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Grecher - AI-generated fantasy Character

Grecher

Dragonborn · Warlock (Fiend Patron) · Level 13 · Criminal

Grecher

Grecher is charming, sharp-tongued, and impossible to read for long.
AC12
HP94/94
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 94 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • HistoryINT
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves’ Tools

Languages

Common,
Draconic

Features

29 features

Always on

  • Breath Weapon

    When When he takes the Attack action, he can replace one attack.

    Grecher exhales magical acid in a 15-foot cone or 30-foot line, forcing creatures to make Dexterity saves against his breath weapon DC. He uses it more as a threat or area denial tool than a proud battlefield opener.

  • Draconic Flight

    When Bonus Action

    He manifests spectral draconic wings and gains a fly speed equal to his speed for 10 minutes.

  • Eldritch Blast Routine

    When Action

    He hurls an Eldritch Blast or other blast cantrip from extreme range, using Agonizing Blast to add his Charisma modifier to the damage roll and Repelling Blast to push targets away.

  • Devil’s Accounting

    When When he makes an ability check or saving throw

    He can use Dark One’s Own Luck to salvage a bad roll, turning a failed negotiation or desperate save into an advantage.

  • Core Warlock TraitsLevel 1

    You are proficient with light armor and simple weapons, and you use Charisma as your spellcasting ability. Your class is built around occult bargains and magical leverage rather than honest battle.

  • Pact MagicLevel 1

    You can use a pact magic system to cast Warlock spells. You know 4 cantrips, you have 12 prepared Warlock spells of 1st to 5th level, your Pact Magic slots are 3 slots of 5th level, and you regain all expended Pact Magic slots when you finish a Short Rest or Long Rest.

  • Eldritch InvocationsLevel 1

    You have 8 Eldritch Invocations. Grecher knows Agonizing Blast, Devil’s Sight, Eldritch Mind, Eldritch Spear, Mask of Many Faces, Misty Visions, Repelling Blast, and Thief of Five Fates. These invocations let him control the battlefield, deceive targets, and turn Eldritch Blast into a business tool.

  • Magical CunningLevel 2

    You can perform an esoteric rite for 1 minute to regain expended Pact Magic slots, up to half your maximum slots, rounded up. Once you use this feature, you cannot use it again until you finish a Long Rest.

  • Warlock SubclassLevel 3

    You gain the Fiend Patron subclass. Grecher treats his patron as a dangerous partner whose terms must always be negotiated.

  • Dark One’s BlessingLevel 3

    When you reduce an enemy to 0 hit points, or when someone else reduces an enemy within 10 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your Warlock level.

  • Fiend SpellsLevel 3

    Choose one of your prepared Fiend spells. You always have Burning Hands, Command, Scorching Ray, Suggestion, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Geas, and Insect Plague prepared, and they do not count against the number of spells you prepare.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Pact Magic ImprovementLevel 4

    You gain another Warlock cantrip. You have 4 cantrips total.

  • Dark One’s Own LuckLevel 6

    Once per turn when you make an ability check or saving throw, you can add 1d10 to the roll after seeing the roll but before its effects occur. You can use this feature a number of times equal to your Charisma modifier, and you regain all uses after a Long Rest.

  • Ability Score ImprovementLevel 8

    You gain another Ability Score Improvement feat or another feat for which you qualify.

  • Contact PatronLevel 9

    You always have Contact Other Plane prepared. You can cast it without expending a spell slot to contact your patron, and you automatically succeed on its saving throw. Once you use this feature, you cannot use it again until you finish a Long Rest.

  • Fiendish ResilienceLevel 10

    Choose one damage type other than Force whenever you finish a Short Rest or Long Rest. You have resistance to that damage type until you choose a different one.

  • Mystic ArcanumLevel 11

    Choose one level 6 Warlock spell as an arcanum. You can cast it once without expending a spell slot, and you regain the use after a Long Rest.

  • Mystic Arcanum ProgressionLevel 13

    Grecher’s level 6 Mystic Arcanum is Eyebite, and his level 7 Mystic Arcanum is Forcecage. Both are powerful expressions of his talent for isolation, leverage, and control.

  • Ability Score ImprovementLevel 12

    You gain another Ability Score Improvement feat or another feat for which you qualify.

  • Creature TypeDragonbornHumanoid
  • SizeDragonbornMedium
  • SpeedDragonborn30 feet
  • Draconic AncestryDragonbornAcid, copper lineage
  • TraitDragonbornBreath Weapon, 1d10 acid damage, 15-foot cone or 30-foot line, uses equal to proficiency bonus per Long Rest
  • TraitDragonbornDamage Resistance to acid
  • TraitDragonbornDarkvision 60 feet
  • TraitDragonbornDraconic Flight, gained at level 5, fly speed equal to walking speed for 10 minutes, once per Long Rest
  • Criminal NetworkCriminal

    Grecher knows how to find black-market contacts, hidden buyers, and the kinds of people who can move illicit goods without asking too many questions. In criminal circles, his name opens doors, while his reputation for honoring deals keeps those doors from slamming shut.

Spells

17 spells

Spellcasting. Grecher casts with Charisma (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , , ,

1st level: , , ,

2nd level: , , ,

3rd level: ,

4th level:

5th level (3 slots): no spells

6th level:

7th level:

Gear

7 items

Weapons

  • 2×
    Dagger
    Two blades for close work, kept more for intimidation and emergencies than honorable combat.

Tools

  • Thieves’ Tools
    His trusted lockpicking and burglary kit, always maintained and never loaned.

Gear

  • Arcane Focus, ornate token
    A subtle symbol of Grecher’s pact, fashioned to pass as a fashionable accessory while concealing arcane focus use.
  • Traveler’s Clothes
    Dark, practical clothing suited for alleyways, auctions, and disappearing into a crowd.
  • 2×
    Pouches and hidden storage
    Black-market trinkets, coded notes, folded contracts, and other items too sensitive to display openly.
  • Concealed cane
    A lacquered cane that hides a concealed blade and helps sell Grecher’s image as a polished criminal magnate.

Purse

  • 16×
    Gold Pieces
    Useful for bribery, leverage, and buying silence.

Appearance

Grecher is a medium-sized copper dragonborn with polished amber scales, a narrow snout, and a grin that looks friendly until you notice how often it calculates. He dresses like a prosperous fence, layered dark coats with hidden pockets, rings set with cloudy stones, and a lacquered cane that conceals a dagger. A cracked lucky coin hangs on a chain beneath his collar, and his horns are capped with metal bands etched in tiny infernal contract marks. He looks expensive, dangerous, and just plausible enough to pass as respectable in the right crowd.

Mannerisms

Grecher constantly angles his body toward exits, scans every room for weapons and lies, and fingers his cracked lucky coin before making a dangerous offer. He smiles while bargaining, speaks softly when threatening someone, and laughs a little too easily when a conversation turns tense. He also pauses mid-sentence as if listening to an invisible accountant in his head, then resumes with the exact wording that benefits him most.

Personality

Grecher is charming, sharp-tongued, and impossible to read for long. He acts like every conversation is a negotiation and every friendship is a contract waiting to be drafted, but he is genuinely funny and often uses humor to lower defenses. He values etiquette among criminals, keeps his word when he gives it, and takes betrayal personally. Under the polished menace is a man who is always measuring risk, always stockpiling leverage, and always trying to make sure nobody can ever put him at their mercy again.

Ideals

Power is safety. Grecher believes that weakness invites exploitation, so he builds influence, wealth, and forbidden magic into a private fortress against the world. He values reputation, contracts, knowledge, loyalty from the few he trusts, and freedom from anyone’s absolute control, including his patron’s. To him, a promise kept is not virtue, it is infrastructure. His deepest ideal is simple, never be powerless again.

Bonds

The Ember Grove is his home, the black-market labyrinth where he first became someone people feared and respected. He protects the smugglers, thieves, and enforcers who helped him rise, especially the few who stayed loyal when he was weak and poor. His cracked lucky coin is more than a keepsake, it is proof that he survived his beginnings and can still win against impossible odds.

Flaws

Grecher’s hunger for leverage has no natural stopping point. Even after winning a deal, he wants more coin, more secrets, more insurance, more control. He trusts no one completely, and his suspicion can poison alliances that were actually safe. He speaks in transactional terms even when emotion would serve him better, and he enjoys pressing on people’s fears just to see what breaks. When a plan fails, he adapts mentally, but emotionally he sulks, sharpens, and remembers every embarrassment. He is smug when cornered, which makes him look braver than he feels, and he secretly fears that if he ever stopped chasing power, he would find nothing underneath it.

Quirks

He never sits with his back to a door.
He counts visible weapons before he counts faces.
He rubs his cracked lucky coin whenever he is about to make a dangerous bargain.
He keeps a private ledger of favors, debts, and humiliations.
He compliments people while quietly deciding how to outmaneuver them.

Background

Grecher was not born Grecher. He began life as a small, overlooked kobold in the maze of tunnels that fed the black market known as the Ember Grove, where larger folk stepped over the weak and called it commerce. He learned early that a smile could buy more time than a blade, that jokes made predators careless, and that the only safe treasure was information. He watched smugglers, cutpurses, and fence kings trade in secrets like coin, and he decided that if the world only respected power, then he would become impossible to ignore. His rise began with a string of risky bargains, stolen ledgers, and one cracked coin he swore brought him luck. The coin turned from charm to oath when he used it to seal a pact with a patron he still describes like a business partner instead of a god. That relationship gave him power, but never obedience. Grecher treats every supernatural gift like leverage, every favor like an invoice, and every terrible secret like inventory. He sells cursed relics, monster teeth, forbidden scrolls, and impossible curiosities to priests, nobles, and gang bosses alike, then walks away before the consequence arrives. Now, after years in the shadows, he performs a different kind of alchemy. He turns fear into trust, trust into debts, and debts into influence. He keeps contracts, punishes public disrespect, and never forgets an insult or unpaid tab. The dragonborn body is part disguise, part challenge, because Grecher knows he was once easy to dismiss and has built his whole life around making that impossible. Beneath the swagger, he still protects the few who helped him climb, and he would burn down half a district before letting someone he truly trusts be betrayed.

“He learned early that a smile could buy more time than a blade, that jokes made predators careless, and that the only safe treasure was information.”
From their backstory
Background
Criminal

Connections

Species

Dragonborn

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