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Drox - AI-generated fantasy Character

Drox

Lizardfolk · Wizard (School of Evocation) · Level 4 · Sailor

Drox

Drox is intensely curious, bluntly practical, and easily distracted by unusual magical effects.
AC14
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 22 · 30 ft., swim 30 ft.
AlignmentChaotic NeutralGenderMaleAgeApproximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Draconic

Features

16 features

Bonus action

  • Hungry Jaws

    When When Drox needs temporary hit points after making a successful bite attack.

    As a bonus action, Drox can make a special bite attack. If it hits, he gains temporary hit points equal to his Constitution modifier, minimum 1. He can use this feature a number of times equal to his proficiency bonus, regaining all uses after a long rest.

  • Hungry JawsLizardfolkOnce per short or long rest, Drox can make a special bite attack as a bonus action. On a hit, he gains temporary hit points equal to his Constitution modifier, minimum 1.

Always on

  • Bite

    When When Drox makes a melee weapon attack against a creature within 5 feet.

    Drox bites with his powerful jaws. On a hit, the attack deals 1d6 plus his Strength modifier piercing damage.

  • SpellcastingLevel 1

    Drox is a 4th-level spellcaster. His spellcasting ability is Intelligence. He uses a spellbook as the repository of his wizard spells, can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level, and can cast rituals from his spellbook when those spells have the ritual tag.

  • Arcane RecoveryLevel 1

    Once per day when he finishes a short rest, Drox can choose to recover expended spell slots. The slots can have a combined level equal to 2, and no slot can be 6th level or higher.

  • Arcane Tradition: School of EvocationLevel 2

    Drox specializes in the School of Evocation. His study focuses on manipulating elemental and destructive magical energy.

  • Sculpt SpellsLevel 2

    When Drox casts an evocation spell that affects other creatures he can see, he can choose a number of them equal to 1 plus the spell's level. Chosen creatures automatically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.

  • Ability Score ImprovementLevel 4

    Drox gains an Ability Score Improvement at this level. The supplied ability scores are retained as provided, with no additional increase applied.

  • BiteLizardfolkDrox can make a natural weapon attack with his jaws, dealing 1d6 plus Strength modifier piercing damage on a hit.
  • Cunning ArtisanLizardfolkDuring a short rest, Drox can harvest bone and hide from a slain beast, construct, or dragon to create a shield, club, javelin, or 1d4 darts or blowgun needles.
  • Hold BreathLizardfolkDrox can hold his breath for up to 15 minutes.
  • Natural ArmorLizardfolkDrox's tough scales provide an AC of 13 plus his Dexterity modifier when he is not wearing armor. He cannot use this trait if he wears armor.
  • Natural TalentLizardfolkDrox has proficiency in the Survival skill.
  • SwimLizardfolkDrox has a swimming speed of 30 feet.
  • LanguagesLizardfolkDrox can speak, read, and write Common and Draconic.
  • Ship's PassageSailor

    Drox can secure free passage on sailing ships for himself and his adventuring companions in exchange for occasional work. He knows the customs and routines of ships and ports, and can find passage or employment aboard a vessel when needed.

Spells

12 spells

Spellcasting. Drox casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , ,

2nd level (3 slots): , ,

Gear

9 items

Weapons

  • Club
    A simple wooden club used by the crew for shipboard defense.
  • Quarterstaff
    A sturdy ash quarterstaff used as both an arcane focus and walking staff.

Gear

  • Spellbook
    A leather-bound spellbook containing Drox's recorded wizard spells.
  • Component Pouch
    A pouch containing the material components required for spells that do not have costly or consumed components.
  • Scholar's Pack
    A pack containing bedroll, mess kit, tinderbox, rations, waterskin, and other useful travel gear.
  • Hemp Rope
    A coil of strong hempen rope, useful aboard ships and during exploration.
  • Lucky Charm
    A small shark tooth wrapped in blue thread, kept as Drox's sailor's charm.
  • Common Clothes
    Plain, weather-stained clothing suitable for dock work and travel.

Purse

  • 15×
    Gold Pieces
    Coins saved from years of shipboard wages and salvage work.

Appearance

Drox is a powerfully built male lizardfolk with dark olive-green scales, pale yellow eyes, and a jagged scar across his left shoulder from a harpoon accident. His snout is decorated with small copper rings, and strips of faded sailcloth are tied around his arms and tail. He wears a weather-stained wizard's robe beneath a sailor's coat, with a spellbook sealed in oilskin and a polished driftwood staff topped by a chunk of blue sea glass.

Mannerisms

Drox tilts his head sharply when listening, much like a hunting reptile tracking movement. He tastes the air before entering unfamiliar rooms, taps his staff in rhythm with nearby water, and refers to weather as if it were a person with motives and moods.

Personality

Drox is intensely curious, bluntly practical, and easily distracted by unusual magical effects. He regards most social customs as inefficient rituals, but he is fascinated by stories, superstitions, and the private fears of intelligent creatures. He prefers people who are honest about their motives, even when those motives are selfish.

Ideals

Freedom. No creature should be owned by a tribe, captain, king, or destiny. The strongest currents are the ones no map can contain.

Bonds

The lost crew of the Salt-Widow are still alive somewhere, and Drox will risk almost anything to find them. He also protects his salvaged spellbook, believing it contains a final message hidden beneath the water damage.

Flaws

Drox treats danger as an interesting experiment and often forgets that other people may not share his tolerance for risk. He is suspicious of promises, sentimental displays, and anyone who claims to understand the sea. When frightened or uncertain, he becomes more calculating rather than more compassionate, and he may abandon a good plan simply because a more unpredictable one seems entertaining.

Quirks

Collects bits of sea glass and labels them by color, location, and suspected magical properties.
Sleeps with one eye open and his spellbook beneath his tail.
Names every ship he boards, even if the crew already has a name for it.
Becomes visibly excited whenever someone mentions a haunted lighthouse, cursed wreck, or unnatural storm.

Background

Drox hatched beneath the mangrove roots of a remote coastal marsh, where his tribe measured worth by survival, practical knowledge, and the ability to read the movements of tide and storm. He was fascinated by the strange patterns left in the water by fish, moons, and distant ships. When a merchant vessel foundered near his tribe's hunting grounds, Drox salvaged a waterlogged spellbook from the wreckage. The book was mostly unreadable, but its diagrams of currents, stars, and elemental forces awakened a relentless curiosity in him. He eventually joined the crew of the Salt-Widow, first as a deckhand and later as an unsettlingly effective navigator. A retired human wizard among the crew taught him the fundamentals of magic in exchange for protection from pirates. Drox learned quickly, treating spells as tools rather than art, and using arcane force to repel boarders, redirect sails, and illuminate reefs. When the Salt-Widow vanished during a storm that seemed to move against the wind, Drox left the sea to investigate the disappearance. He now travels from port to port, seeking forbidden charts, unusual magical phenomena, and any clue that might explain whether the storm was natural, magical, or something that noticed him watching.

“He was fascinated by the strange patterns left in the water by fish, moons, and distant ships.”
From their backstory
Background
Sailor

Connections

Species

Lizardfolk

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