Gen Legend



Argeo Casildo
Guirado Gorrabaga

The Spellbinder Of Pack Marsh

Dwarf: Mountain

Expert

True Neutral
Medium size
He
⚜️

Lvl: 10

💚

HP: 48

🛡️

AC: 17

🔆

Proficiency Bonus:
+4

🦾

STR: 14 +2

🥢

DEX: 15 +2

🫀

CON: 7 -2

🧩

INT: 17 +3

🦉

WIS: 11 +0

🎭

CHA: 10 +0

⭐️
Skills:

Athletics: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2
Arcana: +3
History: +3
Investigation: +3
Nature: +3
Religion: +3
Animal Handling: +0
Insight: +0
Medicine: +4
Perception: +1
Survival: +2
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0

Passive Perception:

11
🎲
Saving Throws:

STR: +4
DEX: +2
CON: -2
INT: +3
WIS: +3
CHA: +0

📜

Languages:

Common
Dwarvish
Elvish
Undercommon
Gnomish
Celestial
Deep Speech

🦿

Movement

Walk: 25ft.

⚔️

Combat Actions

To hit: +6

Blunderbuss: 1d6+2 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:

1 charge per day. Recharges at dawn.
Thunder Blunderbuss: 2d6+2 Thunder, 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: 15

To hit: +7

Cantrips:
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.

Resistance:
Abjuration(Action)⟨Concentration⟨Concentration, up to 1 minute⟩-Touch

You bolster a creature, allowing it to add 1d4 to one saving throw before the spell ends.

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.

Control Flames:
Transmutation(Action)⟨Concentration⟨Instantaneous or 1 hour.⟩-60 feet


You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.


If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.



Natural Spells:
1 use per day each:
Catapult
Inflict Wounds
Comprehend Languages

Rechargable Spells:
Leadership:
Reaction.
(Recharges after a Short or Long Rest)
- V.
The Spellbinder Of Pack Marsh 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 Spellbinder Of Pack Marsh. A creature can benefit from only one Leadership die at a time. This effect ends if The Spellbinder Of Pack Marsh is incapacitated.

👁️

Senses

Darkvision: 20ft.
Blindsight: 20ft.
Tremorsense: 10ft.


Treasure Sense.: The Spellbinder Of Pack Marsh can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 40 feet of it.

Sunlight Sensitivity: While in sunlight, The Spellbinder Of Pack Marsh has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


🛟

Resistances

Immunities:

None

Resistances:

acid
cold
poison
slashing


Vulnerabilities:

None


Protections:

Superior Invisibility: The Spellbinder Of Pack Marsh magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment The Spellbinder Of Pack Marsh wears or carries is invisible with it.

🥊

Martial Habilities


Fire Touch: Melee Weapon Attack Hit: 3 (1d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Rampage: When The Spellbinder Of Pack Marsh reduces a creature to 0 hit points with a melee attack on its turn, The Spellbinder Of Pack Marsh can take a bonus action to move up to half its speed and make a simple attack.

👑

Legendary

Legendary Actions

The Spellbinder Of Pack Marsh 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.
Mighty Throw: The Spellbinder Of Pack Marsh throws a large rock or similar object at a target, causing 1d6 damage on impact.

🏰

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:
Animating Art: The Spellbinder Of Pack Marsh can animate one of its artworks as an action, bringing to life a shadowy creature (use the stats for a shadow or another appropriate creature, but with an artistic flair in its appearance). This creature acts on its own initiative and follows the commands of The Spellbinder Of Pack Marsh. Only one animated artwork can be active at a time.

🌋

Region

The Spellbinder Of Pack Marsh has an effect on its domains that may include any of the following magical effects:
Blooming Industry: The Spellbinder Of Pack Marsh's domain is expanding, taking over the surrounding nature. Forges puff plumes of smoke, rivers darken with runoff, and the distant clang of hammers echoes day and night. Within 1 mile, Nature is damaged or mutated.
If The Spellbinder Of Pack Marsh dies, these effects dissipate during the next 6 days.

🏵️

Traits


I'm loyal to my captain first, everything else second.
A terrible guilt consumes me. I hope that I can find redemption through my actions.

🏛️

Ideal

Knowledge. By understanding other races and cultures, we learn to understand ourselves.

🪝

Plot Hook

I want to create something.

📖

My Story