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Oswin Hirst - AI-generated fantasy NPC

Oswin Hirst

Barguest changeling, custom fey shapechanger · Hexwitch, custom druid and warlock multiclass · Level 5

Oswin Hirst

Sheep farmer
AC14
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Oswin's voice is a low, rough-edged speaking voice, not a polished or courtly one. The rasp comes from cold air, wool dust, and long hours calling across pasture. He speaks plainly and at a measured pace; when startled, old Norse slips into his phrasing, while a forbidden word can make his consonants sound unnaturally dry and hard.

He speaks in a grounded Yorkshire cadence shaped by farm work, with clipped words when busy and a careful, old-fashioned turn of phrase when tired. His voice carries the dry rasp of wind and wool dust. In old Norse his consonants grow precise; when forbidden tongues threaten to surface, he bites off the words and switches to plain local speech.

Speech patterns

Uses plain, practical farm language to steer a conversation away from his past.
Drops into local Anglish or old Norse when tired, startled, or speaking to animals.
Calls Mary by name when he is trying to be sincere, but falls back on household tasks when words fail him.
Avoids describing the wedding night directly and answers questions with a fragment of truth followed by a change of subject.

How to play them

Meet him in daylight and talk about the farm or William first. He is courteous and helpful when he believes someone means no harm, but becomes evasive around questions of age, ancestry, iron, or the wedding night. If confronted with evidence, he may admit that he is not wholly human before he admits what he did. He responds better to calm, specific questions than threats, and values anyone who treats William as a child rather than an omen.

Goal

Keep Mary and William safe, preserve the farm as a home rather than a hiding place, and find a way to live with his Barguest nature without making his family fear him.

Motivation

He wants an ordinary home badly enough to keep choosing its daily work, but fears that his true nature will make ordinary love impossible.

Secret · GM only

Appearance

Oswin is tall and handsome in the way of a man whose face seems caught in an earlier season of life. His straight pale-blond hair lies smooth beneath a common flat cap, while his burning blue eyes keep moving: first to the door, then the window, then the darkest space beneath a table. He stands with a shepherd's easy balance, but makes little allowance for other people in a narrow room, occupying its center as if unaware of the space he takes. His skin has the faintly cool, waxen look of someone who spends too many nights outdoors. His unexpected detail is that he keeps a tiny, neatly mended child's mitten tucked in his waistcoat, and touches it before entering church.

Clothing

Practical Yorkshire farm clothes: a well-kept flat cap, weathered wool coat, waistcoat, sturdy shirt, hard-wearing trousers, and boots marked with peat and sheep grease. He favors leather and wood fittings over iron wherever possible.

Body language

He takes up the middle of a room without seeming to notice, then angles his body so he can see every entrance. His hands are steady at work but briefly curl when iron is near. With William he crouches to meet the boy's gaze and lets the child set the pace; with Mary he often hovers just outside arm's reach, waiting for permission he has not learned how to ask for.

Height
6 feet 3 inches
Build
Tall and sturdy, with the compact strength of a man accustomed to lifting feed sacks, handling sheep, and walking rough ground.
Eyes
Bright, burning blue
Hair
Pale blond, straight
Skin
Pale, with a faintly cool, weathered cast
Age
Young adult by appearance; his true age is uncertain, and he has looked much the same for years.
Gender
Male
Size
Medium

Distinguishing features

His blue eyes catch lamplight with an unnatural, ember-like intensity.
He has retained a youthful face despite years of farm life, with no clear sign of aging.
In hound form he appears headless at first glance, with two red, saucer-like eyes burning in the darkness.
He keeps a child's mitten tucked inside his waistcoat and touches it before entering church.

Personality

16 traits and drives

Oswin is gentle with children and injured animals, yet shrewd enough to count every risk before offering help. He longs for the quiet routine of the farm but still dreams of the dales and roads of his wandering years. At ease, he is dryly funny and attentive; during uncanny seasons, he grows watchful, restless, and difficult to reach. He wants Mary to feel safe, but his habit of deciding what she can bear has helped make her afraid.

Alignment
Neutral, inclined toward kindness but willing to deceive and bargain to protect his household.

Quirks

Before entering a building, he pauses to listen for several breaths, even when the room is plainly occupied.
He turns cups so their handles point toward the nearest exit.
He counts sheep in groups of seven, then starts over if someone interrupts him.
He rubs the seam of the hidden mitten before stepping into church.
He sometimes answers a question asked of him by repeating its last three words, as though testing how they sound.

Habits

On ordinary days he checks the flock, repairs fences, and makes a point of sitting with Mary and William rather than disappearing into the hills.
As uncanny seasons approach, he sleeps badly, walks the field boundaries, and watches the windows as though expecting something to look back.
He positions himself between his family and strangers, but tries to make the gesture seem like simple household practicality.
At church he holds unnaturally still, following the exits and the congregation's hands instead of the sermon.
When someone mentions the wedding night, he becomes brisk and tries to redirect the conversation toward William or the farm.

Traits · 4

He gives patient, practical care to the vulnerable but has little patience for people who endanger his family.
He craves the steadiness of home and privately misses the freedom of his roaming days.
He can be warm and attentive one moment, then evasive and calculating when a question approaches his past.
He is devoted to Mary and William, but confuses keeping secrets from them with keeping them safe.

Flaws · 4

He mistakes silence and concealment for protection, especially where Mary is concerned.
He can be calculating when frightened, as shown by his pressure for a second consummation after the wedding night.
He avoids iron and situations that might force him to explain why.
His sharp senses and seasonal restlessness can make him controlling about doors, night travel, and who approaches William.

Fears · 4

That Mary will learn the truth and see him only as the creature who violated her trust.
That William's strange traits will draw the attention of the church or the hill-folk.
That he will outlive Mary and be left with no human reason to keep his nature in check.
That another pregnancy will end in loss.

Wants and needs · 4

He wants Mary to feel safe at home, but needs to tell her the truth and accept that she has the right to decide what comes next.
He wants William protected from gossip and supernatural attention, but needs to let his son be known as a child rather than treated as a dangerous secret.
He wants a peaceful farm life, but needs to face the seasonal forces and old history he has been avoiding.
He wants to believe that his care can repair harm, but needs to understand that tenderness does not erase betrayal.

Combat

AC 14 · HP 38 · 30 ft. (40 ft. in Barguest hound form)

Oswin avoids a fair fight. He uses entangle or fog cloud to divide enemies, then stays at range with eldritch blast while seeking cover. If someone threatens his family or corners him, he shifts into hound form to chase, bite, and break away. He reserves healing word for an ally in immediate danger and avoids using forbidden hill-folk magic unless desperate.

Oswin Hirst

Medium humanoid (barguest changeling, custom fey shapechanger), neutral, inclined toward kindness but willing to deceive and bargain to protect his household.
Armor Class14
Hit Points38
Speed30 ft. (40 ft. in Barguest hound form)
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdom
SkillsAnimal HandlingInsightPerceptionSurvivalDeception
SensesDarkvision 60 ft. in Barguest form; passive Perception 15. His hearing and smell are unusually keen, a custom trait.
Languages
Common,
Local Anglish dialect,
Old Norse,
Infernal,
A custom tongue of the hill-folk
Barguest changeling. Oswin can assume a human guise or a huge black hound. The transformation is a custom trait, not the official D&D changeling ancestry. In hound form, his equipment merges into his shape, his speed becomes 40 feet, and he gains advantage on Wisdom (Perception) checks relying on smell or hearing. His statistics otherwise remain the same.
Fey Ancestry. Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Hexwitch. A custom level 5 multiclass concept using druid and warlock magic. He is a 3rd-level druid and 2nd-level warlock, with two 2nd-level druid spell slots and two 1st-level warlock spell slots. Wisdom is his druid spellcasting ability; Charisma is his warlock spellcasting ability.
Iron aversion. Oswin recoils from worked iron. Prolonged contact with it unsettles him, but this is a roleplaying limitation, not an additional damage vulnerability.
No aging. Oswin has not visibly aged in the years Mary has known him. This is a custom supernatural trait with no combat benefit.

Spells

Druidcraft (cantrip, transmutation). A druid cantrip that creates a small magical effect tied to nature, such as a harmless sensory sign or a brief natural phenomenon.
Eldritch Blast (cantrip, evocation). A warlock cantrip that creates two beams of force. Each beam requires a ranged spell attack and deals force damage on a hit; Agonizing Blast adds his Charisma modifier to damage.
Guidance (cantrip, divination). A druid cantrip that lets Oswin coax a beast or plant to convey a simple message or perform a minor task.
Shape Water (cantrip, transmutation). A druid cantrip that manipulates a small volume of water.
Produce Flame (cantrip, conjuration). A druid cantrip that summons a small flame in his hand or ignites a flammable object.
Minor Illusion (cantrip, illusion). A druid cantrip that creates a harmless sensory effect or small natural sign.
Entangle (level 1, conjuration). A 1st-level druid spell that entangles creatures in a 20-foot square. Creatures in the area must make a Strength saving throw or become restrained; the ground is difficult terrain.
Cure Wounds (level 1, evocation). A 1st-level druid spell that restores hit points plus Oswin's Wisdom modifier to a creature he touches.
Fog Cloud (level 1, conjuration). A 1st-level druid spell that creates a cloud of fog in a 20-foot-radius sphere, heavily obscuring the area.
Thunderwave (level 1, evocation). A 1st-level druid spell that deals poison damage to creatures in a 15-foot cone, or half as much on a successful Constitution save.
Speak with Animals (level 1, divination). A 1st-level druid spell that lets Oswin speak with animals for 10 minutes.
Healing Word (level 1, evocation). A 1st-level warlock spell that restores hit points to a creature within 60 feet as a bonus action.
Hex (level 1, enchantment). A 1st-level warlock spell that curses a creature Oswin can see. He deals an extra necrotic damage when he hits the target with an attack, and gains a small benefit when it dies.
Spike Growth (level 2, transmutation). A 2nd-level druid spell that creates a twisting mass of thorny ground. Creatures in its area take piercing damage and have their movement hindered.
Wild Shape (level 2, transmutation). A 2nd-level druid spell that lets Oswin take the shape of a beast he has seen, subject to the druid's usual Wild Shape limits.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage, or 7 () if wielded with both hands.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 11 () force damage. He can fire two beams, targeting the same creature or different ones, for damage per beam. The +3 damage per beam assumes Agonizing Blast.
Barguest Shape. Oswin changes into his black hound shape or back into his human guise. In hound form he can bite: Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () piercing damage. This bite is a custom natural attack.
Hill-Folk Rebuke. Oswin speaks a brief, forbidden word and targets one creature he can see within 60 feet. The target must make a Wisdom saving throw or take psychic damage and have disadvantage on its next attack roll before the end of its next turn. Custom feature, usable once per short rest.

Reactions

Slip Into the Gloaming. When a creature Oswin can see hits him with an attack, he uses his reaction to move up to 10 feet without provoking opportunity attacks. If he ends this movement in dim light or darkness, he can attempt to hide as part of the same reaction.

Services they sell

Can arrange a place to sleep in the farmhouse or a dry shelter near the sheep pens.
Can guide travelers through the dale's pasture paths in daylight.
Can identify common local plants and offer simple herbal remedies.

Rewards they can give

A safe night's lodging and a practical introduction to the dale's shepherds.
A bundle of useful herbs from his field pouch, if he trusts the party.
A warning about dangerous hill paths and the seasons when the Barguest is most often seen.
If the party earns his confidence, a chance to help him protect William without exposing the boy to village hostility.

Equipment

  • Ash quarterstaff (weapon)A stout ash staff used for walking rough pasture and as a weapon.
  • Farm clothes (clothing)A weatherproof farmer's coat, flat cap, and leather work gloves; he avoids metal fastenings where he can.
  • Field pouch (focus and tools)A small pouch of dried herbs, twine, and scraps of marked bark used as druidic focus materials.
  • Child's mitten (keepsake)A mended child's mitten, kept close and hidden from casual view.

Possessions

A stout ash staff
A weathered flat cap
A field pouch of dried herbs and bark scraps
A child's mitten hidden inside his waistcoat
A small notebook listing the names Alice, Rose, and Edward

Background

No one in the dale can name Oswin Hirst's family, and he offers only a different vague answer whenever pressed. He says he came wandering through the northern roads years ago, tired of a roaming life and ready to keep sheep. In truth, he has traveled much longer than he admits, following seasonal disturbances in the hills and trying to outrun the Barguest nature that has always lived within him. He settled at a fine farmhouse, learned the rhythms of lambing and market day, and married Mary Pickles. On their wedding night, Oswin first tried to consummate the marriage in his human form and failed, overcome by fear and the strangeness of the closeness. He shifted into his black hound shape, a headless-seeming apparition with red, saucer-bright eyes where its head should be, and took Mary without telling her who it was. She struck the beast with iron scissors. He remembers her fear and the strange, fierce tenderness he felt afterward, but has never admitted the truth. He then pressed Mary to lie with him again, saying it would make the marriage right and ensure any child could not be traced to that night. Mary believes a rogue Barguest fathered her son. She has told her father, Thomas Pickles, but Oswin does not know. Their son, William, called Blackby by the locals, has black hair, Oswin's bright blue eyes, and unusual sensitivity to loud sounds and unpleasant sensations. Mary works with her mother, Rose Pickles, the village herbalist and midwife. Her older brother Hugh and younger brother Edmund remain part of the household's orbit. Thomas suspects Oswin's nature and plans to use that knowledge for his family's advantage, though he claims he wants to spare Mary the town's cruelty. The Hirsts have lost three children: Alice and Rose before birth, and Edward, a sickly boy with reddish eyes. Oswin keeps the children's names alive in private. He spends time with Mary and William even when the seasons make him restless, but certain nights leave him awake and pacing the pasture. In church he stands too still, and his senses are sharper than he lets on. He speaks local Anglish and old Norse, and understands the forbidden tongues of devils and hill-folk, which he forces himself not to use.

Role in the story

A kindly but deeply compromised farmer whose family life sits at the heart of a local supernatural mystery. He can be a guide, a source of dangerous secrets, or an adversary if the party threatens his household. The truth about the wedding night makes his tenderness and his deceptions inseparable, while Mary's fear and Thomas's suspicions can pull the household toward exposure or uneasy bargaining.

“He says he came wandering through the northern roads years ago, tired of a roaming life and ready to keep sheep.”
From their background
Faction
No formal faction. He belongs to the Hirst household and the working community of the dale, while remaining entangled with the unseen powers of the hills.

Known connections

Mary Hirst, his wife, who fears that a Barguest fathered William and has never been told the truth about the wedding night.
William Hirst, called Black William or Blackby, his young son. Oswin is devoted to him and fears that his unusual traits foretell a painful life.
Thomas Pickles, Mary's father, who suspects Oswin's nature and hopes to turn that knowledge into security for his family.
Rose Pickles, Mary's mother, a herbalist and midwife who has attended Mary through repeated pregnancy losses.
Hugh Pickles, Mary's older brother, whose opinion of Oswin is guarded.
Edmund Pickles, Mary's younger brother, who has heard the village's stories about the Barguest.
Alice, Rose, and Edward, the three lost Hirst children whose names Oswin privately remembers.
Major secret · GM only
Minor secrets · GM only

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