Gen Legend



Harozir Izkaixaper

The Crystal Loyalty

Orc: Swamp

Priest

True Neutral
Medium size
He
⚜️

Lvl: 12

💚

HP: 55

🛡️

AC: 17

🔆

Proficiency Bonus:
+4

🦾

STR: 14 +2

🥢

DEX: 10 +0

🫀

CON: 8 -1

🧩

INT: 15 +2

🦉

WIS: 15 +2

🎭

CHA: 10 +0

⭐️
Skills:

Athletics: +2
Acrobatics: +0
Sleight of Hand: +0
Stealth: +0
Arcana: +2
History: +2
Investigation: +2
Nature: +6
Religion: +2
Animal Handling: +2
Insight: +2
Medicine: +5
Perception: +7
Survival: +2
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +4

Passive Perception:

17
🎲
Saving Throws:

STR: +2
DEX: +4
CON: -1
INT: +5
WIS: +2
CHA: +0

📜

Languages:

Common
Goblin
Orc
Draconic

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +6

Blunderbuss: 1d6 Fire, 10/30 range, Loading, Exploding: On an attack roll of 1, the gun explodes and requires a short rest fixing it before it can be fired again. You don't gain the benefits of that short rest..

Special Attack:

2 charges per day. Recharges at sunset.
Lightning Blunderbuss: 2d6 Lightning, 10/30 range, Loading, Exploding: On an attack roll of 1, the gun explodes and requires a short rest fixing it before it can be fired again. You don't gain the benefits of that short rest..

🔮

SPELLCASTING: INT

Spell Save DC: 14

To hit: +6

Cantrips:
Mold Earth:
Transmutation(Action)⟨Instantaneous or 1 hour⟩-30 feet

You shape, excavate, or create difficult terrain from earth within a 5-foot cube.

Guidance:
Divination(Action)⟨Concentration⟨Concentration, up to 1 minute⟩-Touch

You grant a creature a +1d4 bonus to one ability check it makes before the spell ends.


The Crystal Loyalty can use spells as rituals.
[1] 1st Level Spells:
Detect Evil and Good:
Divination(Action)⟨Concentration⟨10 minutes⟩-Self


For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.


The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Inflict Wounds

Rechargable Spells:
Leadership:
Reaction.
(Recharges after a Short or Long Rest)
- V.
The Crystal Loyalty can utter a special command or warning whenever another creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand The Crystal Loyalty. A creature can benefit from only one Leadership die at a time. This effect ends if The Crystal Loyalty is incapacitated.

👁️

Senses

Darkvision: 20ft.
Blindsight: 10ft.


Otherworldly Perception: The Crystal Loyalty can sense the presence of any creature within 30 feet of The Crystal Loyalty that is invisible or on the Ethereal Plane.


🛟

Resistances

Immunities:

None

Resistances:

acid
bludgeoning
fire
lightning
necrotic
piercing
poison
bludgeoning, piercing, and slashing from nonmagical attacks


Vulnerabilities:

None


Protections:

Water Camouflage: The Crystal Loyalty is invisible while fully immersed in water.

🥊

Martial Habilities


Reckless: At the start of its turn, The Crystal Loyalty can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Siege: The Crystal Loyalty deals double damage to objects and structures.

👑

Legendary

Legendary Actions

The Crystal Loyalty gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Terrifying Roar: The Crystal Loyalty emits a fearsome roar, causing an enemy within 5 feet to become frightened on a failed DC12 Wisdom saving throw.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 14.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Crystal Loyalty is difficult terrain. The Crystal Loyalty is immune to this effect.
Call Lightning: The Crystal Loyalty calls down a bolt of lightning at a point it can see within 60 feet. Each creature within 5 feet must succeed on a DC 14 Dexterity saving throw or take 16 (4D8) lightning damage.

🌋

Region

The Crystal Loyalty has an effect on its domains that may include any of the following magical effects:
Spirit's Respite: In The Crystal Loyalty's domain, the veil between worlds feels thin. The whispers of ancestors guide the living, and even the winds carry the faint echo of wisdom. Visitors often find themselves inexplicably rejuvenated, their burdens eased as the spirits of the land offer silent aid.

Visions of Beyond: Intelligent creatures see hallucinations of dead friends, family members, and even themselves, as figures from the realms of the dead. Any attempt to interact with a hallucinatory image causes it to disappear.

If The Crystal Loyalty dies, these effects dissipate during the next 6 days.

🏵️

Traits


I'd risk too much to uncover a lost bit of knowledge.
I insinuate myself into people's lives to secure their fortunes.

🏛️

Ideal

Live and Let Live. Meddling in the affairs of others only causes trouble.

🪝

Plot Hook

I hope to bring prestige to a museum.

📖

My Story