Squire Brightfist
Male Human Arch-Druid's Apprentice
He is an adolescent human with brown eyes, dyed brown hair in a ponytail, and black skin.
Personality Traits: Mean, Tense, Personable.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 782 AC (Age 18)
Orientation: Hetrosexual
Home: Bryant's Apothecary
Settlement: Skelmershaven
Mother: Thráun Warner
Father: Bartholomew Brightfist
Siblings
- Riannanel Warner - age 31 ♀
- Flulun Warner - age 28 ♀
- Nauar Warner - age 27 ♀
- Mildred Warner - age 17 ♀
- Levina Warner - age 15 ♀
- Homer Brightfist - age 11 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 8 | 9 | 12 | 9 | 11 |
| -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 16 | 11 | 30 ft. |
Alignment: neutral good
Size: Medium
Actions:
- Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Survival +3, Arcana +2
Abilities:
- Wild Shape. Squire can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Squire is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Common, Otterese
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 1 sp | Club | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. Properties: Light, Monk | 2 lbs. |
| 1 | 5 gp | Emblem | A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |
| 1 | Empty bottle | An empty bottle that once contained a beverage. | ||
| 1 | 5 gp | Healer's Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. | 3 lbs. |
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 1 gp 7 cp | Money Pouch | Squire's money pouch. It has 8 sp and 27 cp in it. | ¾ lb. |
| 1 | 25 gp | Scimitar | A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light | 3 lbs. |
| 1 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |
| 1 | 1 gp | Totem | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. |