Sildar Hallwinter
Status: Alive
Class: Martial, Agent of the Lord’s Alliance
Campaign: All Hail Gek!, Lost Mine of Phandelver
Location: ???
Factions: Phandalin, Lords’ Alliance, Griffon Cavalry of Waterdeep (Former)
Goal: Bring Law & Order to Phandalin
Sildar Hallwinter is a kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of Waterdeep. He is an agent of the Lords’ Alliance, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands.
“I said I’d see you safely there.”
Traints & Personality:
- Aging but unbroken: He’s not frail, just past his prime. Old scars ache in the cold, his reactions are a hair slower, but when trouble starts his muscle memory kicks in like he never left the battlefield.
- Kindhearted by choice: His compassion isn’t naïve. It’s earned. He’s seen what happens when power is abused, so he goes out of his way to treat common folk with respect—listens more than he talks, thanks people sincerely, pays fairly.
- A professional soldier: As a veteran of the Lord’s Alliance, he believes in order, stability, and cooperation between cities. Not blind loyalty—more like a tired idealist who still thinks the world is better with rules than without them.
- Quiet authority: He doesn’t bark commands unless he has to. When he speaks, it’s measured and calm, the voice of someone who expects to be obeyed because he usually is.
- Protective mentor energy: He naturally slips into a “keep the young idiots alive” role with adventurers. He won’t coddle them, but he will step in front of a blow meant for someone else without hesitation.
- World-weary optimism: He’s seen corruption, betrayal, and failed causes—but he hasn’t given up.
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tags:
- creature
Infobox
Sildar Hallwinter
Medium Humanoid, Lawful Good
AC 14 (+2)
Initiative +0 (10)
HP 20 (4d8 + 2)
Speed 30 ft.
MOD SAVE MOD SAVE STR 13 +1 +1 INT 10 +0 +0 DEX 10 +0 +0 WIS 12 +1 +1 CON 12 +1 +1 CHA 10 +0 +0 Gear Chain Mail, Longsword, Shield, Heavy Crossbow
Senses Passive Perception 12
Languages Common
CR 1 (XP 10; PB +2)
Habitat
Treasure
Traits
Actions
Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (1d8) + 2 Slashing damage or 8 (1d10) + 2 Slashing damage when wielded in two hands
Heavy Crossbow. Ranged Attack Roll: +2, reach reach 20/60ft. Hit: 5 (1d10) Piercing damage.
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