Fighter
Base Class: Fighter

You have decided to take on a young ward to be your squire. Perhaps you are a knight and are training a protege for knighthood, perhaps you rescued an orphan and wish to bless the urchin with the power of self-defense, or maybe you just don't like doing your own dirty work. Whatever the case, you have a ward and are training it to be a great warrior like yourself.

Acquire the Squire

3rd level Mentor feature

You have chosen to take on a squire. Your new ward is friendly to you and your companions, and obeys your commands. See the Squire game statistics/stat block below, which uses your proficiency bonus (PB) in several places. You determine the squire’s race, gender, appearance, equipment, personality, and background; only race and equipment have an effect on its game statistics. Select the race and equipment based on the tables below:

Race (note: racial bonuses may require you to modify the stat block)

  • Elf - your squire knows elvish, gains darkvision to 60ft, and +1 to dexterity.
  • Dwarf - your squire knows dwarvish, gains darkvision to 60ft, and +1 to constitution.
  • Human - your squire gains one skill proficiency of your choice (+PB), and +1 to Int, Wis, & Cha.
  • Other - work with your DM to select a race and appropriate bonuses

Equipment

  • Longsword and shield
  • Longsword and hand crossbow
  • Longbow and shortsword

In combat, the squire shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the squire can take any action of its choice, not just Dodge.

If your squire dies, you may request a new one the next time the DM says you are able to (usually when you enter a major city) or the DM may work you acquiring a new one into the story.

Squire

Armor Class 16 (breastplate) [+2 if shield]

Hit Points 2 + your PB + five times your fighter level (the squire has a number of Hit Dice [d8s] equal to your fighter level)

Speed 30 ft.

STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
13 (+1)

Saving Throws Str +3 plus PB, Con +2 plus PB

Skills Athletics +PB,

Senses passive Perception 10 + (PB × 2), darkvision 60 ft. (if elf/dwarf)

Languages Common (& elvish/dwarvish if the squire is the corresponding race)

Challenge — Proficiency Bonus (PB) equals your bonus

Brave. The squire has advantage on saving throws against being frightened.

Actions

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

Longsword (2-handed). Melee Weapon Attack: 3+PB to hit, reach 5 ft., one target. Hit: 1d10+3 slashing damage.

Shortsword. Melee Weapon Attack: 3+PB to hit, reach 5 ft., one target. Hit: 1d6+3 slashing damage.

Longbow. Ranged Weapon Attack: 2+PB to hit, range (150/600), one target. Hit: 1d8+2 piercing damage.

Hand Crossbow. Ranged Weapon Attack: 2+PB to hit, range (30/120), one target. Hit: 1d6+2 piercing damage.

Reaction

Fall on your sword. As a reaction, the squire can take all of the damage of one attack that otherwise would've damaged a creature within 5 ft. of it.

Parry. The squire adds +2 to its AC against one melee attack that would hit it. To do so, the squire must see the attacker and be wielding a melee weapon or shield.

Weapons Instruction

7th level Mentor feature

Your squire can now attack twice whenever it takes the attack action.

Trained Independence

10th level Mentor feature

Thanks to your training, your squire is now capable of indepent thinking on the battlefield.

During combat, it can take any action (attack, disengage, dash, etc.) as normal without you having to use a bonus action.

Teamwork

15th level Mentor feature

Thanks to your extensive experience working as a team, both you and your squire can now take the help action as a bonus action.

Combined Arms

18th level Mentor feature

Whenever you attack a creature and your squire is within 5ft of either you or that creature, your squire can make an attack of opportunity against the creature.
Whenever your squire attacks a creature and you are within 5ft of either your squire or that creature, you can make an attack of opportunity against the creature.

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