Gethin Teagrove – Sample D&D 5th Edition Halfling Fighter
“Where’s your pin?”
“It’s not inside my coat? I must’ve took it off and put it in my pack. It’s somewhere in here. Not that it matters. Never known a halfling to question a Daggerguard’s credentials.”
“You never walked more than a village away. Not everyone is as trusting as our neighbors. Ah, you left it on the desk. I’m putting it back where it belongs.”
Ceinwen pulled Gethin’s coat flap back and pulled in close to reattach the small brass pin woven in a circle of wicker. Her hair still smelled of roasted walnuts and mead; lingering scents from his going away party last night. This was foolish. Going on adventures, indeed. A band of goblins were in the neighboring woods just two months ago. There was plenty more adventures in his home village than he could ever need in a life time. He could marry Ceinwen. He was fond of her, and doubted she’d say no. What possible use could he have for adventures?
“Gethin!” a voice called from outside, “Are you home?”
“Eep!” cried Gethin as he grabbed his backpack and rushed to his bedroom. “It’s Siarl! Tell him… tell him I’m gone to the store and I’ll be back around. No don’t say that. He’ll wait for me. Of course he will. Tell him I’ve already left. Gone for the hills. He just missed me. With any luck, he’ll give chase and I’ll never see him again.”
“Gethin!” Ceinwen cried, “He’s your pupil! I would he think he deserves a proper good-bye from his master.”
“He’s annoying! Listen to him bang on the door! How long is he going to wait for someone to open it this time? Ten minutes? Fifteen? Who does that?”
“He idolizes you! Some halflings would give an eyetooth for such a loyal student.”
“Well, I’m not some halflings. Listen, he’s a fine young man. Honest, truthful and eager. But he never stops it with the questions! You don’t have to put up with him, constantly perfecting his stance, or prying any sliver of halfling history still stuck in my brain. It’s infuriating! I wouldn’t have to leave if it wasn’t… um…”
Ceinwen perked up. “Wasn’t for what?”
“Um…” Gethin answered.
“You said,” Ceinwen poked a finger at Gethin’s chest, “You said that you had the ‘Halfling Wanderlust’. That’s what you told everyone at the party, wasn’t it? You were spouting all kinds of gibberish of wanting to see the world, and go on great adventures, and finding your old mentor.”
“Maybe I’ll find him,” Gethin offered, sheepishly. “It’s a big world out there?”
“Are… are you running away from your responsibility? Is that what this is all about?”
The knocking continued at the front door.
Gethin sighed. “All right. Let him in. You’re right. I owe him at least that much.”
Ceinwen gave Gethin a good, hard look. With a satisfied nod, she turned and walked down the corridor to let Siarl in. When she was out of sight, Gethin opened the window by his bed, and shimmied his way outside.
Gethin Teagrove – Halfling (Stout) Fighter
Level 1
Alignment – Lawful Good
Background – Folk Hero (Gethin himself is not particularly well known. But the order of the Daggerguard is famous among Halflings the world over. No matter where Gethin goes, if there are Halflings, he can expect respite and aid.)
Strength – 14 (+2)
Dexterity – 16 (+3)
Constitution – 14 (+2)
Intelligence – 12 (+1)
Wisdom – 10 (+0)
Charisma – 10 (+0)
Movement – 25 feet
Passive Wisdom (Perception) – 12
Initiative +3
Hit Points – 12
Saving Throws:
Str +4
Dex +3
Con +4
Int +1
Wis +0
Cha +0
Proficient Skills:
Acrobatics +5
History +3
Halfling Abilities:
Lucky – When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Brave – You have advantage on saving throws against being frightened.
Halfling Nimbleness – You can move through the space of any creature that is of a size larger than yours.
Stout Resilience – You have advantage on saving throws against poison, and you have resistance against poison damage.
Languages – Common and Halfling
Fighter Abilities:
Fighting Style: Archery – You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind – On your turn, you can use a bonus action to regain hit points equal to 1d10+1 (Gethin’s Fighter Level). Once you use this feature, you must finish a short or long rest before you can use it again.
Equipment – Studded Leather Armor, an explorer’s pack, a spade, an iron pot, leatherworking tools and six Kukri Daggers (These daggers are large with considerable heft, and are the specialty of the Daggerguard order. Kukri are excellent both for hacking, and are well balanced for throwing. Considering their size and shape, they are closer in function to handaxes and their stats reflect this. They aren’t particularly hard for a weaponsmith to make, though they might be difficult to find. Gethin paid a normal price for his daggers in his hometown, but he may be forced to pay many times over the price for replacements in halfling-lite settlements.)
Treasure – 25 Gold
Armor Class – 15
Melee Attack +4
Ranged Attack +6
Two-Weapon Fighting with Kukri Daggers – +4/+4 (or +6/+6 when throwing the daggers) 1d6+3/1d6 damage
Ideal – Gethin is duty bound to protect Halflings, their culture, and their livelihood, anywhere it might be found.
Bonds – Gethin misses his former Daggerguard mentor and hopes adventuring will allow them to cross paths, someday.
Flaws – Gethin sometimes freezes when presented with a moral conundrum he can’t reason his way through. He’s been known to run away from at least one problem he couldn’t solve.
Kukri Are not “Finesse” weapons like their lighter dagger cousins. As you mention they are more like hand axes which use strength for ranged attack and damage calculations. Only “finesse” weapons give us the option to use dexterity.
You’re right. I forgot that, somewhere down the line, DnD switched heavy ranged weapons to a strength based bonus on the attack. Switched over and thank you.