Gen Legend



Lady Carrota Raisinfield

The Life Protege

Halfling: Stout

Noble

True Neutral
Small size
She
⚜️

Lvl: 8

💚

HP: 54

🛡️

AC: 17

🔆

Proficiency Bonus:
+3

🦾

STR: 16 +3

🥢

DEX: 14 +2

🫀

CON: 11 +0

🧩

INT: 9 -1

🦉

WIS: 9 -1

🎭

CHA: 10 +0

⭐️
Skills:

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

Passive Perception:

14
🎲
Saving Throws:

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

📜

Languages:

Common
Halfling
Dwarvish
Deep Speech

🦿

Movement

Walk: 25ft.

⚔️

Combat Actions

To hit: +6

Halberd: 2d10+3 Slashing, reach.

Special Attack:

2 charges per day. Recharges on a short or long rest.
Psychic Halberd: 3d10+3 Psychic, reach.

🔮

SPELLCASTING: CHA

Spell Save DC: 11

To hit: +3

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.

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).

Blade Ward:
Abjuration(Action)⟨Concentration⟨Up to 1 minute⟩-Self


Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.



Natural Spells:
1 use per day each:
Alarm
Faerie Fire
Expeditious Retreat :
Transmutation(Bonus Action)⟨Concentration⟨Up to 10 minute⟩-Self


You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.



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

👁️

Senses

Darkvision: 20ft.


Treasure Sense.: The Life Protege can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of it.


🛟

Resistances

Immunities:

None

Resistances:

cold
radiant
thunder


Vulnerabilities:

fire
piercing
psychic


Condition Immunities:

Restrained

Protections:

Parry: The Life Protege adds 2 to its AC against one melee attack that would hit it. To do so, The Life Protege must see the attacker and be wielding a melee weapon.

🥊

Martial Habilities


Magic Weapons: The Life Protege's attacks are magical.

Multiattack: The Life Protege makes one simple attack against each enemy within reach.

👑

Legendary

Legendary Actions

The Life Protege 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.
Protective Stance: The Life Protege takes a defensive position, granting increased +1 AC to themselves and one other creature within 5 feet.

🏰

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:
Ghostly Apparitions: The Life Protege summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 11 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 Life Protege is difficult terrain. The Life Protege is immune to this effect.

🌋

Region

The Life Protege has an effect on its domains that may include any of the following magical effects:
Beast Guardians: The beasts of The Life Protege's domain instinctively rally to its defense, drawn by an unshakable nexus with the Halfling. Beasts (appropiate to The Life Protege) with an Intelligence score of 2 or lower will aggressively defend the territory from intruders, acting as loyal protectors.
If The Life Protege dies, these effects dissipate during the next 8 days.

🏵️

Traits


I think the whole multiverse is out to get me.
Low Places. I have contacts in the smuggling outfits along the coast; I occasionally repair the criminals' ships in exchange for coin and favors.

🏛️

Ideal

Incorruptibility. Be a symbol, and leave your flawed being behind.

🪝

Plot Hook

I am injured.

📖

My Story