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Here there be spoilers!
Proceed at your own risk if you have not yet listened to Episode 33 and beyond. |
“ | That's crepes, baby! | ” |
—Sir Fitzroy Maplecourt
“ | If you touch my cloaks, I'll use my magic to explode your head. | ” |
—Sir Fitzroy Maplecourt
Sir Fitzroy Maplecourt, Knight (in absentia) of the realm of Goodcastle, is a player character controlled by Griffin McElroy as part of the Graduation campaign.
History[]
Background[]
According to his mother, Dendra Maplecourt, Fitzroy had a fairly normal childhood and initially didn't show any signs of magical ability. Fitzroy has expressed a strong enjoyment of "Hot Mint" flavored gum, which he chewed often as a child. When his wild magic unexpectedly manifested, Fitzroy was expelled from Clyde Nite's Night Knight School because he accidentally catfished his headmaster—by which he means he turned her into a catfish. During his time at Clyde Nite's, Fitzroy didn't fit in with the other students (who came from substantially wealthier backgrounds than he did), and that led to him developing a façade of royal haughtiness that stayed with him even after his expulsion. An anonymous benefactor paid his tuition to Hieronymous Wiggenstaff's School for Heroism and Villainy, but until episode six, his college credits did not carry over to HWSFHaV, which was a source of great distress for him.
Fitzroy believes that he is a knight in absentia of the realm of Goodcastle, and that upon completing his training at Clyde Nite's, he will make his way there to serve in the Queen's guard. He has received a letter from them which would him his knighthood - so long as he sent them a customary filing fee of 200 gold pieces (and a few more "customary payments" after that, of course.)
In episode six, Fitzroy was allowed to transfer to the hero and villains track at Wiggenstaff's, should he be willing to play the "villain's" role; he (reluctantly) accepted. Fitzroy is the first student in the school's history to switch from one track to another.
Relationships[]
Master Firbolg[]
Firbolg is Fitzroy's room mate and classmate, later becoming his sidekick. The Firbolg is one of Fitzroy's closest friends within the academy, and Fitzroy has expressed that he trusts Firbolg with his life. Firbolg has reciprocated this, and relies on Fitzroy to keep him safe while a mysterious enchantment is controlling his mind, and allows Fitzroy to charm him, showing his trust towards Fitzroy as a member of his clan. The Firbolg is also the one to speak on Fitzroy's behalf in Episode 22 (Open and Shut) during the Unbroken Chain's tribunal, and Fitzroy is very pleased about his glowing praise of his leadership ability. He also agrees with the Firbolg's assessment that his magic is not a power he can yet control.
Argonaut Keene[]
Argo is Fitzroy's roommate and classmate, later becoming his sidekick. While at first Fitzroy and Argo had a very close friendship, upon Argo's initiation into the Unbroken Chain, Fitzroy became suspicious of the rogue. Argo deeply cares for his friend, refusing to observe him for the Unbroken Chain if they meant him harm. Fitzroy seems unaware of Argo's struggle to fit in within their friend group as of Episode 11 (You Can Call Me Al[thea]), but simultaneously holds him at arm's length, as he knows and is concerned about Argo sneaking out of their shared dorm at night. Their relationship remains strenuous for a while; Fitzroy does not tell Argo about the enchantments on the students of the school until he receives word that the Firbolg is acting under Higglemas' control again and must inform Argo of the situation. After that event, the trust between the two begins to strengthen, and as of Argo telling Fitzroy and the Firbolg about the Unbroken Chain in Episode 21 (Loose Lips, Sunk Ships), there is very little the two hide from each other. Fitzroy is the one to speak on Argo's behalf during the Unbroken Chain's tribunal in Episode 22 (Open and Shut), saying if anyone were to “touch even a hair on Argonaut Keene’s head, [he’ll] explode the room”. He is also the one to come up with the idea of calling a tribunal on the Commodore himself, empathizing with Argo's hatred of the man. In Episode 32 (By a Hair[cut]), Argo inspires Fitzroy to pull off a ruse with a good roll and that beautiful, beautiful hair.
Rainer[]
Rainer Michelle is one of the first friends Fitzroy made at Wiggenstaff's, and their relationship grows strong very quickly. Fitzroy has never turned her down on invitations for the Thundermen to accompany her at breakfast, although he voices his disgust and discomfort about her pet animal skeletons pretty much whenever he has the opportunity to. Rainer also agrees to facilitate a meeting between Fitzroy and the Undying Lord (her father) in order for him to try to persuade him to their side in the fight against Gray in Episode 21 (Loose Lips,Sink Ships). It is hinted at that Rainer may be interested in Fitzroy romantically (as shown in her proposal in Episode 19 [Creative Writing] and her blush when she misinterprets Fitzroy asking to meet her father in Episode 24 [With Frenemies Like This]), but whether or not Fitzroy reciprocates has not been explored.
Festo[]
Festo is Fitzroy's magic teacher. They're the one who teaches Fitzroy how to cast Find Familiar (and thus blessing the audience with Snippers) and gives Fitzroy advice on how to gain better control over his magic. During Fitzroy's period of deep paranoia regarding the Wiggenstaffs in Episode 11 (You Can Call Me Al[thea]), he goes to Festo for advice on whether or not he can trust Althea Song in her investigation of the school, displaying his confidence in their opinion and discretion. He seems to have a great admiration for the fairy folk's ability to party, as he often asks if he can join Festo in their partying. At Rainer's birthday party in Episode 7 (Secrets, Secrets), Fitzroy is excited at the prospect of dancing with Festo, and then disappointed when it turns out they were asking Snippers to dance instead. Nevertheless, Fitzroy is very proud of Snippers in that moment.
Snippers[]
Snippers is Fitzroy's crab familiar and the embodiment of his magic. The two are introduced in Episode 2 (It's [a] Familiar). At first, Fitzroy is hesitant about accepting Snippers, allowing him to trail after Fitzroy and giving him "perfomative" kisses (according to Festo) to try to prove that he is becoming more comfortable with his magic. However, the two bond very quickly and Fitzroy talks to, interacts with, and tasks Snippers on multiple occasions throughout each episode onward. Notable is Fitzroy's request for Snippers to "take a memo!" in Episode 3 (Pursued By Bear) and, later, to "ATTACK!"; using him as a "stealth drone" in Episode 9 (Mission: Imp Hospital 2- Unfinished Business) to infiltrate one of the hospital's rooms; and to find out why the Firbolg is being summoned against his will to Higglemas' office in Episode 12 (Pop Quiz). As of Episode 27 (Long Way Down), Fitzroy loves Snippers "to the moon and back", as he tells Festo during a meeting with them. In Episode 28 (Business Plan), Snippers was temporarily taken away from Fitzroy as his connection to the wild magic that grants him his spellcasting ability was severed by Order. Thankfully, Snippers made a reappearance shortly after in Episode 29 (Princi-Pal) in a smaller, golden form. He was present during the heist of HOG in Episode 33 (Open up a Can of Firbolg), where he adorably sang a crab rendition of the Mission Impossible theme while running distraction for the Thundermen.
Chaos[]
Chaos is the originator of Fitzroy's magic powers, and seeks to make him an instrument of their will. They were introduced to each other in Episode 15 (Out of Order), where Chaos revealed themself to him after Fitzroy fell unconscious due to being cursed by Calhain. Fitzroy originally attempted to turn down Chaos' offer of power, but Chaos' magic (which some might call... wild magic) was already a distinct part of Fitzroy and they were either unable or unwilling to remove it and return him to "normal" as he was before his incident at Clyde Knight's Night Knight School. As of Episode 18 (Field Trip), Fitzroy is aware that he and Gray share the same source of their respective powers. In Episode 19 (Creative Writing), Chaos showed Fitzroy a vision of what the future could be like for him if he yielded to their power in the form of a dream. In it, Fitzroy had united Nua under his banner and became the Stormbringer. Chaos counseled him to kill a rebel put before him, but Fitzroy refused, treating the idea as absurd. He was upset when Chaos used their influence over his powers to force him to kill the rebel anyway. Chaos' alternate form Order was able to (hopefully temporarily) disrupt the connection Fitzroy has to his magic in Episode 28 (Business Plan), severing his ability to willingly cast spells and, tragically, his connection to Snippers for a short amount of time. It was a jerk move.
Powers and Abilities[]
Class Features[]
Barbarian[]
- Rage: In battle, Fitzroy fights with primal ferocity (sort of). On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor:
- He has advantage on Strength checks and Strength saving throws.
- When he makes a melee weapon attack using Strength, he gains a bonus to the damage roll that increases as he gains levels as a barbarian.
- He has resistance to bludgeoning, piercing, and slashing damage.
- He can’t cast spells or concentrate on them while raging. His rage lasts for 1 minute and ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. Once he has raged a set number of times, he must finish a long rest before he can rage again.
- Unarmored Defense: While Fitzroy is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
- Reckless Attack: Fitzroy can throw aside all concern for defense to attack with fierce desperation. When he makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
- Danger Sense: Fitzroy gains an uncanny sense of when things nearby aren’t as they should be, giving him an edge when he dodges away from danger. He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
- Primal Path: Path of the Wild Soul
- Lingering Magic: Fitzroy's body reacts to the presence of magic. He can cast the detect magic spell without using a spell slot or components. He faintly glows a colour corresponding to the school of magic he detects (the player chooses the colors).
- Wild Surge: Magic erupts from Fitzroy as he rages. When he enters his rage, he rolls on the Wild Surge table listed below to determine the magical effect produced.
d8 | Effect |
---|---|
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Sorcerer[]
Wild Magic Surge - Sir Fitzroy's spellcasting can unleash surges of untamed magic. Immediately after casting a sorcerer spell of 1st level or higher, Travis can have Griffin roll a d20. If he gets a 1, he rolls a d100 on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos - Sir Fitzroy can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. This cannot be done again until after a long rest. Any time before he regains the use of this feature, Travis can have Griffin roll on the Wild Magic Surge table immediately after he casts a sorcerer spell of 1st level or higher. He then regains the use of this feature.
Font of Magic - Sir Fitzroy can tap into a deep wellspring of magic within himself. This wellspring is represented by sorcery points, which allow him to create a variety of magical effects. As a Level 2 sorcerer, Sir Fitzroy has 2 sorcery points, and regains all spent sorcery points when he finishes a long rest. He can use sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. He can also use sorcery points for Metamagic, described below:
Metamagic - Sir Fitzroy can twist his spells to suit his needs, using the following options:
Heightened Spell - When he casts a spell that forces a creature to make a saving throw to resist its effects, he can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Twinned Spell - When he casts a spell that targets only one creature and doesn't have a range of self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Feats
- Magic Initiate (Sorcerer) - Sir Fitzroy knows two cantrips and one 1st level spell from the Sorcerer spell list. From this feat Sir Fitzroy uses Charisma as the modifier for his spellcasting. Thus Sir Fitzroy's Spell Attack Modifier is +4 with a Spellcasting DC of 12.
Spells[]
The following are the spells known or otherwise cast by Sir Fitzroy.
Some spells can be cast at a higher level for a stronger effect.
Cantrips[]
Cantrips are spells which can be cast at any time.
Name | Synopsis | School | Number of Times Used | Episodes Used |
---|---|---|---|---|
Shocking Grasp | Lightning springs from your hand to deliver a shock to a creature you try to touch. | Evocation | 1 | 1 |
Prestidigitation | You create a shower of sparks, clean or soil a small object, print a symbol or color, etc. | Transmutation | 1 | 1 |
Mage Hand | A spectral, floating hand appears at a point you choose within range. | Conjuration | 2 | 2 (attempted), 8 |
Mending | You repair a single break or tear in an object you touch, leaving no trace of the prior damage. | Transmutation | 1 | 8, 16 |
Fire Bolt | You hurl a mote of fire at a creature or object within range, making a ranged attack. | Evocation | 2 | 8, 18 |
1st - 2nd Level[]
Name | Synopsis | Level | School | Number of Times Used | Episodes Used |
---|---|---|---|---|---|
Thunderwave | A wave of thunderous force sweeps out from you, dealing thunder damage to creatures in range. | 1st-level | Evocation | 3 | 2, 8, 16 |
Find Familiar | You gain the service of a familiar, a spirit that takes an animal form you choose. Fitzroy's is in the form of a crab, Snippers. | 1st-level | Conjuration | 1 | 2 |
Disguise Self | You make yourself look different, including your clothing, armor, and weapons. | 1st-level | Illusion | 2 | 8, 17 |
Chromatic Orb | You hurl a sphere of energy at a creature within range, choosing the damage type from acid, cold, fire, lightning, poison, or thunder damage. | 1st-level | Evocation | 4 | 9, 11, 13, 17 |
Charm Person | You attempt to charm a humanoid. On a failed save, it regards you as a friendly acquaintance. | 1st-level | Enchantment | 1 | 10 |
Shield | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. | 1st-level | Abjuration | 1 | 17 |
Invisibility | A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. | 2nd-level | Illusion | 1 | 21 |
Enhance Ability | You touch a creature and bestow upon it a magical enhancement, giving it advantage on a type of check until the spell ends. For example, a target given Eagle's Splendor would receive advantage on Charisma checks. | 2nd-level | Transmutation | 1 | 22 |
Hold Person | Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. | 2nd-level | Enchantment | 1 | 22 |
Invisibility | A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. | 2nd-level | Illusion | 1 | 23 (implied to be cast at 3rd-level) |
Mind Spike | You reach into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. | 2nd-level | Divination | 1 | 26 |
3rd - 4th Level
Name | Synopsis | Level | School | Number of Times Used | Episodes Used |
---|---|---|---|---|---|
Erupting Earth | A fountain of churned earth and stone erupts in a 20-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain. | 3rd-level | Transmutation | 1 | 26 |
Haste | A willing target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. | 3rd-level | Transmutation | 1 | 26 |
Tidal Wave | A wave of water is conjured that crashes down on a 30-by-10-foot area within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is knocked prone, or half and remains standing on a successful save. The water then vanishes. | 3rd-level | Conjuration | 1 | 26 |
Dispel Magic | Ends magical affects or spells on a creature within range. | 3rd-level | Abjuration | 1 | 24 |
Items[]
Items both currently owned and lost by Fitzroy throughout the show.
Current Items[]
These are items currently within Fitzroy's possession as of the most recent episode.
Item | Episode Acquired/Mentioned | Item Type | Notes |
---|---|---|---|
Half-Robe | 1 | Armor/Clothing | |
Tight Trousers | 1 | Armor/Clothing | |
Fake Glasses | 1 | Armor/Clothing | Possibly used to make Fitzroy look smarter than he actually is |
Snippers, crab of magic | 2 | Friend | A way for Fitzroy to embrace his magic |
Cloak of Classy | 4 | Armor/Clothing | A cloak that adds +2 to Fitzroy’s Charisma score |
Maul | 4 | Weapon | A +1 maul with the most "magical-looking" weight Fitzroy could find. Claims it is a magical staff |
Early Bird 5000 | 13 | Armor/Clothing | A leather gauntlet that summons a hawk, which brings one item to Fitzroy's aid. The item's usefulness is determined by a skill check of Travis's choosing. The hawk that is summoned by the glove has been agreed to be Leon in his hawk form. |
Ink Eraser | 13 | Trinket | Erases ink, and can be used in conjunction with a Perception check to reveal hidden messages on walls, stones, etc. |
Magic Mirror | 23 | Enchanted/Haunted Item | A common two-way communication device in Nua. This one is only a few inches wide, and connected to a second mirror that belongs to Higglemas Wiggenstaff. |
True Sight Lenses | 26 | Enchanted Item/Clothing | Grant the wearer true sight for a minute, once per long rest. Made for the boys by Crabtree. |
Ring of Truth | 26 | Enchanted Item/Clothing | Vibrates when the wearer says something they believe to be true. The wearer's consent is required for the magic to work. Made specifically for Fitzroy by Crabtree. |
Miracle Mustache Wax | Enchanted/Haunted Item | 31 | Gives +4 Charisma when used to style a mustache. |
Birthday Boomers | Enchanted/Haunted Item | 31 | A present box that can spray out confetti to scramble electronics and interfere with communications. |
Former Items[]
Items that have been lost or expended.
Item | Episode Acquired/Mentioned | Episode Lost | Item Type | Notes |
---|---|---|---|---|
Golden Eagle's Feather | 27 | 27 | Enchanted/Haunted Item | Imbued with the spell Feather Fall by Festo. Fitzroy received and expended two feathers: once for a goof, and once to descend into the Godscar Chasm. |
Known Physical Traits[]
Disclaimer: The McElroys do not consider their versions of their characters any more "canon" than anyone else's - there is no obligation to stick to these in fanart, so please do not be rude to people for ignoring these traits.
Trait | Episode Mentioned/Introduced |
---|---|
Hot, Sexy, Athletic, Sexual (Confirmed as asexual later though) | Episode 1 |
Muscular Calves (Claimed to be Fitzroy's "best feature") | Episode 4 |
He used to be 5'8", but magically grew to 6'4" | Episode 17 |
Spray Tan | Episode 20 |
Wears glasses that he claims are prescription, but are later revealed to have no lenses | Episode 1, Episode 22 |
Has a 'Wilford Brimley' moustache (as Chud-Chud Bopsman) | Episode 31 |
Fan Art[]
Trivia[]
- He is likely named after FitzRoy Somerset, 1st Baron Raglan. In episode 101 of Wonderful Griffin said, "It's FitzRoy James Henry Somerset. I've already decided next time I play D&D, FitzRoy is gonna be the name of my character." When discussing the Baseball tee.
- Fitzroy is a proud owner of Snippers, a crab which is the physical manifestation of his magical abilities.
- His mother's name is Dendra, and she is said to always have gum in her big purse, specifically "hot mint" gum. Griffin came up with her on the spot when he was pressed for information about Fitzroy's family.
- He is afraid of the forest.
- He is very bad at swearing. In the final episode, he successfully uses the word "shit" with correct context.
- According to Griffin in The The Adventure Zone Zone, he is asexual.
- The source of Fitzroy's magic is Chaos, who wants to convince him to embrace the wild and violent nature of his powers.
- According to his conversation with The Undying Lord, he is allergic to cranberries and chocolate. He may also be allergic to cod, but even Griffin seems unsure about that one.
- He loves his crab very much.
- likes sweet crepes, not savory.
- blew up crepemaster 7000 (with the help of Argo Keene) trying to make the fabled 'savory-sweet crepe.
- his 'real' magic has a golden color, thus making a golden Snippers.
Quotes[]
- "God, does this school have anything?!" - Episode 2 (It's [a] Familiar), after finding out there is no crepe master at the school.
- "So my magic’s a crab and I have to love it very dearly. Come here sweet, sweet boy." - Episode 2 (It's [a] Familiar), after receiving Snippers from Festo.
- "Uh, excuse me, I'm an Influencer!" - Episode 4 (Four Sidekicks Walk Into A Bar), trying to get a free drink using his newly bought Cloak of Classy
- "I'm kind of uncomfortable with that arrangement, but it sounds like you're… making me an offer I can't really refuse." -Episode 6 (Long Overdue), considering Hieronymous' offer to move him to the villain track.
- "Sweet babies, sweet red babies. Come and nurse at my demonic udders... You look hurt my child. Come sup on my milk, and I will heal you with succor." - Episode 8 (Mission: Imp Hospital), disguised as a demon and trying to get imps closer to the party so they can kill them easily.
- "Excellent, get dunked on!" - Episode 8 (Mission: Imp Hospital)
- "That's right, I cuss now!" - Episode 9 (Mission: Imp Hospital 2- Unfinished Business)
- "There is something very big and strange happening, and there is also something very strange happening with our friend Argo Keene." -Episode 10 (Dark Arts and Crafts), discussing whether or not he and the firbolg should tell Argo about their findings regarding the school.
- "Now who's bloodied?! It's me." -Episode 11 (Call Me Al), after being hit by Crush in training.
- "Oh shit I was making a joke! Your brother's the dog?!" -Episode 12 (Pop Quiz), in reaction to Higglemas explaining that his brother is, in fact, the dog.
- "But I- I am not going to be your... weapon. I am not going to be your instrument to use to spread your chaotic influence around the world. I'm not interested in that." -Episode 15 (Out of Order), declining Chaos' offer of power (or at least trying to).
- "You're gonna have to be louder than that, hun." -Episode 16 (Give Me a Hand), telling Calhain to confess his crimes after ripping his hand off and standing in front of flames as rock music plays (it's epic).
- "If any of ya'll try to touch a hair on Argonaut Keene's head, I'll explode the room." -Episode 22 (Open and Shut), defending Argo in The Unbroken Chain's tribunal.
- "He followed through. That... that— that freakin' jerk!" - Episode 24 (With Frenemies Like This), upon finding that Gray has removed his much-beloved crêpe making station in the cafeteria.
- "I'm wicked a plant!" - Episode 24 (With Frenemies Like This), upon being transformed into a potted monstera plant by his Wild Magic. It's probably Griffin saying this instead of Fitzroy, because plants can't talk (except with magic, which this is, so...).
- "I'm Chud-Chud Bopsman, it's also my first day!" - Episode 33 (Open up a Can of Firbolg), "introducing" himself to
an incognito ArgoBlowfeld Johnson in a faux deep voice.