Gen Legend



Handura Raadbariqsari

The Forest Hunter

Goblin: Goblin

Ranger

True Neutral
Small size
He
⚜️

Lvl: 4

💚

HP: 23

🛡️

AC: 14

🔆

Proficiency Bonus:
+2

🦾

STR: 13 +1

🥢

DEX: 13 +1

🫀

CON: 13 +1

🧩

INT: 8 -1

🦉

WIS: 13 +1

🎭

CHA: 10 +0

⭐️
Skills:

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

Passive Perception:

12
🎲
Saving Throws:

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

📜

Languages:

Goblin
Sylvan
Common
Dwarvish

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +3

Dart: 1d4+1 Piercing, 20/60 thrown range, finesse.

Special Attack:

1 charge per day. Recharges at sunset.
Necrotic Dart: 2d4+1 Necrotic, 20/60 thrown range, finesse.

🔮

SPELLCASTING: WIS

Spell Save DC: 11

To hit: +3

Cantrips:
Acid Splash:
Conjuration(Action)⟨Instantaneous⟩-60 feet

You conjure a glob of corrosive acid that bursts on impact. One or two creatures you can see within 5 feet of each other must make a Dexterity save or take 1d6 acid damage (scaling with level).

Shocking Grasp:
Evocation(Action)⟨Instantaneous.⟩-Touch

Lightning springs from you to a creature that you try to touch.
Make a melee spell attack against the target.
On a hit, the target takes 1d8 Lightning damage,
and it can't make Opportunity Attacks
until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach
levels 5 (2d8), 11 (3d8), and 17 (4d8).

Vicious Mockery:
Enchantment(Action)⟨Instantaneous⟩-60 feet


You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.


Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Poison Spray:
Necromancy(Action)⟨Instantaneous⟩-30 feet


You spray toxic mist at a creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by
1d12 when you reach levels 5 (2d12), 11 (3d12),
and 17 (4d12).


Natural Spells:
1 use per day each:
Create or Destroy Water
Sleep
Charm Person:
Enchantment(1 Action)⟨1 hour⟩-30 feet

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.


Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.


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

👁️

Senses

Darkvision: 40ft.


Keen Smell: The Forest Hunter has advantage on Wisdom (Perception) checks that rely on smell.

Enhanced Hearing: The Forest Hunter has advantage on Wisdom (Perception) checks that rely on sounds from up to 80 feet away.


🛟

Resistances

Immunities:

None

Resistances:

acid
piercing
psychic
bludgeoning, piercing, and slashing from nonmagical attacks


Vulnerabilities:

force
lightning
thunder


Condition Immunities:

Incapacitated

Protections:


- Shapechanger
:
The Forest Hunter can use its action to polymorph into their standard form, into a worg hybrid, or into a worg.Other than its size, its statistics are the same in each form.Any equipment it is wearing or carrying isn't transformed.They reverts to its true form if it dies.

🥊

Martial Habilities


Multiattack: The Forest Hunter makes one special attack and a simple attacks. Alternatively, it can do two simple attacks.

👑

Legendary

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 11.
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:
Psionic Pulse: The Forest Hunter emits a pulse of psychic energy. Each creature of its choice within 120 feet must succeed on a DC 11 Intelligence saving throw or take 6 (2D6) psychic damage and have disadvantage on attack rolls until the end of their next turn.

🌋

Region

The Forest Hunter has an effect on its domains that may include any of the following magical effects:
Beast Guardians: The beasts of The Forest Hunter's domain instinctively rally to its defense, drawn by an unshakable nexus with the Goblin. Beasts (appropiate to The Forest Hunter) with an Intelligence score of 2 or lower will aggressively defend the territory from intruders, acting as loyal protectors.
If The Forest Hunter dies, these effects dissipate during the next 5 days.

🏵️

Traits


I fight for those who cannot fight for themselves.
I think far ahead, a detachedness often mistaken for daydreaming.

🏛️

Ideal

Aspiration. I'm going to prove that I'm worthy of a better life.

🪝

Plot Hook

Someone stole an object precious to me, and someday I'll get it back.

📖

My Story