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Squire, expert

Type
Cost
5,000 gp
Weight
-

Trained to assist warriors with their gear, squires are typically youths of noble blood apprenticing to be knights. However, lowborn adventurers occasionally feign nobility and employ squires of their own. Squires remain close to their master, holding extra weapons and equipment, picking up dropped gear, or carrying their liege’s banner.

  • A squire hastens donning and doffing armor, reducing the required time to 1 round for light armor, 1d4 rounds for medium armor, or 2d4 rounds for heavy armor. A squire can also assist in equipping a shield or other weapon, reducing the time required to a bonus action.
  • Your squire can identify other warriors and their squires, as well as where they are from and if they are knighted.
  • Your squire can announce you in royal courts. You gain advantage and a +5 bonus to your first Charisma check made in a royal court after your squire has introduced you.

When you recruit a follower, you need to spend gold. In exchange, you get the follower for life. 500 gold recruits an inexperienced follower, 2,000 gold recruits a seasoned follower, and 5,000 gold recruits an expert follower. You only need to pay this once per follower; it is assumed that the amount paid is enough to accommodate the follower for the duration of the campaign. If you dismiss the follower, the Narrator may permit you to reclaim some of that money. If the follower dies, you do not get any money back. Note that not all followers have seasoned or expert versions—carrying a torch isn’t the purview of only experts.