Gen Legend



Cioccolat Limonade

The Messianic Might

Halfling: Countrian

Mentor

True Neutral
Small size
She
⚜️

Lvl: 14

💚

HP: 93

🛡️

AC: 15

🔆

Proficiency Bonus:
+5

🦾

STR: 13 +1

🥢

DEX: 13 +1

🫀

CON: 13 +1

🧩

INT: 8 -1

🦉

WIS: 13 +1

🎭

CHA: 18 +4

⭐️
Skills:

Athletics: +1
Acrobatics: +1
Sleight of Hand: +8
Stealth: +1
Arcana: -1
History: -1
Investigation: +2
Nature: -1
Religion: -1
Animal Handling: +1
Insight: +1
Medicine: +11
Perception: +1
Survival: +4
Deception: +4
Intimidation: +4
Performance: +4
Persuasion: +4

Passive Perception:

11
🎲
Saving Throws:

STR: +1
DEX: +1
CON: +6
INT: +3
WIS: +1
CHA: +4

📜

Languages:

Common
Halfling

🦿

Movement

Walk: 25ft.

⚔️

Combat Actions

To hit: +6

Sling: 3d4+1 Bludgeoning, 30/120 range, Ammunition.

Special Attack:

3 charges per day. Recharges on a short or long rest.
Lightning Sling: 4d4+1 Lightning, 30/120 range, Ammunition.

🔮

SPELLCASTING: CHA

Spell Save DC: 17

To hit: +9

Natural Spells:
1 use per day each:
Silent Image:
Illusion(60 feet)⟨Concentration⟨10 minutes⟩-Self


You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.


As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.


Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Bless
Cure Wounds:
Abjuration (Action)⟨Instantaneous ⟩-Touch

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.


👁️

Senses

Darkvision: 20ft.


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


🛟

Resistances

Immunities:

None

Resistances:

None

Vulnerabilities:

bludgeoning
psychic
slashing
thunder



Protections:

None

🥊

Martial Habilities


Charge: If The Messianic Might moves at least10 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 3D10+1slashing damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw orbe pushed up to 10 feet away

Charge: If The Messianic Might moves at least10 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 3D10+1slashing damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw orbe knocked prone

👑

Legendary

Legendary Actions

The Messianic Might 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.
Swift Aid: The Messianic Might quickly tends to an ally's wounds, restoring 2d6 hit points.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 17.
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 Messianic Might summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
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 Messianic Might is difficult terrain. The Messianic Might is immune to this effect.

🌋

Region

The Messianic Might has an effect on its domains that may include any of the following magical effects:
Walking Library: Legends about the knowledge and wisdom of The Messianic Might have reached wide and far, attracting pupils to The Messianic Might's location. You may encounter students of this teachings within 1 mile.

Humble Prosperity: At the edge of civilization stands a settlement under The Messianic Might's watch. Orchards are heavy with fruit, fields wave golden, and wildlife ventures close to the village's edge, yet an air of stillness suggests not all is as tranquil as it seems.

If The Messianic Might dies, these effects dissipate during the next 7 days.

🏵️

Traits


I have a weakness for the new intoxicants and other pleasures of this land.
Boats make me seasick.

🏛️

Ideal

Power. Solitude and contemplation are paths toward magical power.

🪝

Plot Hook

I'm under a curse.

📖

My Story