Wednesday, December 3, 2025

People of the North - Grover Thornton, Docrae Warden


Grover Thornton

Docrae Warden — Fighter/Druid, 5th Level

ANCESTRY: Docrae
CLASS: Warden (Fighter/Druid)
LEVEL: 5
SIZE: Small
MOVE: 20 ft.
AC: 15
BtH: +5
HP: 41
PRIME ATTRIBUTES: Strength, Wisdom

Attributes

Strength: 14 / +1 / +2
Dexterity: 16 / +2 / +7
Constitution: 16 / +2 / +7
Intelligence: 10 / +0 / +5
Wisdom: 16 / +2 / +13
Charisma: 14 / +1 / +6

Combat

Docrae Glaive +1: +8 to hit, 1d10+3 damage, Melee, Reach
Sling: +7 to hit, 1d4 damage, Near
Dagger: +6 to hit, 1d4+1 damage, Melee; +7 to hit when thrown

Multiclass — Warden

Grover advances simultaneously as a Fighter and Druid.

As a nonhuman multiclass character, both class Prime attributes are required: Strength for Fighter and Wisdom for Druid.

Grover uses the better Bonus to Hit progression of his two classes, giving him the Fighter BtH of +5.

His hit points are determined by rolling the Fighter and Druid Hit Dice at each level and averaging the results before applying his Constitution modifier.

Weapon Specialization — Glaive

Grover is specialized in the glaive.

He gains +1 to hit and +1 to damage when wielding a glaive. This bonus is already included in the statistics for his Docrae Glaive +1.

Combat Dominance

Grover possesses the Fighter’s Combat Dominance ability and may use it normally against qualifying lesser opponents.

Fearless

Grover gains a +2 bonus on saving throws against fear.

Hide

Grover is naturally skilled at avoiding notice in outdoor surroundings.

He may make a Dexterity check to hide when appropriate. Movement while hiding may impose penalties normally.

Move Silently

Grover may make a Dexterity check to move silently.

He may move up to half his normal movement without penalty; faster movement imposes the normal penalties.

Duskvision

Grover can see in moonlight or starlight as well as a human can at dusk, retaining the ability to distinguish color and some detail.

Duskvision provides no special benefit in complete darkness, underground conditions, or similarly poor illumination.

Resistant

Grover gains a +1 bonus on all Constitution saving throws.

Nature Lore

Grover possesses specialized knowledge of the natural world.

Within the environment in which he was trained or normally operates, he can accurately identify common plants and animals and recognize their significant natural properties.

In unfamiliar environments, appropriate uses require a Wisdom check.

He can also locate basic food, water, and shelter in the wilderness.

Druidic Language

Grover knows the secret language of druids and may use it to communicate with others of the druidic tradition.

Resist Elements

Grover gains a +2 bonus on saving throws against air, earth, fire, water, lightning, and cold attacks or effects.

Woodland Stride

Grover moves through natural thorns, briars, dense undergrowth, and similar terrain at his normal movement rate without suffering damage or impairment.

When moving through natural surroundings in this manner, he leaves no trail and cannot normally be tracked.

Druid Spellcasting

Grover casts divine spells as a 5th-level Druid.

His Wisdom grants one additional 1st-level spell and one additional 2nd-level spell, giving him the following prepared spell allotment:

0-Level — 4

  • Create Water
  • Detect Poison
  • Endure Elements
  • First Aid

1st-Level — 4

  • Alarm
  • Entangle
  • Goodberry
  • Magic Stones

2nd-Level — 3

  • Barkskin
  • Cure Light Wounds
  • Summon Swarm

3rd-Level — 1

  • Call Lightning

Docrae Glaive +1

Attack: +8
Damage: 1d10+3
Range: Melee, Reach

The glaive’s attack and damage totals include Grover’s Strength modifier, Fighter Weapon Specialization, and the weapon’s +1 magical enhancement.

Sling

Attack: +7
Damage: 1d4
Range: Near

Dagger

Attack: +6 melee, +7 thrown
Damage: 1d4+1
Range: Melee or Thrown

Equipment

Grover carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, ammunition pouch, sling stones, dagger, and his Docrae Glaive +1.


Notes 
  • Grover Thornton is a Docrae Warden, a Fighter who has received some minor training in the mysterious Green Path that his mother and grandmother had followed, making them 'Goodmothers' also known as Druids of their community. His training as a Warden gives him some access to this druidic power even though he is a fighter.
  • Is part of a band of Docrae and other denizens of the Duchy of Ten who have exploited the partial collapse of the Afridhi lines as part of their stalled invasion of the Duchy from the west to try and further break the forces of the Burning Eye. Grover is in charge of a unit that strikes from the forest against the Afridhi known as Lincolnwood Poachers, named after the Lincoln Woods in western Duchy, also known as Poachers.
  • Favorite hobby? Brewing ardent spirits in the light of the moon and the pan pipes. For non-Docrae, they prefer his music to trying to drink the juniper spirits that Grover likes to make for his poachers.

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