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Rhys Griwyth - AI-generated fantasy Character

Rhys Griwyth

Dragon/wyrm · Sorcerer/Fighter (Draconic Bloodline) · Level 6 · Outlander

Rhys Griwyth

Quietly courteous and observant, Rhys is more comfortable listening to the night woods than joining a crowded table.
AC13
HP34/34
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 34 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeAppears about 30, though his true age is uncertain after years lost to wyrmhood.
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Simple weapons,
Martial weapons

Tools

None

Languages

Common,
Draconic

Features

14 features

Always on

  • Action SurgeLevel 2

    When On your turn

    Take one additional action on your turn.

  • Second WindLevel 1

    When Bonus action

    Regain 1d10 + 2 hit points.

  • Draconic AncestorLevel 1

    You can speak, read, and write Draconic. When you make a Charisma check to interact with dragons, your proficiency bonus is doubled if it applies.

  • Draconic ResilienceLevel 1

    Your hit point maximum increases by 1 per sorcerer level. While you are not wearing armor, your AC equals 13 + your Dexterity modifier.

  • MetamagicLevel 3

    Choose two Metamagic options. You can spend sorcery points to alter spells. Rhys has Twinned Spell and Subtle Spell.

  • Font of MagicLevel 2

    You have 4 sorcery points, which you regain after a long rest. You can expend sorcery points to create spell slots or convert spell slots into sorcery points.

  • Fighting Style: ArcheryLevel 1

    You gain the Archery Fighting Style, a +2 bonus to attack rolls you make with ranged weapons.

  • Ability Score ImprovementLevel 4

    Increase Charisma by 2, already included in the ability scores.

  • Ability score increasesDragon/wyrm+2 Charisma and +1 Constitution, applied to the provided base scores. Rhys's Charisma is then increased by 2 from his Sorcerer 4 Ability Score Improvement.
  • TraitDragon/wyrmMedium size and 30-foot walking speed.
  • Human guiseDragon/wyrmRhys can take the familiar human appearance described in this character's appearance. This is a narrative trait and does not change his statistics.
  • Wyrm's legacyDragon/wyrmRhys can speak, read, and write Draconic. This overlaps with the Draconic language granted by his Draconic Bloodline.
  • TraitDragon/wyrmThis Dragon/wyrm species is a campaign-specific homebrew choice. It grants no additional combat abilities beyond the listed traits.
  • WandererOutlander

    You can recall the general layout of terrain, settlements, and other features around you, and can find food and fresh water for yourself and up to five others each day, provided the land offers it.

Spells

10 spells

Spellcasting. Rhys Griwyth casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (4 slots): , ,

2nd level (3 slots): ,

Gear

13 items

Weapons

  • Light crossbow
    A simple ranged weapon he has learned to trust while rebuilding his life.
  • 2×
    Daggers
    One kept sharp, the other worn for throwing.
  • Quarterstaff
    A practical walking staff, useful on rough ground and in a fight.
  • Short sword
    An inherited short sword, its plain grip darkened from years of handling.
  • Longbow
    A longbow he has acquired during his travels. Its draw is strong, though he is still learning to make every shot count.

Gear

  • 20×
    Bolts
    Crossbow ammunition.
  • Component pouch
    A small pouch of material components.
  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Brass locket
    An old family keepsake, its brass rim polished smooth by his thumb.
  • Hunting trap
    A simple trap for catching game.
  • Token of a past hunt
    A small token from the wilderness, kept as a reminder of his years alone.
  • Traveler's clothes
    Sturdy clothes suited to long travel.
  • 20×
    Arrows
    Arrows for the longbow.

Appearance

Rhys wears the familiar human shape he remembers from childhood, with pale skin, short straight brown hair that catches copper in sunlight, and gem-green eyes. He keeps his hair carefully trimmed, almost fastidiously so, against the otherwise weather-worn look of a wanderer. A small brass locket hangs at his throat, its rim rubbed smooth where his thumb worries it. His clothes are practical and mended, and he carries a bow and an old short sword with the wary ease of someone relearning how to belong among people.

Mannerisms

He speaks gently and pauses before answering, as if checking each thought against a memory he cannot quite reach. When tense, he polishes the locket with his thumb and unconsciously tracks nearby exits.

Personality

Quietly courteous and observant, Rhys is more comfortable listening to the night woods than joining a crowded table. He tries to be gentle, but old predatory confidence sometimes surfaces when he thinks someone is trying to control him.

Ideals

A person is more than the worst shape they have taken. Rhys believes redemption is proved by protecting others when there is no reward for it.

Bonds

The brass locket from his mother is his last clear link to the family he lost. He will risk much to find his brothers, but fears they may remember him only as a threat.

Flaws

When frightened or cornered, Rhys reaches for the ruthless instincts of the wyrm he used to be. He also hides gaps in his memory rather than risk learning what he did during them.

Quirks

Counts the beats between thunder and lightning, then quietly estimates the storm's distance.
Keeps his boots pointed toward the nearest open path, even indoors.
Offers food to stray animals before he eats.
Sometimes addresses a flame as if it were a person who might answer.

Background

Rhys Griwyth was the eldest of four brothers, born outside a marriage and raised with more care than his parentage ever promised. Their family was broken apart by tragedy while they were still young. His brothers were eventually taken in by other households, while Rhys slipped away, convinced that he could make his own way. His mother had taught him the first careful habits of magic, and old stories of druids and Myrddin drew him into the lonely wilds of Britain, where he pursued powers he barely understood. The years that followed are disjointed in his memory: wandering, raiding, strange rites, and a slow descent into the shape and appetites of a great red wyrm. He remembers conquest and treasure, but not always the choices that led him there. When the rise of the Anglin nation and the ruin around it finally made his old life feel empty, he turned away from hoarding and seduction, and took up the human form he believes was once his own. Now he travels as an Outlander, learning the bow and short sword, seeking a purpose that will not turn him back into a monster. He carries his mother’s locket, hoping one day to find his brothers and meet them as Rhys, not as a dragon from their worst stories.

“Their family was broken apart by tragedy while they were still young.”
From their backstory
Background
Outlander

Connections

Species

Dragon/wyrm

Media

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