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Tecalco - AI-generated fantasy Character

Tecalco

Lizardfolk · Druid · Level 1 · Criminal

Tecalco

Patient, practical, and hard to startle, Tecalco prefers watching a situation unfold before choosing a side.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft., swim 30 ft.
AlignmentTrue NeutralGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • InsightWIS
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons

Tools

Thieves' Tools

Languages

Common,
Draconic,
Druidic

Features

12 features

Bonus action

  • Hungry JawsLizardfolkAs a bonus action, you can make a special bite attack. If it hits, it deals its normal damage and grants temporary hit points equal to your Constitution modifier, minimum 1. You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Always on

  • DruidicLevel 1

    Knows Druidic, a secret language used by druids to leave hidden messages. Also always has Speak with Animals prepared.

  • Primal Order: MagicianLevel 1

    Magician: Knows one additional Druid cantrip. Adds his Wisdom modifier, minimum +1, to Intelligence (Nature) checks.

  • SpellcastingLevel 1

    Can cast Druid spells using Wisdom. Knows two Druid cantrips, plus one additional cantrip from Primal Order: Magician. Prepares four level 1 Druid spells after a Long Rest. Uses a Druidic Focus as a spellcasting focus.

  • Creature TypeLizardfolkHumanoid.
  • SizeLizardfolkMedium.
  • SpeedLizardfolk30 feet, with a swimming speed of 30 feet.
  • BiteLizardfolkYour fanged maw is a natural weapon that can make unarmed strikes, dealing 1d6 + Strength modifier piercing damage on a hit.
  • Hold BreathLizardfolkYou can hold your breath for up to 15 minutes at a time.
  • Natural ArmorLizardfolkWhen not wearing armor, your AC is 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • Nature's IntuitionLizardfolkYou gain proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival. Tecalco chooses Nature and Survival.
  • AlertCriminal

    Alert Origin Feat: Tecalco adds his Proficiency Bonus to Initiative rolls. When he rolls Initiative, he can immediately swap his Initiative with a willing ally in the same combat. Criminal training grants proficiency with Sleight of Hand, Stealth, and Thieves' Tools.

Spells

8 spells

Spellcasting. Tecalco casts with Wisdom (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , ,

Gear

8 items

Weapons

  • Quarterstaff
    A simple wooden staff suitable for walking and defense.

Armor

  • Shield
    A plain wooden shield, worn smooth by damp weather.

Tools

  • Thieves' Tools
    A small set of tools for picking locks and disarming simple traps.

Gear

  • Druidic focus
    A knotted wooden focus wrapped in river grass.
  • Explorer's Pack
    A sturdy pack containing basic travel provisions and supplies.
  • Dark common clothes
    Dark, weathered clothing with a hood.
  • Crowbar
    A heavy iron bar useful for prying doors and crates.

Purse

  • Pouch with 15 gp
    A pouch containing starting coin.

Appearance

Tecalco is a broad-shouldered lizardfolk with dark olive scales dulled by years of river silt and sun. Pale mineral deposits trace the creases around his claws, and his hide smells faintly of wet reeds. He stands very still, taking up more room than he seems to notice, while his amber eyes track every movement around him.

Mannerisms

He angles his head as if listening for water beneath the floor. Before answering a question, he often wets one claw and draws a small line through dust or soil.

Personality

Patient, practical, and hard to startle, Tecalco prefers watching a situation unfold before choosing a side. He has little interest in status, but remembers every favor and slight with unnerving precision. He is unexpectedly gentle with small animals and impatient with people who waste food or water.

Ideals

Balance. A river cannot be ordered to flow straight, and no law is sacred merely because it is written. Take only what the land and the moment can bear.

Bonds

He keeps a pouch of marsh seeds from the settlement he wronged, and means to return them to a restored wetland. He still quietly watches for word of the boat crew he left behind.

Flaws

He treats promises as negotiable when circumstances change, then convinces himself that the change was obvious to everyone. When frightened, he can become so still and watchful that allies mistake his silence for indifference.

Quirks

Keeps seeds sorted by size in separate folds of his clothing.
Taps a surface twice before sitting, as if testing whether it is stable.
Quietly corrects people who call every marsh plant a reed.

Background

Tecalco grew up along a slow, reed-choked river where flood seasons swallowed paths and returned them changed. He learned to read water, mud, and animal tracks before he learned the names outsiders gave to things. When a trading post rose nearby, he found work guiding boats through hidden channels, then began guiding other cargo through them too, past tolls and watchmen. He never thought of himself as cruel or daring. A route was open, a bargain was offered, and he took what the moment allowed. A smuggling run went wrong when his crew diverted a shipment of medicinal roots from a marsh settlement already suffering through a dry season. Tecalco abandoned the cargo and led the angry villagers to a spring his people had kept secret. He left the criminal crew soon after, carrying a small bundle of seeds and a debt he could not measure in coin. A wandering druid taught him the old signs of the living world, and Tecalco took to the lessons as naturally as he had taken to rivercraft. He now travels as a druid and occasional thief, trying to keep waterways healthy, repay what he can, and decide whether a rule deserves obedience before he breaks it.

“He learned to read water, mud, and animal tracks before he learned the names outsiders gave to things.”
From their backstory
Background
Criminal

Connections

Species

Lizardfolk

Media

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