Barnaby Thistle-Down, a Owlin Paladin — D&D 5e NPC portrait
#0278

Barnaby Thistle-Down

"Old-Beak, the Ratcatcher's Paladin"

Owlin Paladin (Oath of Devotion) LN Lvl 5 Urban Bounty Hunter

Male, he/him · Venerable, 68 years

Ability Scores

STR
16
+3
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
16
+3

Combat

Armor Class
18
Breastplate + Shield
Hit Points
44
Hit Dice: 5d10
Initiative
+0
Speed
30 ft., fly 30 ft.
Proficiency
+3
Passive Perception
15

Attacks

Warhammer+61d8+3 bludgeoning (1d10+3 versatile)
Sunder-Sieve Shield Bash+61d4+3 bludgeoning

Personality

Personality

Speaks in soft, measured tones as if addressing frightened animals; always offers food before conversation; adjusts his brass-rimmed spectacles when making a point; has a habit of gently tapping his shield three times before entering any space—a ritual blessing for 'those who dwell below'

Ideal

Dignity Through Protection—Every creature, no matter how reviled, deserves the chance to live without fear of the hammer

Bond

The five wererat children he saved, now grown and running a refuge for the city's outcasts beneath the old aqueduct; he visits them every full moon with supplies and never speaks of that night

Flaw

Cannot bring himself to harm anything that reminds him of a 'pest'—rats, spiders, even monstrous versions thereof; he will take injury rather than strike them, trusting his Code even when it endangers him

Backstory

For four decades, Barnaby Thistle-Down was the name whispered in fear by every rat, spider, and crawling thing beneath the city's cobblestones. He knew every sewer junction, every rotting beam where nests hid, every poison that worked fastest. His hammer fell with the precision of a metronome—efficient, emotionless, necessary. The city paid well for clean cellars and silent nights. Then came the job in the Tanners' Quarter: a wererat infestation, three silver marks per tail. He found the nest at midnight, hammer raised, and saw not monsters but five trembling children with too-human eyes, their mother's body still warm beside them. His hammer stayed raised for an eternity of heartbeats before it clattered to the stone.

That night shattered the neat categories that had ordered his world. He smuggled the children to the temple district, left them wrapped in his coat at the steps of Ilmater's shrine, and walked into the dawn a hollow man. The priest who found him wandering at sunrise spoke of redemption through service, of oaths that could rebuild a soul brick by brick. Barnaby knelt in a cellar that day—the same cellar where he'd once slaughtered a family of kobolds—and swore the Oath of Devotion to a code of his own making: the Code of the Crawl. Every life beneath the streets, every scorned and scuttling thing, would know his protection. No more would his hammer fall on the innocent, no matter how many legs they walked upon.

Now he patrols the undercity with the grim dedication of a night watchman, his Sunder-Sieve shield catching torchlight in the dark. Street urchins know him as the old bird who shares his rations. Sewer goblins call him 'Grandfather Soft-Wing.' The city guard considers him an eccentric nuisance. He speaks little, moves with the quiet authority of someone who has seen every shadow's secret, and treats a starving dog with the same solemn dignity he once reserved for guild masters. Redemption, he has learned, smells like wet fur and mildew, and it never, ever ends.

Abilities & Actions

Sacred Weapon (Recharge after Short or Long Rest)

As an action, Barnaby can imbue his warhammer or shield with holy light for 1 minute. The weapon sheds bright light in a 20-foot radius and dim light 20 feet beyond that. He adds his Charisma modifier (+3) to attack rolls made with the weapon. Additionally, the weapon deals radiant damage instead of its normal type. This light is particularly comforting to creatures others consider vermin—rats, stray dogs, and sewer-dwellers instinctively calm in its presence.

Lay on Hands (15 HP pool per Long Rest)

Barnaby can touch a creature and restore hit points from his pool of healing power, which replenishes after a long rest. He can alternatively expend 5 hit points from the pool to cure one disease or neutralize one poison. He often uses this to heal injured strays, speaking softly: 'There now, little one. You've crawled far enough today.'

Channel Divinity: Turn the Unholy (1/Short Rest)

As an action, Barnaby presents his Sunder-Sieve shield and speaks a prayer from his Code of the Crawl. Each fiend or undead within 30 feet that can see or hear him must make a DC 14 Wisdom saving throw. On a failure, the creature is turned for 1 minute or until it takes damage. Notably, he will NOT use this against undead vermin (skeletal rats, zombie dogs) unless they are actively harming innocents, treating even the undead with his peculiar mercy.

Ratcatcher's Instinct (Passive)

Barnaby has advantage on Wisdom (Survival) checks to track creatures through urban environments, and on Intelligence (Investigation) checks to find hidden entrances, nests, or crawlspaces. Additionally, small beasts (rats, cats, birds) do not flee from him and often approach voluntarily—a remnant of his forty-year bond with the city's crawling masses, now transformed from predator's aura to protector's presence.

Sunder-Sieve Shield Bash (1/Turn)

When Barnaby hits a creature with a melee weapon attack, he can use his bonus action to make a shield bash attack with the Sunder-Sieve (+6 to hit, 1d4+3 bludgeoning damage). On a hit, if the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. The shield's silver filigree leaves a faint, glowing imprint on struck targets for 1 round, marking them as 'witnessed' by his oath.

DM Notes

Barnaby speaks like a disappointed grandfather: 'Now, I won't hear that sort of language in my tunnels, child. Sit. Eat this.' He constantly adjusts his spectacles when concerned, and taps his shield rhythmically when thinking—three soft clangs, pause, three more. When he meets aggressive monsters, he sighs deeply and says, 'Must we? I was hoping for tea.' If players harm harmless vermin in his presence, he quietly picks up the body, wraps it in cloth, and gives them a look of such profound sadness that even murder-hobos feel shame. His voice never rises, but his silence can fill a room with guilt. Players who earn his trust receive small gifts: a hand-drawn map of safe sewer routes, a jar of his homemade 'tunnel stew,' or a carved wooden rat with 'You did well' inscribed on its base. He will walk into certain death to protect a cornered goblin child, and he expects others to do the same. His deal-breaker: harm the innocent, the small, the scorned, and he will quietly, methodically, remove you from his city. His hammer has not forgotten its forty years of precision.