Count of St. Germain (Comte de Saint Germain)
“Unravel the Timeless Mystery of the Count of St. Germain: Immortal Alchemist, Courtier Extraordinaire, or Master of Intrigue?”
One evening, Count of St. Germain was telling a story in which, as usual, he had played the principal part, but not remembering well all the details, he turned towards his valet de chambre: “Am I not right, Roger?” he asked the latter. “Monsieur le Comte forgets that I have only been five hundred years with him, so I could not have been present at that adventure; it must have been my predecessor.”
- Alias – Count of St. Germain, Comte de Saint Germain
- Gender – Male
- Race – Human (with mysterious qualities)
- Occupation – Courtier, Diplomat, Alchemist
- Religion – Unknown, mystical leanings
- Allies – Nobility and influential figures across European courts
- Enemies – Those threatened by his mysterious influence
- Abode/Base of Operations – Transient, often seen in various European courts and salons
- Nationality – Ambiguous, associated with multiple European countries,
- Languages – Multilingual, fluent in several European languages, English, French, Italian, Polish, Portuguese, Spanish and others
- Alignment – Neutral
- Affiliation(s) – Allegedly associated with secret societies and alchemical circles
- Significant Others – His personal life remains veiled, and any romantic involvement is a subject of speculation and mystery.
The Count of St. Germain, a captivating enigma shrouded in the mists of time, is a figure of unparalleled intrigue. Possessing an air of timeless elegance, he navigates the courts of Europe with an effortless charm and a mysterious aura. In his every gesture and utterance, there lies a hint of unfathomable knowledge and a wisdom that transcends eras.
As a character, Count of St. Germain is elusive, often veiling his true intentions behind a facade of polite conversation and refined manners. Fear seems foreign to him, as if the passage of centuries has rendered him immune to the mortal concerns that grip others. His pursuits are those of an alchemist, seeking the elixir of life or the philosopher’s stone, driven by an insatiable curiosity and a desire to unlock the secrets of existence.
In the tapestry of his existence, the Count of St. Germain weaves a narrative that spans royal courts, alchemical laboratories, and secret societies. Whether it be sharing wisdom with monarchs or delving into the esoteric arts, his motivations remain veiled. What compels him to traverse the corridors of power and mystery, and what lofty goals does he harbor in the recesses of his timeless soul?
The Count of St. Germain, a figure both revered and questioned, continues his enigmatic journey through the pages of history, leaving behind whispers of his presence and an eternal quest for the elixir that might render him immortal in the annals of time.
Comte de Saint Germain
Comte de Saint Germain 5e
Comte de Saint Germain
Medium humanoid (human), neutral
- Armor Class 15 (natural armor)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 16 (+3) | 20 (+5) | 18 (+4) | 20 (+5) |
- Skills Deception +10, Insight +8, Persuasion +10
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Passive Perception 14
- Languages Multilingual, fluent in several European languages, English, French, Italian, Polish, Portuguese, Spanish and others
- Challenge 10 (5,900 XP)
Evasion. If the Count of St. Germain is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and half damage on a failure.
*Innate Spellcasting. The Count of St. Germain’s spellcasting ability is Intelligence (spell save DC 18). He can innately cast the following spells, requiring no material components:
- At will: Mage Hand, Prestidigitation, Detect Magic
- 3/day each: Invisibility, Misty Step
- 1/day each: Counterspell, Dimension Door, Greater Invisibility
*Charm Person (Recharge 5-6). The Count of St. Germain targets one humanoid he can see within 30 feet of him. If the target can see and hear the Count of St. Germain, it must succeed on a DC 18 Wisdom saving throw or be charmed by him for 1 hour.
*Ethereal Step. As a bonus action, the Comte can magically step into the Ethereal Plane until the start of his next turn or until he’s incapacitated. He retains his ability to see in both planes.
Actions
*Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
*Cantrip: Mystic Elixir. The Count of St. Germain creates a mystical elixir, restoring 2d6 + 3 hit points to himself or a willing creature he touches.
Reactions
*Uncanny Dodge. When an attacker that the Count of St. Germain can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
*Counterspell. The Comte uses his reaction to interrupt a creature in the process of casting a spell. The creature must make a DC 18 spellcasting ability check to succeed.
Lair Actions
On initiative count 20 (losing initiative ties), the Count of St. Germain can take a lair action to cause one of the following magical effects:
- The Count of St. Germain casts Silent Image to create an illusion within the lair.
- The Count of St. Germain casts Darkness in a 20-foot radius, heavily obscuring the area.
- The Count of St. Germain taps into ancient knowledge, allowing him to cast Legend Lore on a chosen subject within the lair.
Equipment
- Rapier – An ornate, finely crafted rapier adorned with mysterious symbols.
- Noble Attire – Elegant clothing suitable for high society events.
- Amulet of Invisibility – Allows the Comte to turn invisible as per the Invisibility spell once per day.
Legendary Actions
The Count of St. Germain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Comte regains spent legendary actions at the start of his turn.
*Move. The Count of St. Germain moves up to half his speed without provoking opportunity attacks.
*Cantrip: Arcane Flourish (Costs 2 Actions). The Count of St. Germain casts Minor Illusion to create a brief, mesmerizing visual display.
*Parry (Costs 2 Actions). The Count of St. Germain adds 3 to his AC against one melee attack that would hit him. To do so, the Comte must see the attacker and be wielding a melee weapon.
D&D 5E Comte de Saint Germain
We are talking about a master charlatan. He claims a vast litany of sometimes absurd things such as being 500 years old, that he could melt and combine diamonds, and magical powers like levitation, telepathy, and teleportation.
Also known as Chevalier Schoening, Comte Bellamarre, Comte Soltikoff, Count Weldon, Graf Tzarogy, the Marquis de Betmar, the Marquis de Montferrat, and Prinz Ragoczy, trying to pin down when or where the Comte de Saint Germain was born is a pointless exercise.
This man is not centuries old and based on historical research his birth year is either 1691 or decades later in 1712, though the date and locale of his death are not in question: the 27th of February in 1784 (a leap year, of course) in Altona, Schleswig (the part of it that’s in modern day Germany).
Who was he born to and what was his name? Prince Charles of Hesse-Kassel hosted Saint Germain for the final 5 years of the man’s life and claims to have been personally told his real identity: the 88 year old son of Prince Francis II Rákóczi of Transylvania. Rákóczi’s eldest son died at 4 years of age and it wasn’t uncommon for nobility to perform these kinds of mortal ruses as a way to protect their children (secreting them away to somewhere far away to be schooled and raised under the cover of a false death).
Regardless of where he originated, Saint Germain was a wealthy and well educated fellow—purportedly in Italy by Gian Gastone, the last of the Medicis, and at the University of Siena.
Again though it should be noted that this man was constantly obfuscating his origins and real name, so it’s likely there were lies about his education too.
This confusing list of attributions include being an Alsatian Jew from Stasbourg named Simon Wolff, the Spanish Jesuit Aymar, the Marquis de Betmar from Portugal, the son of a tax-collector and Italian princess born in San Germano, a Pole, that he married into fortune in Mexico, a fiddler, a spy (true, Louis XV used him as a diplomat), and rich (also true, though by what means none were sure).
Probably the best thing about this man is that by most accounts people knew that he was a bold-faced liar, but liked him anyway. Saint Germain was also an avowed friend of royalty, obtaining vast amounts of funds for things like new processes for dying and other quasi-scientific ventures.
Saint Germain was a proper musician too—6 sonatas for duo violins with a bass for harpsichord or violoncello, 7 solos for solo violin, 4 English songs, and 34 Italian arias are attributed to him—and authored La Très Sainte Trinosophie and the untitled Triangular Manuscript. The former is dubiously credited to him, while the latter only finally published 7 years ago and details magical rituals.
That starts off an incredible rabbit hole we aren’t going down here, but it involves him still being alive and also having been the following people throughout history: a high priest of Atlantis, Hesiod, Plato, Merlin, Christopher Columbus, and Francis Bacon.
Comte de Saint Germain
Medium humanoid (human), chaotic neutral bard (eloquence) 6/artificer (alchemist) 10
Armor Class 15 (improved defense padded)
Hit Points 88 (16d8+16)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
9 (–1) | 14 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | 20 (+5) |
Saving Throws Dex +7, Cha +10; Proficiency +5
Skills Deception +15, Insight +10, Nature +13, Persuasion +15, Sleight of Hand +7
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages English, French, Italian, Polish, Portuguese, Spanish
Challenge 9 (5,000 XP)
Background: Charlatan (Fake Documents). Count of St. Germain has the papers, clothing, and contacts required to justify an entirely different identity. When Saint Germain has access to an official document or example of a creature’s handwriting, he can make forgeries of similar papers (whether personal or official).
Attuned. Count of St. Germain is able to attune to one additional magic item (4 in total). In addition, it takes him a quarter of the normal time and half as much gold to common and uncommon magic items.
Bardic Inspiration 1d8 (5/Short Rest). As a bonus action on his turn, Saint Germain can choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. A creature regains a Bardic Inspiration die gained from Saint Germain after it uses an Bardic Inspiration die from him on a failed ability check, attack roll, or saving throw.
Brew Good Health (3/Long Rest). As long as Count of St. Germain has alchemist’s supplies to use as his spellcasting focus, he can cast lesser restoration without expending a spell slot or having the spell prepared.
Brewing Genius. Count of St. Germain’s spells are more powerful when he uses alchemist’s supplies as his spellcasting focus, either healing 3 extra hit points (if a healing spell) or dealing 3 extra damage (if it is a spell that deals acid, fire, necrotic, or poison damage).
Countercharm. Count of St. Germain can use an action to start a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet of him have advantage on saving throws against being frightened or charmed. A creature must be able to hear Saint Germain to gain this benefit. The performance ends early if he is incapacitated or silenced or if Saint Germain voluntarily ends it (no action required).
Feat: Diplomatic. Saint Germain can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as Saint Germain remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. Saint Germain automatically fails on the check if he or his companions are fighting the target.
Feat: Master of Intrigue. Saint Germain can use an action to fool one humanoid he can see within 30 feet of him. The target must be able to hear him make a Charisma (Deception) check contested by its Wisdom (Insight) check. On a success, the target is fooled until the end of Saint Germain’s next turn or until he attempts to fool a different target. Saint Germain doesn’t provoke opportunity attacks from movement around a fooled target and he has advantage when attacking a fooled target. On a failure, Saint Germain can’t fool the target for 1 hour.
Imbued Items. At the end of a long rest Saint Germain can touch up to 4 nonmagical objects, turning them into magical objects containing one of the following abilities. If it requires attunement, Saint Germain is automatically attuned to it unless he decides otherwise. The object retains this ability indefinitely or for 5 days following his death. When Saint Germain imbues a fourth item, the effect ends on the oldest use of this feature.
- Armor Protectives: A creature gains resistance to a type of damage (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) while wearing this armor.
- Improved Defense: A creature’s AC increases by 2 while wearing this item.
- Mechanical Enchantment: The item duplicates the effects of a periapt of wound closure.
- Mechanical Enchantment: The item duplicates the effects of goggles of night.
- Mechanical Enchantment: The item duplicates the effects of a ring of mind shielding.
- Mechanical Enchantment: The item duplicates the effects of a medallion of thoughts.
- Mechanical Enchantment: The item duplicates the effects of a wand of secrets.
- Teleporting Shoes. While wearing these shoes, a creature can use a bonus action to teleport up to 15 feet to an unoccupied space it has already been in on its turn.
Incisive Doubt. Saint Germain can use a bonus action to expend one use of his Bardic Inspiration and choose a creature within 60 feet that he can see. The next saving throw the creature makes before the start of Saint Germain’s next turn is reduced by an amount equal to the roll of his Bardic Inspiration die.
Jack of All Trades. Saint Germain adds +2 to any ability check he makes that doesn’t already include his proficiency bonus.
Minor Inventions. Saint Germain can use an action to touch a nonmagical object, working on it with his tinker’s tools or other artisan’s tools. It gains one of the following properties until he spends an action touching it to end the effect:
- It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- It stores a spoken message up to 6 seconds long. Whenever a creature manipulates the object, it emits the spoken message loud enough for creatures as far as 10 feet away to hear it.
- It continuously discharges a scent or plays a nonverbal sound loud enough for creatures as far as 10 feet away to hear it.
- It displays a visual effect on one surface (as many as 25 words, simple illustrations, or a mixture of both).
Saint Germain can affect up to 3 objects at the same time, ending the effect on the oldest use of this feature when he exceeds his maximum.
Mystery Potion. When Saint Germain finishes a long rest, as long as he has alchemist supplies he can touch up to two empty flasks to create Mystery Potions. He can only have a maximum of two Mystery Potions made in this way at a time. He can make additional Mystery Potions by using an action and expending a spell slot of 1st level or higher. When a creature uses an action to drink a Mystery Potion or administer it to an incapacitated creature, it gains 10 (2d6+3) temporary hit points and a random effect determined by rolling 1d6:
- 1: Healing. Creature regains 8 (2d4+3) hit points.
- 2: Quickness. For the next hour, the creature’s walking speed increases by 10 feet.
- 3: Hardiness. The creature’s AC increases by +1 for 10 minutes.
- 4: Bravery. For the next minute, the creature gains a +1d4 bonus to attack rolls and saving throws.
- 5: Soar. For the next 10 minutes, the creature gains a flying speed of 10 feet.
- 6: Morph. For the next 10 minutes, the creature is targeted by the alter self spell (transforming as it desires).
Never Without A Toolbox. With 1 hour of uninterrupted work and using tinker’s tools, Saint Germain can craft a set of artisan’s tools in an unoccupied space within 5 feet. He may do so during a short or long rest. Saint Germain can only have a single set of artisan’s tools crafted using this feature at a time.
Smoothtalker. Saint Germain treats d20 rolls of 9 or lower as a 10 when making Charisma (Deception) and Charisma (Persuasion) checks.
Song of Rest. After a short rest, Saint Germain or any friendly creatures who can hear his performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
Spellcasting. Saint Germain is an 11th level spellcaster that uses Intelligence as his artificer spellcasting ability (spell save DC 16; +8 to hit with spell attacks) and Charisma as his bard spellcasting ability (spell save DC 18; +10 to hit with spell attacks). He requires a set of tools he’s proficient with or an imbued item to cast artificer spells. Saint Germain has the following spells prepared from the artificer’s spell list and knows the following spells from the bard* spell list:
- Cantrips: dancing lights, mage hand, minor illusion*, prestidigitation*, shocking grasp, vicious mockery*
- 1st-level (4 slots): cure wounds, disguise self, feather fall*, healing word, hideous laughter*, identify, knock*, ray of sickness, thunderwave*
- 2nd-level (3 slots): acid arrow, enhance ability*, flaming sphere, levitate, rope trick, shatter*, suggestion*
- 3rd-level (3 slots): blink, clairvoyance*, gaseous form, mass healing word, speak with dead*, protection from energy, revivify
- 4th-level (3 slots): —
- 5th-level (2 slots): —
- 6th-level (1 slot): —
Superlative Diplomacy. Saint Germain can use a bonus action and expend one use of Bardic Inspiration, rolling it and choosing a number of creatures equal to the result that are within 60 feet and able to see him. These creatures can understand Saint Germain regardless of what language he speaks (even if a target knows no languages), and he has advantage on Charisma checks made against them. After 10 minutes, this effect ends.
Tool Mastery. When Saint Germain makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +10).
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 7 (1d10+2) piercing damage.
REACTIONS
Brilliant Suggestion (3/Long Rest). Saint Germain can use his reaction when he or another creature he can see within 30 feet makes an ability check or saving throw, gaining a +3 bonus.
Currently in the World
In the dimly lit salon, the Count of St. Germain stands with an air of refined elegance, his presence drawing whispers and intrigued glances. Clad in a tailored coat of deep velvet, a rich shade that shimmers mysteriously in the candlelight, he exudes an aura of timeless sophistication. The fabric is adorned with intricate patterns, suggesting an otherworldly craftsmanship that captivates the onlookers.
His attire, a harmonious blend of dark blues and purples, seems to change hues subtly, mirroring the enigmatic nature that surrounds him. Silver threads delicately trace the contours of his cuffs and collar, catching the light in a mesmerizing dance. A jeweled brooch, a piece of exquisite craftsmanship, clasps his cravat – an opulent detail that hints at a life immersed in luxury.
The Count of St. Germain’s eyes, a deep and piercing shade, seem to hold the wisdom of ages. His features, chiseled yet softened by an ethereal quality, remain perpetually ageless. Long, well-kept locks of chestnut hair cascade gracefully, framing a face that bears the imprints of countless experiences. A subtle smile plays upon his lips, revealing a depth of knowledge that extends beyond the immediate surroundings.
Amidst the opulent surroundings of the salon, adorned with gilded furniture and velvet drapes, the Count engages in polite conversation with nobility and scholars. His gestures are measured, his words carefully chosen, weaving a tapestry of eloquence and charm. The ambiance is one of intrigue and intellectual exchange, the air thick with the scent of perfumed candles.
As the Count of St. Germain navigates the gathering, there’s a glint in his eyes that hints at a subtle amusement, as if he holds a secret known only to him. His mood appears composed, yet beneath the surface, there lingers an air of mystery, leaving those in his presence captivated and yearning to unravel the enigma that is the Count of St. Germain.
Historically
One of the most enigmatic and interesting figures in the world. No one knows who made him, or where he came from, just that he has traveled extensively and captured the imagination of the nobility and intelligencia of this century.
His list of skills and talents is far-ranging. A consummate artist – he played harpsichord and violin masterfully, composed classical music, wrote beautiful poetry, painted with oils, set jewelry and cut gems. Sometimes simultaneously, one with each hand. He traveled Europe (and Persia, and the Americas), hob-nobbed with nobility. Fabulously wealthy – he seemed to have a never-ending supply of gemstones. He predicted the French Revolution, and was present during the coup that placed Catherine the Great on the throne of Russia. His charismatic persona allowed him to navigate courtly intrigues, and wheedle his way into the good graces of royalty. In London, he was arrested as a spy, and then released.
“He sings, plays on the violin wonderfully, composes, is mad, and not very sensible. He is called an Italian, a Spaniard, a Pole, a somebody that married a great fortune in Mexico, and ran away with her jewels to Constantinople, a priest, a fiddler, a nobleman. The Prince have an unsatiated curiosity about him, but in vain. However, nothing has been made out against him, he is released; and what convinces me that he is not a gentleman, stays here, and talks of his being taken up for a spy.”
He was involved also in occult circles, claiming to be a fourth-degree Mason and a Rosicrucian. He can turn invisible, and predict the future. He seemed to have the ability to “melt” flaws out of stones presented him by others, or meld small gemstones into larger ones – a set of skills he claimed to have learned in India. He was constantly discovering, promoting and speculating in scientific and alchemical processes.
He can be found all around the globe for the last three hundred years never ageing, and may have even existed far enough back to have personally witnessed the war of the Gods. He never ate or drank in public, and is said to have subsisted off of gruel and tea he made himself in private. Either or both of these may be some Elixir of Life that sustained him over the years, as he appeared to be in his mid forties regardless of when he was encountered.