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Artanis Brightblade - Variant Human Knight of Solamnia Warlord (Paragon)


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Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter

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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: 

Artanis was born the son of a horse breeder and farrier in a small village, in one of the numerous duchies the now make up Somalnia. He grew up fascinated by stories of the old Kingdom and the Knights of Solamnia riding to glory, taking what little spare time he had to practice fighting with wooden swords and pretending himself one of them, though never to the detriment of his work. His father was a fair man  (perhaps too much) who did not shy from labour, and instilled in Artanis the same values of honesty and hard work. These have stood him in good stead and were perhaps what caused Ipsin Greenshield to take a liking to him when the adventurer passed through. His mother, unfortunately, died whilst he was young - as is all too common in these small communities she fell ill, and his father could not afford a cleric to heal her. Whilst the house was quieted with grief for a while, his father did not lose himself to it as some do, and remained a good father. His sisters and brothers worked hard to raise him too in her stead. He never neglected the horses for training, developing a deep love brought on through years of closeness.

When Ipsin stayed, the young Artanis lapped up the stories, and through dogged  persistence persuaded a laughing Ipsin to tutor him in swordplay. He spent the entire summer practicing every evening, even when he would normally be out riding the grasslands. Iain was only here for a season, Artanis would impress him enough to take Artanis with him! Obviously the old adventurer would lead a naive young boy away from his parents, and so when he left, he ruffled the despondent boys hair and gave him a letter to keep safe, and promised that should he still wish to seek adventure when he came of age, to give the letter to one Becklin, Knight of Solamnia, and Ipsin's boon companion. 

Time passed, but Artanis' dream did not fade. On his eighteenth birthday, he came before his father, and informed him nervously of his intentions. Whilst sad to see his son leave, his father had known this would come for a long time, for Artanis had always been one to wear his heart on his sleeve. He offered his blessing, and a small supplement of coin to Artanis' own savings. For his part, the young lad was bright eyed, and full of promises to visit, to send money home, and to defend their village from all sorts of predation! 

He sought Becklin, who sponsored his entry into the Order, and was taken as squire to an older Knight of the Crown, Ser Brightblade. The Brightblades had a long pedigree of supplying knights to the Order, and though gruff, he treated Artanis fairly. The boy trained hard, harder than many of the noble children who had been born to comfort and privilege. His muscles had been built over the forge, and his speed and balance trained by unruly stallions. More than that, his heart still burned with the same pure desire that had been ignited so many years ago, that drove him to get up each time he fell, no matter how hard. Over time, Ser Brightblade took a strong liking to the young peasant, refreshed by his honesty and unclouded belief in the Oath.  Being of a slightly removed branch of the family, and with no children of his own, he sought to offer Artanis to take the Brightblade name, Artanis bearing none of his own. Permission was granted, on the basis that no claim was extended with this hour of course, and so was knighted Artanis Brightblade, overwhelmed with emotion. With the honour, his mentor granted Artanis a steel longsword (knowing the lad would never be able to purchase such himself) and set him on his path to demonstrate his worthiness through deed before he returned proven.

It was on this journey that he heard of Ipsin's passing, and so made his way to the small town of Vogler...

Truths, Rumors, and Lies:

Include at least two of the following in your application:

Loyalties. Order of the Knights of Solamnia - following his coming of age, and with Ispin Greenshields letter of recommendation, he sought out Becklin for sponsorship into the order. She was happy to trust her long time comrades judgement of character, and with her blessing he was inducted as squire to Ser Brightblade. He now ventures to prove himself worthy of the Orders of the Crown, Sword and Rose.

 

Deity. Kiri-Jolith - both as one of the triad of deities that the Knights of Solamnia honour, and the embodiment of everything Artanis dreams to be, the honourable knight in shining armour riding out a hero to defend the weak. Also honours Habbakuk and Palatine, as patrons of the knightly order.


Is Might Right? No - the strong have a duty to defend the weak, and dispense justice wisely. Strength of arms or noble birth is not a god-given mandate to decide what is right, but is the power to ensure righteousness upheld. 

 

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.

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Connections.

Should be apparent from background & loyalty information above , but will make more explicit on request 

Edited by PureChance (see edit history)
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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 by PureChance (see edit history)
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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 by PureChance (see edit history)
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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
5th +3 d6 5 Extra Attack

 

 

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 by PureChance
Level 3! (see edit history)
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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 by PureChance (see edit history)
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Inventory

Worn

  1. a purse containing 10 gp - Starting equipment (background)
  2. a set of common clothes - Starting equipment (background)
  3. an insignia of rank - Starting equipment (background)
  4. Ancient Solamnic Plate Armour - Chapter 02c Shadow of War (Fetching Tatina Rookledust)
  5. Ispin's Greenshield (AC +2, magical) - Chapter III (A Parting Gift)
  6. Silver Longsword - Chapter 02c Shadow of War (Fetching Tatina Rookledust)
  7.  

Weapons

  1. a longsword (1d8 slashing - versatile (1d10)) - 15gp
  2. 4 3 javelins (1d6 piercing - thrown 30/120) - 4*5sp
  3. RDA Lance
  4. 10 RDA Javelins

Instruments & Tools

  1. Horn - 3gp

Other

  1. 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
  2. a deck of cards - Starting equipment (background)
  3. Healer's kit (10/10) - 5gp
  4. Insignia of Rank - Starting equipment (background)
  5. a shield (AC +2) - 10gp
  6. chain mail armor (AC 16) - 75gp

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)

Silvered Longsword - Chapter 02c Shadow of War (Fetching Tatina Rookledust)

Ancient Solamnic Plate - Chapter 02c Shadow of War (Fetching Tatina Rookledust)

 

 

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 by PureChance
Updated loot (see edit history)
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Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 21 (18 plate, +3 Greenshield) | Max HP: 38 (9+7+[6]+9+7)
Speed: 30 ft.
Proficiency Bonus: +3
STR
18 (+4)

Save: +4
Athletics: +7
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: +4
Animal Handling: +4
Insight: +4
Medicine: +1
Perception: +1
Survival: +4
CHA
16 (+3)
Save: +6
Deception: +3
Intimidation: +6
Performance: +3
Persuasion: +9*

 

 

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 (6 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 by PureChance
Level 5! (see edit history)
Name
Level 2 HP
7
1d8+1 6
Level 3 HP
4
1d8+1 3
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 () | 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 Plate 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.

   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. 3/3 (Long Rest)

Class Features:

  Precise StrikeOnce 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.. 3/3 (Long Rest)

  Leadership Dice (d6). 5/5 (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).

Edited by PureChance
Level 5! (see edit history)
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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 by PureChance (see edit history)
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  • 3 weeks later...

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 by Kamishiro_Rin (see edit history)
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  • 4 months later...

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 by Kamishiro_Rin (see edit history)
Name
Level 4 HP
9
1d8+1 8
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