Gen Legend



Charizerad

The Will Of The Rogue Order

Lizardfolk: Silurian

Barbarian

True Neutral
Medium size
They
⚜️

Lvl: 2

💚

HP: 15

🛡️

AC: 20

🔆

Proficiency Bonus:
+2

🦾

STR: 16 +3

🥢

DEX: 17 +3

🫀

CON: 14 +2

🧩

INT: 14 +2

🦉

WIS: 7 -2

🎭

CHA: 11 +0

⭐️
Skills:

Athletics: +5
Acrobatics: +3
Sleight of Hand: +3
Stealth: +3
Arcana: +2
History: +4
Investigation: +2
Nature: +3
Religion: +2
Animal Handling: +2
Insight: -2
Medicine: +1
Perception: -2
Survival: +0
Deception: +0
Intimidation: +0
Performance: +1
Persuasion: +0

Passive Perception:

8
🎲
Saving Throws:

STR: +4
DEX: +3
CON: +2
INT: +2
WIS: -2
CHA: +1

📜

Languages:

Common
Dwarvish
Orc
Abyssal
Draconic
Primordial
Sylvan
Beast Telepathy (Only Reptiles): The Lizardfolk can magically command any animal it shares an affinity to within 120 feet of it, using a limited telepathy.

🦿

Movement

Walk: 40ft.

Spider Climb: The Lizardfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

⚔️

Combat Actions

To hit: +5

Club: 1d4+3 Bludgeoning.

Special Attack:

1 charge per day. Recharges at dawn.
Thunder Club: 2d4+3 Thunder.

🔮

SPELLCASTING: INT

Spell Save DC: 12

To hit: +4

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.


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.

Prestidigitation:
Transmutation(Action)⟨1 hour⟩-10 feet


You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

  • Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
  • Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.



Natural Spells:
1 use per day each:
Ray of Sickness
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.

Entangle

👁️

Senses

Darkvision: 40ft.


Chameleonic Skin: The Will Of The Rogue Order has advantage on Dexterity (Stealth) checks made to hide.

Color Change: The Will Of The Rogue Order can change the color of its skin to communicate or as a response to its environment.


🛟

Resistances

Immunities:

bludgeoning

Resistances:

piercing
slashing


Vulnerabilities:

poison
radiant



Protections:

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

🥊

Martial Habilities


Grappling Attack: When The Will Of The Rogue Order makes a simple attack, it can grapple the creature instead of dealing damage (escape DC 13).

Reckless: At the start of its turn, The Will Of The Rogue Order can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

👑

Legendary

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 12.
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:
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 Will Of The Rogue Order is difficult terrain. The Will Of The Rogue Order is immune to this effect.

🌋

Region

The Will Of The Rogue Order has an effect on its domains that may include any of the following magical effects:
Field of Strife: The land near The Will Of The Rogue Order'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.
If The Will Of The Rogue Order dies, these effects dissipate during the next 7 days.

🏵️

Traits


Dishonorable
Destroyer

🏛️

Ideal

Aspiration. I seek to prove myself worthy of my deity's favor by matching my actions against their teachings.

🪝

Plot Hook

A monster destroyed my home; I will find it, and destroy it.

📖

My Story