The Squire [Contract]
  1. Objects

The Squire [Contract]

Hireling
Squires are young individuals, often of noble birth, who serve as apprentices and assistants to knights. They play a vital role in the knightly order, providing support and aid to their knightly masters both on and off the field of battle. While their duties may seem mundane at times, squires are essential for ensuring the smooth operation and success of their knight's endeavors.

Training to become a squire is a rigorous and demanding process. They are usually selected at a young age, often around their early teenage years, and are taken under the wing of an experienced knight. The training focuses on a wide range of skills, including combat techniques, horsemanship, weapon mastery, etiquette, and courtly behavior. Squires are expected to be proficient in various weapons, such as swords, lances, and bows, and must possess a strong sense of honor, loyalty, and chivalry.

One of the unique aspects of squires is their close relationship with their knightly mentors. They develop a bond of trust and camaraderie, with the squire often becoming a confidant and trusted companion to their knight. This relationship goes beyond that of a servant and master, as squires are seen as individuals who will one day inherit the knightly ideals and responsibilities.

Strengths

  • Versatile Skills: Squires are trained in various areas, allowing them to adapt to different tasks and situations. They can assist their knights in combat, administrative duties, diplomacy, and even provide counsel.
  • Loyalty and Devotion: Squires are deeply committed to their knightly masters and will go to great lengths to ensure their safety and success. They are willing to make personal sacrifices for the betterment of their knight and their cause.
  • Close Bond with Knights: Squires have a unique closeness to their knights, granting them access to valuable knowledge, mentorship, and opportunities for growth. This relationship can open doors for future knighthood or positions of influence.

Weaknesses

  • Limited Autonomy: Squires are bound by their duties and obligations to their knight, which can restrict their personal freedom and decision-making.
  • Vulnerability: As individuals in training, squires may lack the experience and skills of fully-fledged knights, making them more vulnerable in direct combat situations.
  • Subordination: Squires must navigate their position within the hierarchical structure of the knightly order, often deferring to the authority and commands of their knights. This can limit their independence and agency.

Stat Block

Armor Class

Hit PointsSpeed
SkillsSensesLanguages
16 (Half Plate) 5030 ft.Athletics +5, History +2, Perception +3Passive Perception 13Common
Saving ThrowsDamage VulnerabilitiesDamage ResistancesDamage ImmunitiesCondition Immunities
Str +5, Dex +2N/AN/AN/AN/A
STRDEXCONINTWISCHA
13 (+1)
15 (+2)
12 (+1)
10 (+0)
10 (+0)
11 (+0)

Abilities:

  • Noble Training: The squire has advantage on saving throws against being frightened and can add its proficiency bonus to saving throws against being charmed or magically compelled.

  • Shield of Loyalty: The squire can use its reaction to impose disadvantage on an attack roll made against its master within 5 feet of the squire, provided the squire is wielding a shield.

  • Field Education: The Squire is trained to handle various mounted creatures in order to maintain their master's mount. They have advantage on Animal Handling checks when handling up to large creatures.

  • Simple Aid: When the Squire uses the Help action to aid an ally, they can chose to either add its proficiency bonus (+1) or give advantage to any roll or saving throw made by that ally.

Bonus Actions:

  • Parry. The Squire adds 2 to their AC against one melee attack that would hit it. To do so, they must see the attacker and be wielding a melee weapon.

Actions:

  • Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage.

  • Shield Bash: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 5) piercing damage.

  • Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 5) piercing damage.

  • Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 5) piercing damage.

  • Roll of Bandages. The Squire carries a thick roll containing 50 feet of white linen bandages. For one action, they can use 5 feet of bandages to bind an open wound, immediately healing as much slashing or piercing damage (up to 4d4)

  • Polish (1/Day). The Squire can spend part of their rest polishing a piece of weapon or armor (which must be unattended by a creature) to the point of being mirror like, this gives the piece of equipment a +1 bonus when being used. This bonus remain for 24 hours or until the item is soiled at the discretion of the DM (Heavy combat).