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Oswin Hirst

Barguest Changeling, custom fey-blooded humanoid · Hexwitch, a custom 5th-level druid and warlock blend · Level 5

Oswin Hirst

Sheep farmer
AC13
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice is a weathered, close-range sound, shaped by years of speaking over wind and sheep rather than crowds. It has a faint rasp of peat smoke and a careful, grounded rhythm. When he speaks Old Norse or Anglo-Saxon, the words come cleanly and confidently, as if the centuries between him and their speakers have not happened.

Oswin speaks in plain, practical sentences shaped by farm work and a long habit of listening before answering. He sometimes uses an old word for a familiar thing, then translates it without explanation. His accent carries the rounded vowels and clipped consonants of the Yorkshire dales, though archaic words emerge with unsettling ease.

Speech patterns

Uses plain farming language for difficult subjects, as if a practical description can make them safer.
Calls the dales home even when speaking of centuries-old roads and settlements.
When asked about his past, gives a true detail that neatly avoids the question.
Never speaks the forbidden tongues, even when he recognizes them, and becomes visibly tense if someone else does.

How to play them

He is helpful, measured, and generous with practical assistance. He asks after a visitor's family and offers food or shelter before discussing business. He deflects questions about his age, the wedding night, or the black hound with partial truths. If a visitor threatens his family, the warmth drops away and he gives one clear warning before acting.

Goal

Keep Mary and William safe while finding a way to tell the truth about his nature and the wedding night without turning their home into a place of fear.

Motivation

Love for his family, the wish to belong to a settled home, and a deep longing for the open dales and old roads of his youth pull him in opposing directions.

Secret · GM only

Appearance

A tall, handsome man whose face seems arrested in the easy youthfulness Mary remembers from their courtship. He stands a full six feet, with straight pale-blond hair that slips from under his flat cap and blue eyes that flare like banked coals when his nature surfaces. His skin is winter-pale, his build lean and work-hardened, with the sturdy shoulders of a man accustomed to lifting feed sacks and handling sheep. He moves economically, placing each foot as if testing uncertain ground, and gives people more room than most men do, especially near iron. He smells unmistakably of damp wool, peat smoke, and the cold animal musk of a hound; he knows it and blames the farm. Unexpectedly for a farmer, he keeps a little paper notebook of old place-names and weather signs, written in several dead tongues.

Clothing

A well-kept flat cap, homespun coat, wool waistcoat, sturdy trousers, and mud-dark boots. He favors wooden buttons and leather fastenings, quietly avoiding iron buckles and pins.

Body language

He keeps his hands low and visible, angles his body away from iron tools, and leaves a careful patch of space between himself and strangers. Around William he crouches to the boy's height and lets the child choose when to approach. When caught in a lie, Oswin rubs his thumb along the edge of his flat cap and watches the nearest doorway.

Height
6 feet
Build
Tall, lean, and sinewy from farm labor, with a handsome youthful face that has not visibly aged.
Eyes
Clear blue, with a banked-fire glow when his supernatural nature stirs.
Hair
Pale blond, straight, and usually tucked beneath a flat cap.
Skin
Pale, with a cool, winter-light cast.
Age
Appears about thirty; in truth, he was born in the early years of the Danelaw and has lived for centuries.
Gender
Male
Size
Medium in human form; Large in black hound form

Distinguishing features

Pale-blond, straight hair and a smooth, youthful face that appears not to age.
Blue eyes that seem to hold a small, steady flame when he is angry or using magic.
A persistent smell of damp wool, peat smoke, and hound musk.
Moves with careful, silent economy and instinctively gives others a little too much room.
Keeps an old weather-and-place-name notebook written in languages few living people can read.

Personality

16 traits and drives

Oswin is kind in the patient, practical way of someone who will mend a gate before discussing grief, but he is also shrewd enough to recognize when a question is a trap. With his family he is affectionate and attentive; with strangers he is courteous but watchful; under supernatural pressure his warmth can give way to an unnerving, animal stillness. He longs for the untamed roads and yet builds his days around home. He believes he is protecting Mary by hiding the wedding-night truth, though that protection is inseparable from fear and selfishness.

Alignment
Neutral, with a strong instinct to protect his household and a troubling willingness to hide the truth.

Quirks

He tests a cup's warmth against his wrist before drinking, even in summer.
He counts sheep in groups of nine, then starts over if someone interrupts.
He turns his flat cap a quarter-turn when trying to find a lie that is technically true.
He pauses at thresholds to smell the air before entering.
He writes the day's weather in his notebook using a different dead language each season.

Habits

In daylight he tends sheep, repairs fences, and makes a point of spending time with Mary and William even when the farm is quiet.
At certain seasonal thresholds he sleeps badly, checks every latch, and walks the field boundaries until dawn.
If someone is frightened, he becomes practical and gently attentive, but he often answers the fear's symptoms rather than its cause.
When anger or hunger breaks through his restraint, his stillness becomes unnaturally predatory and his blue eyes burn brighter.

Traits · 4

He offers practical help before emotional comfort, then stays nearby when the work is done.
He is gentle with William but intensely alert to anyone who mocks or frightens the boy.
He enjoys stories of old roads and distant places, then grows homesick for his own fields.
He can read people sharply but is poor at admitting when his own motives are mixed.

Flaws · 4

He hides the truth to preserve intimacy, even when the concealment destroys trust.
He is possessive about protecting his household and can mistake control for care.
He avoids iron and danger so carefully that others may be left to face threats in his place.
His nostalgia for his roving years can make ordinary domestic life feel like a life he has borrowed.

Fears · 4

That William's strange traits will mark him as a monster before he has the chance to choose what he is.
That Mary will learn the truth of the wedding night and see his love as another form of danger.
That a season-bound force from his wandering years will find his family.
That he will outlive another child or loved one and be unable to prevent it.

Wants and needs · 4

To keep Mary and William safe without continuing to deceive them.
To help William grow at his own pace without letting villagers define him as cursed.
To understand why the uncanny seasons are worsening around the farm.
To find a way to face Mary's fear of the dark without dismissing what he has done to cause it.

Combat

AC 13 · HP 38 · 30 feet; 50 feet in black hound form

Oswin would rather frighten intruders away than kill them. He opens with entangling terrain or a warning, uses Eldritch Blast to keep threats at a distance, and shifts into hound form when cornered or when a loved one is in immediate danger. He avoids iron-wielding enemies, uses cover and the farm's fences, and retreats if Mary or William can be moved to safety. He does not use his hound shape to threaten his family.

Oswin Hirst

Medium in human form; Large in black hound form humanoid (barguest changeling, custom fey-blooded humanoid), neutral, with a strong instinct to protect his household and a troubling willingness to hide the truth.
Armor Class13
Hit Points38
Speed30 feet; 50 feet in black hound form
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomConstitution
SkillsAnimal HandlingDeceptionInsightNaturePerceptionSurvival
SensesDarkvision 60 feet; keen smell. He has advantage on Wisdom (Perception) checks based on smell.
Languages
Common,
Old Norse,
Anglo-Saxon,
Several forgotten human tongues,
He recognizes certain forbidden tongues but refuses to speak them.
Barguest shapeshifting (custom): Oswin can use an action to change between his human form and a large black hound, or return to human form. His statistics remain the same except his size becomes Large, his speed becomes 50 feet, and he gains a bite attack. His clothing and equipment do not transform.
Hound's Nose. Oswin has advantage on Wisdom (Perception) checks that rely on smell.
Fey-blooded. Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Iron Aversion (custom): Direct contact with worked iron burns Oswin. While touching it, he has disadvantage on attack rolls and ability checks. He cannot willingly pass through a barrier of worked iron.
Spellcasting. Oswin is a 5th-level custom Hexwitch, a druid and warlock blend. Wisdom is his spellcasting ability (spell save , to hit with spell attacks). He has three 1st-level spell slots and two 2nd-level spell slots, regained after a short or long rest.

Spells

Druidcraft (cantrip, transmutation). A druid cantrip. Oswin creates a harmless natural effect such as a rustle, a scent, a small flame, or a brief sensory sign.
Eldritch Blast (cantrip, evocation). A warlock cantrip. Ranged spell attack, to hit, range 120 feet; force damage.
Frostbite Touch (cantrip, evocation). A druid cantrip. Melee spell attack, to hit; cold damage, and the target cannot take reactions until the start of its next turn.
Entangle (level 1, conjuration). Oswin magically entangles creatures in a 20-foot square of ground. Creatures in the area make a Strength saving throw or become restrained. The effect lasts up to 1 minute and requires concentration.
Cure Wounds (level 1, evocation). Oswin touches a creature to restore hit points.
Hex (level 1, enchantment). A creature Oswin touches must succeed on a Wisdom saving throw or be cursed for up to 1 minute. Once per turn when Oswin damages the target, he deals an extra necrotic damage. Requires concentration.
Augury (level 2, divination). Oswin asks a spirit of the land for an omen about a specific course of action within the next 30 minutes. The spirit responds with a brief feeling or image.
Barguest's Cry (level 2, illusion). A custom spell. A spectral black hound's cry carries to a point Oswin knows within 300 feet. One creature there that hears it must succeed on a Wisdom saving throw or be frightened of Oswin until the end of its next turn.
Summon Beast (level 2, conjuration). Oswin summons a beast spirit in an unoccupied space within 60 feet. It uses the beast spirit stat block from the spell and remains for up to 1 hour, requiring concentration.

Actions

Shepherd's Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 9 () necrotic damage. The target's shadow briefly stretches toward Oswin.
Black Hound's Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. Available only in black hound form. This is a custom attack, not a standard player-character feature.
Spellcasting. Oswin casts a spell from his spell list.

Reactions

Hound's Slip. When a creature Oswin can see hits him with a melee attack, he can move up to 10 feet without provoking opportunity attacks. He can use this reaction once per round.
Guard the Hearth. When a creature he can see comes within 5 feet of William or Mary, Oswin can impose disadvantage on that creature's next attack roll before the start of Oswin's next turn, provided he can see the creature.

Services they sell

Farm shelter, directions, and help with livestock or rural travel.
Can identify old tracks, seasonal signs, and some fey disturbances.
Can provide basic herbal care, but is not a trained healer.

Rewards they can give

A night's shelter and a meal at the Hirst farm, if the visitors have not threatened his family.
Knowledge of old dales paths and seasonal signs, including routes that do not appear on modern maps.
A practical herbal poultice for a minor injury.
A difficult alliance against a supernatural threat, if the party proves it will protect William.

Equipment

  • Shepherd's staff (weapon)A stout ashwood staff used for walking, herding, and defense.
  • Farm clothing (clothing)A flat cap and wool coat with leather fastenings, chosen to avoid iron.
  • Old tongue notebook (personal)A worn notebook of old roads, weather signs, and untranslated names.
  • Field kit (tools)A small pouch of salt, dried herbs, and twine for ordinary farm remedies and rites.

Possessions

A flat cap and well-made farm clothes with no iron fastenings.
A shepherd's staff.
A pocket notebook written in Old Norse, Anglo-Saxon, and older scripts.
A small leather pouch containing herbs, salt, and twine.
A wooden token carved with the outline of the dales.

Background

Oswin was born beneath the old Danelaw, the child of a local woman assaulted during a Viking raid. His mother gave him a human name and raised him among ordinary people, though the dogs barked at his cradle and he was never quite warm in winter. As a young man he roamed the old roads and learned fragments of Old Norse, Anglo-Saxon, and other tongues from travelers, graves, and things that spoke from hedgerows. He discovered his fallen, fey nature gradually, through missing nights, a hound's shadow that followed him, and seasons when the dead seemed to walk close to the living.

Role in the story

A helpful but deeply compromised ally, a source of local knowledge, and a possible focus for a family-centered folk-horror mystery. The party may uncover that Oswin is the black hound Mary fears, then must decide how to confront the truth without reducing Mary and William to props in his secret.

“His mother gave him a human name and raised him among ordinary people, though the dogs barked at his cradle and he was never quite warm in winter.”
From their background
Faction
No formal faction. He belongs to the Hirst household and is bound by old, private obligations to the uncanny inhabitants of the dales.

Known connections

Mary Hirst, his wife, whom he loves and has profoundly wronged by concealing the truth of their wedding night.
William Hirst, their young son, called Black William or Blackby by locals for his black hair and unusual slowness in speech and learning. His burning blue eyes resemble Oswin's.
Thomas Pickles, Mary's father, who suspects Oswin is not what he seems.
Hugh Pickles and Edward Pickles, Mary's brothers, who watch Oswin closely and disagree over whether he is dangerous.
Alice Pickles, Mary's elder sister, who died of fever in winter. Thomas saw a black hound around the time of her illness and connects the sightings with Oswin.
The family's single cow, a favorite of William's. The household keeps no dogs or cats.
Major secret · GM only
Minor secrets · GM only

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