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Graemar Priscillius - AI-generated fantasy Character

Graemar Priscillius

Human · Druid (Circle of the Moon) · Level 14 · Charlatan

Graemar Priscillius

Graemar is observant, courteous, and unnervingly difficult to surprise.
AC15
HP143/143
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 143 · 30 ft.
AlignmentNeutral GoodGenderMaleAge57 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields, using only nonmetallic armor and shields

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Slings,
Spears

Tools

Disguise kit,
Forgery kit,
Herbalism kit

Languages

Common,
Elvish,
Druidic

Features

24 features

Action

  • Melee Weapon Attack

    When On his turn

    Graemar makes a melee weapon attack with his club or scimitar.

  • Sling Attack

    When On his turn

    Graemar makes a ranged attack with his sling.

  • Druid Spellcasting

    When When the spell's casting time is completed

    Graemar casts a prepared druid spell using Wisdom as his spellcasting ability.

  • Thousand FormsLevel 14

    When At will

    Graemar changes his appearance as if using Alter Self without concentration.

Bonus action

  • Wild ShapeLevel 2

    When On his turn

    Graemar uses Wild Shape to assume the form of an eligible beast he has seen.

  • Combat Wild Shape Healing

    When While in Wild Shape

    Graemar expends a spell slot while in Wild Shape to regain 1d8 hit points per level of the slot.

  • Combat Wild ShapeLevel 2

    As a bonus action while in Wild Shape, Graemar can expend a spell slot to regain 1d8 hit points per level of the spell slot expended.

  • Elemental Wild ShapeLevel 10

    Graemar can use Wild Shape as a bonus action. He can also expend two uses of Wild Shape at once to transform into an elemental with a challenge rating of 5 or lower.

  • Improved Circle FormsLevel 2

    Graemar can use Wild Shape as a bonus action and can transform into stronger beasts. At 14th level, his maximum beast challenge rating is 4, excluding beasts with a flying speed.

Always on

  • SpellcastingLevel 1

    Graemar is a 14th-level full spellcaster. He uses Wisdom for his druid spells and can prepare a number of druid spells equal to his Wisdom modifier plus his druid level.

  • DruidicLevel 1

    Graemar knows Druidic, the secret language of druids. He can leave hidden messages in Druidic that other druids automatically recognize.

  • Circle of the MoonLevel 2

    Graemar gains proficiency with the disguise kit and forgery kit from his background. His druidic training also grants proficiency with the herbalism kit.

  • Beast SpellsLevel 18

    Graemar can cast many druid spells while in beast form, provided the spell has no material component with a listed cost and he can perform its verbal and somatic components.

  • Moon Circle MasteryLevel 10

    Graemar cannot cast spells while in elemental form unless a feature specifically permits it, but his Circle of the Moon transformations grant exceptional resilience and combat flexibility.

  • Ability Score ImprovementLevel 4

    Graemar gains the ability score improvements granted at 4th, 8th, and 12th level. He selected War Caster, Resilient with Constitution, and increased Dexterity by 2.

  • War CasterLevel 4

    Graemar has advantage on Constitution saving throws made to maintain concentration on a spell when he takes damage. He can perform the somatic components of spells even when holding weapons or a shield, and can cast a spell as an opportunity attack when its casting time is 1 action.

  • Resilient, ConstitutionLevel 8

    Graemar's Constitution score increased by 1, and he gained proficiency in Constitution saving throws.

  • Ability Score ImprovementLevel 12

    Graemar's Dexterity score increased by 2.

  • Ability Score IncreaseHuman+1 to all six ability scores.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Elvish.
  • TraitHumanHuman versatility provides broad aptitude across physical, mental, and social challenges.
  • False IdentityCharlatan

    Graemar has an established false identity, forged papers, disguises, and contacts who recognize his old aliases. He can create a new false identity, including documentation and supporting social details, given sufficient time and materials.

Spells

19 spells

Spellcasting. Graemar Priscillius casts with Wisdom (spell save DC 18, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , ,

2nd level (3 slots): ,

3rd level (3 slots): ,

4th level (3 slots): ,

5th level (2 slots): ,

6th level (1 slot): , ,

7th level (1 slot): ,

8th level:

Gear

16 items

Weapons

  • Club
    A wooden club capped with a smooth river stone.
  • Sling
    A sling made from braided plant fiber.
  • Scimitar
    A scimitar with a wooden hilt and a deliberately dulled metal edge, carried for ceremony and emergencies.

Armor

  • Shield
    A wooden shield painted with a faded green spiral.
  • Hide armor
    Nonmetallic hide armor reinforced with layered bark panels.
  • Wooden shield
    A wooden shield, included as the druid starting equipment choice.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, wigs, clothing pieces, and prosthetic features.
  • Forgery kit
    A forgery kit containing papers, inks, seals, and engraving tools.

Gear

  • Traveling clothes
    A set of patched traveling clothes with hidden inner pockets and false seams.
  • 20×
    Sling bullets
    A pouch containing 20 sling bullets.
  • Fine clothes
    A small set of fine clothes for impersonating a minor official.
  • Signet ring
    A signet ring belonging to one of Graemar's former identities.
  • Colored ink
    A bottle of colored ink.
  • Marked playing cards
    A weighted deck of marked playing cards.
  • Letter from an old associate
    A sealed letter from a former accomplice who no longer trusts him.

Purse

  • 15×
    Gold pieces
    A leather pouch containing 15 gp.

Appearance

Graemar is a lean, weathered human with iron-gray hair worn in a long braid and a narrow, expressive face. His clothes are practical but oddly theatrical, a patched green traveling coat worn over a neat linen shirt and a belt crowded with pouches, vials, cards, and folded scraps of parchment. The coat fits poorly at the shoulders, yet its brass buttons are polished obsessively. His voice is soft and papery in conversation, but when frightened it becomes startlingly loud and precise, as if announcing a stage performance. He breathes through his nose in slow, deliberate counts whenever he is angry or uncertain.

Mannerisms

Graemar counts his breaths in groups of four when thinking. He smooths the left cuff of his coat before telling a lie, taps twice on any wooden surface before entering a dangerous place, and speaks to animals in the overly formal tone of a courtier addressing royalty.

Personality

Graemar is observant, courteous, and unnervingly difficult to surprise. He treats conversation as a form of gardening, trimming away dangerous assumptions and planting suggestions where they will grow later. Beneath his practiced charm is a deeply compassionate man who is embarrassed by how much he cares.

Ideals

Adaptation. The living world survives by changing, and so must I. A fixed identity is only another kind of cage.

Bonds

The marshland circle that gave Graemar a second life is threatened by wealthy landowners who intend to drain the wetlands. He will risk nearly anything to preserve the marsh and repay the druids who taught him that truth can be more useful than reputation.

Flaws

Graemar assumes that every honest conversation is merely a poorly executed con. He compulsively improves other people's lies, even when silence would be wiser. When cornered, he becomes boastful and theatrical, and he has a dangerous habit of promising impossible things because he cannot bear to admit that he is afraid.

Quirks

Keeps three names for every important person, one for public use, one for private notes, and one he claims is the true name.
Refuses to step on mushrooms unless absolutely necessary.
Names every disguise after a type of bird.
Leaves tiny bundles of herbs at the doors of people he has helped.
Apologizes to plants before harvesting them.

Background

Graemar Priscillius was born in a river town where every respectable merchant had three ledgers and every dishonest one had four. As a young man, he learned to survive by selling convincing lies, counterfeit charms, and elaborate identities. His greatest performance was the persona of Master Pellen Voss, a traveling natural philosopher who claimed to cure fevers with imported powders. The powders were useless, but Graemar noticed that the marsh plants outside town were not. He began studying them in earnest after one of his clients died, and discovered that the difference between a fraud and a healer was not confidence, but whether one had taken the time to learn what was true. Years later, a desperate escape through a flooded fen brought him into the company of a druidic circle. They saw through his aliases immediately, but also recognized his patience with plants, animals, and frightened people. Graemar abandoned most of his crueler schemes and accepted instruction, eventually becoming a druid of the Circle of the Moon. He still lies readily, wears borrowed names like old coats, and carries forged papers for emergencies, but now his deceptions are turned against tyrants, poachers, and those who prey on the helpless. He believes the wild has no use for purity, only balance, adaptation, and the stubborn work of keeping something alive.

“As a young man, he learned to survive by selling convincing lies, counterfeit charms, and elaborate identities.”
From their backstory
Background
Charlatan

Connections

Species

Human

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