Gen Legend



Bran Hade

The Flame Grandmaster

Aven: Kenku

Barbarian

True Neutral
Medium size
He
⚜️

Lvl: 15

💚

HP: 81

🛡️

AC: 15

🔆

Proficiency Bonus:
+5

🦾

STR: 12 +1

🥢

DEX: 11 +0

🫀

CON: 12 +1

🧩

INT: 14 +2

🦉

WIS: 12 +1

🎭

CHA: 10 +0

⭐️
Skills:

Athletics: +1
Acrobatics: +0
Sleight of Hand: +0
Stealth: +2
Arcana: +2
History: +2
Investigation: +10
Nature: +6
Religion: +2
Animal Handling: +2
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
Deception: +0
Intimidation: +7
Performance: +0
Persuasion: +5

Passive Perception:

11
🎲
Saving Throws:

STR: +1
DEX: +3
CON: +2
INT: +2
WIS: +1
CHA: +0

📜

Languages:

Common
Primordial
Sylvan

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +6

Sling: 2d4 Bludgeoning, 30/120 range, Ammunition.

Special Attack:

2 charges per day. Recharges at sunset.
Radiant Sling: 3d4 Radiant, 30/120 range, Ammunition On a hit the target is affected by the Grappled condition. The Condition may be countered with a succesful DC 12STR Saving Throw at the beggining of the target's turn..

🔮

SPELLCASTING: INT

Spell Save DC: 15

To hit: +7

Cantrips:
Dancing Lights:
Illusion(Action)⟨Concentration⟨Up to 1 minute⟩-120 feet


You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.


As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.


Light:
Evocation(Action)⟨1 hour⟩-Touch


You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.


Covering the object with something opaque blocks the light. The spell ends if you cast it again.


Natural Spells:
1 use per day each:
Guiding Bolt
Healing Word:
Abjuration(Bonus Action)⟨Instantaneous⟩-60 feet


A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.


Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Ceremony

👁️

Senses

Darkvision: 120ft.


Treasure Sense.: The Flame Grandmaster can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 50 feet of it.

Blind Fighting: The Flame Grandmaster doesn’t need to see a creature to target it with an attack, provided the creature isn't hidden from the Aven.

Hold Breath: The Flame Grandmaster can hold its breath for 5 minutes.


🛟

Resistances

Immunities:

None

Resistances:

cold
slashing


Vulnerabilities:

fire
piercing



Protections:


- Shapechanger
:
The Flame Grandmaster can use its action to polymorph into their standard form, into a boar hybrid, or into a boar.The Flame Grandmaster game statistics are replaced by the statistics of the beast, but The Flame Grandmaster retains alignment, personality, and Intelligence, Wisdom, and Charisma scores.Any equipment it is wearing or carrying isn't transformed.They reverts to its true form if it dies.

Damage Transfer: While it is grappling a creature, The Flame Grandmaster takes only half the damage dealt to it, and the creature grappled by The Flame Grandmaster takes the other half.

🥊

Martial Habilities


Grappling Attack: When The Flame Grandmaster makes a simple attack, it can grapple the creature instead of dealing damage (escape DC 14).

Siege: The Flame Grandmaster deals double damage to objects and structures.

👑

Legendary

Legendary Actions

The Flame Grandmaster 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.
Aven's Escape: The Flame Grandmaster becomes temporarily invisible until the start of their turn.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 15.
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:
Ghostly Apparitions: The Flame Grandmaster summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Earthquake: The Flame Grandmaster causes an earthquake in its lair. All other creature on the ground must succeed on a DC 15 Dexterity saving throw or be knocked prone.

🌋

Region

The Flame Grandmaster has an effect on its domains that may include any of the following magical effects:
Field of Strife: The land near The Flame Grandmaster's domain is marked by the echoes of a battle. Broken weapons and scattered armor litter the soil, while swords rust with no memory of their wielder.

Warden's Haven: Nature thrives in perfect harmony around The Flame Grandmaster's domain. Rare beasts roam unafraid, and ancient trees form a cathedral of untouched wilderness. Travelers, tread lightly. Be aware of the protective eyes upon you.

If The Flame Grandmaster dies, these effects dissipate during the next 5 days.

🏵️

Traits


I'm haunted by memories of war. I can't get the images of violence out of my mind.
I can't bring myself to harm a Fey creature, because I consider myself one.

🏛️

Ideal

People. For all my many lies, I place a high value on friendship.

🪝

Plot Hook

I do everything for those who were taken from me.

📖

My Story