and borrows rope to bind his hands, stringing them to the horses saddle. He growls at the prisoner as he does so "You owe the people of Vogler answers at least - don't mistake my concern for clemency." He just hopes one of his companions is stronger than he in that respect. He steals a glance at Huuni, the whip at her side pretending innocence again.

 

"Of course Mayor Raven," he brushes aside the mans thanks, "any knight would have done the same. It is my companions who have now thrown themselves into duty's way twice without a second thought to their own health." he silently adds "and very nearly paid the price. Not all of them are as tough as Modri, and you must be the bulwark."

 

As they walk slowly back to town he tries his best to fan the flagging, focussing on the town and people they protected, the indomitable spirit of Vogler that defended High Hill both then and now.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Mount Action: -

Mount Movement: -

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing 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. 0/2 (Long Rest)

   Leadership Dice (d6). 0/2 (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).

 

 

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