Before becoming an adventurer, you trained to attempt to become a knight. While an order has accepted your application, they have charged you to prove your valor to them before they can properly accept you into the order as a true squire, and perhaps, allowing for you to promote to full knighthood. At the DM's discretion, your character may be granted access to the Squire of Solomnia feat should you prove yourself worthy in game by your chosen order's metrics. Upon earning the Squire of Solomnia feat, you'll have been inducted into the order as a Squire. Prove yourself beyond this stage, and you may earn one of three feats. Knight of the Rose, Knight of the Crown, or Knight of the Sword, as you achieve the rank of a proper knight.
- Skill Proficiencies: Choose two from among Athletics, Religion, Intimidation, and Perception
- Tool Proficiencies: Choose one artisan's tool and one miscellaneous tool or vehicle proficiency of your choice
- Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
You are in frequent contact with people from the knight's order you have applied to join, with them providing information on your chosen quarries. These people might be from all walks of like, as either full knights of the order, or allies to the order. This connection comes in the form of a contact in nearly any large city you visit, a person who provides information about the people, places, and rumors from the local area. If a town or city has a barracks or a place of worship to the order's patron deity, should your order have one, you and your allies may stay at those barracks or quarters for no or minimal cost.
Suggested Characteristics
Use the tables for the Acolyte or Knight backgrounds as the basis for your prospective squire’s traits and motivations, modifying the entries when appropriate to suit your identity as a prospective squire.
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