Friar Tuck
Friar Tuck is a companion to Robin of Loxley and one of the Merry Men.
- Gender – Male
- Race – Human
- Occupation –
- Religion –
- Allies –
- Enemies –
- Abode/ Base of operations – Sherwood Forest, Nottinghamshire
- Nationality – English
- Languages – English, Thieves’ Cant
- Alignment –
- Affiliation (s) – Kingdom of England
- Significant others –
He was a former monk of Fountains Abbey who was expelled by his order because of his lack of respect for authority. Because of this, and in spite of his taste for good food and wine, he becomes the chaplain of Robin’s band. After he is specifically sought out to help Alan-a-Dale: Robin has need of a priest who will marry Allan to his sweetheart in defiance of the bishop.
In his first encounter with Robin results in a battle of wits in which first one and then the other gains the upper hand and forces the other to carry him across a river. This ends in the Friar tossing Robin into the river.
He is an intelligent man, rarely engaging in combat, and rather using his wily skills in negotiation together with a sound knowledge of religious law, to reach his goals.
D&D 5E Friar Tuck
While the statistics for this article are definitely for the version of Friar Tuck most of us are familiar with, he’s not actually always been a big jovial drunkard—sometimes he’s a temperamental, strongman archer and swordsman. Most of the time though we’re looking at a portly fellow with a love for food and drink, and typically his introduction to Robin Hood is part of a battle of wits (which he loses, having to carry the legendary highwayman on his back across a river and dropping Robin Hood along the way).
Notably, Friar Tuck was an important part of the May Games festivals between the 1400s and 1600s in England and Scotland, often featured in plays like Robin Hood and the Curtal Friar. Curiously during the reign of Richard the Lion-Hearted, which has become associated with Robin Hood, there were few if any friars in England so either the stories started later or Friar Tuck was added in later. In any case, Friar Tuck was once a monk in the Fountains Abbey or St. Mary’s Abbey in York until he was exiled for failing to respect his betters, leading him to join the Merry Men as their chaplain.
Friar Tuck
Medium humanoid (human), chaotic good rogue (thief) 5/ fighter (brute) 4
Armor Class 14 (padded)
Hit Points 62 (5d8+4d10+18)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 16 (+3) | 14 (+2) | 13 (+1) | 12 (+1) | 12 (+1) |
Saving Throws Dex +7, Int +5
Skills Athletics +7, Insight +5, Perception +5, Persuasion +9, Religion +9, Stealth +7
Senses passive Perception 15
Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)
Background: Acolyte. As an acolyte, Friar Tuck commands the respect of those who share his faith, and he can perform the religious ceremonies of his deity. Friar Tuck and his adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of his faith, though he must provide any material components needed for spells. Those who share Friar Tuck’s religion will support him (but only him) at a modest lifestyle.
Action Surge (1/Short Rest). Once on his turn, Friar Tuck can take an additional action on top of his regular action and a possible bonus action.
Cunning Action (1/Turn). Friar Tuck can use a bonus action to take the Dash, Disengage, Hide, Use Object action, to make a Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.
Fighting Style: Unarmed. After successfully grappling a creature, Friar Tuck can deal 1d4 bludgeoning damage to it. Whenever he hits a creature he is grappling with a melee attack he deals an extra 1d4 bludgeoning damage.
Second-Story Work. Climbing does not cost Friar Tuck extra movement. When he makes a running jump, the distance he covers increases by 3 feet.
Second Wind (1/Short Rest). On his turn, Friar Tuck can use a bonus action to regain 1d10+4 hit points.
Sneak Attack (1/Turn, 3d6). Friar Tuck can deal an extra 3d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Friar Tuck doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of if, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
ACTIONS
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6+1d4+3) bludgeoning damage, or 10 (1d8+1d4+3) bludgeoning damage if wielded with two hands.
Unarmed. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6+1d4+3) bludgeoning damage, or 10 (1d8+1d4+3) bludgeoning damage if striking two-handed.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4+3) piercing damage.
REACTIONS
Uncanny Dodge. When an attacker that Friar Tuck can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Friar Tuck Pathfinder
Name Friar Tuck
Human CR 7
XP 3200
Cleric level 4 (skill points 16) Cleric (Domains Good and Community) Fighter level 6 (skill points 24) Heavy Foot (Fighter )
Medium Humanoid
Init +1; Senses ; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +4 armor, +1 feats)
hp 78 (0d8+4d8+6d10+20+4);
Fort +11, Ref +4, Will +7
OFFENSE
Speed 30ft.
Melee Longsword +13/+8 (1d8+6/19-20)
Ranged Longbow +10/+5 (1d8 X3) range 100
Space 5 ft.; Reach 5 ft.
Special Attacks
Channel Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + CHA mod, number of d6 = 2
Weapon Training become proficient in a weapon group 1
Spells Known:
Cleric Spells: CL 4 Concentration 5
Level 0 (4) DC 11: Detect Magic, Detect Poison, Guidance, Purify Food and Drink, ;
Level 1 (5) DC 12: Ant Haul, Bless, Detect Evil, Remove Fear, Sanctuary, ;
Level 2 (3) DC 13: Aid, Cure Moderate Wounds, Find Traps,
STATISTICS
Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 8
Base Atk +9; CMB +12; CMD 24
Feats Dodge, Improved Bull Rush, Power Attack, Weapon Specialization, Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Cleave, Combat Casting, Extra Channel, Martial Weapon Proficiency, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Throw Anything, Tower Shield Proficiency, Weapon Focus
Skills Appraise +1, Climb +15, Diplomacy +5, Handle Animal -1, Heal +7, Intimidate +11, Know Arcana +7, Know Arch & Eng +6, Know Dungeon +5, Know History +1, Know Local +1, Know Nobility +1, Know Religion +6, Know the Planes +1, Linguistics +5, Perception +2, Ride +1, Sense Motive +6, Spellcraft +5, Survival +5, Swim +5
Languages Common
SQ Armor Training 1, Aura, Bravery 2, Calming Touch -1 (Sp), Touch of Good (Sp) 2
Gear Chain Shirt armor, Longsword, Longbow
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard