Squire (5e Creature)

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Medium humanoid (any race), any alignment

Armor Class 15 (padded armor, shield; 13 while using a crossbow)
Hit Points 36 (8d8 + 6)
Speed 30 ft.

13 (+1) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+0)

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Simple Aid. When the squire uses the Help action to aid an ally, it can chose to either add its proficiency bonus (+2) or give advantage to any roll or saving throw made by that ally.


Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Polish (1/Day). The squire can spend part of his rest to polish a piece of weapon or armor (which must be unattended or worn 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 (possibly it could be splattered in acid, or burned by a fireball).


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.

A squire preparing his lord's arms, [Source]

A knight's most trusted asset is not his weapon, or his mount, but his squire. However, squires are rarely treated with the respect they deserve, for no knight can live without a proper squire. One must also respect them for the hard work they do to rise as knights themselves.

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