Gen Legend



Okmachiroy

The Renegade

Plant: Vegetation Abomination

Soldier

True Neutral
Medium size
She
⚜️

Lvl: 5

💚

HP: 35

🛡️

AC: 13

🔆

Proficiency Bonus:
+3

🦾

STR: 17 +3

🥢

DEX: 7 -2

🫀

CON: 14 +2

🧩

INT: 13 +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: +3
Animal Handling: -1
Insight: +0
Medicine: -1
Perception: +4
Survival: -1
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0

Passive Perception:

14
🎲
Saving Throws:

STR: +3
DEX: -2
CON: +5
INT: +1
WIS: +0
CHA: +0

📜

Languages:

Common
Elvish
Primordial
Sylvan

🦿

Movement

Walk: 30ft.

⚔️

Combat Actions

To hit: +6

Mace: 2d6+3 Bludgeoning.

Special Attack:

2 charges per day. Recharges on a short or long rest.
Psychic Mace: 3d6+3 Psychic.

🔮

SPELLCASTING: INT

Spell Save DC: 12

To hit: +4

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).

Mold Earth:
Transmutation(Action)⟨Instantaneous or 1 hour⟩-30 feet

You shape, excavate, or create difficult terrain from earth within a 5-foot cube.

Shillelagh:
Transmutation(Bonus Action)⟨1 minute⟩-Touch

You imbue a club or staff with nature's power, making it magical with a d8 damage die and using your spellcasting ability for attack rolls.

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.


Natural Spells:
1 use per day each:
Protection from Evil and Good:
Abjuration(Action)⟨Concentration⟨10 minutes⟩-Touch


Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

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.

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 Renegade 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 Renegade. A creature can benefit from only one Leadership die at a time. This effect ends if The Renegade is incapacitated.

👁️

Senses

Blindsight: 20ft.
Tremorsense: 10ft.


Telepathic Shroud.: The Plant is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Underwater Camouflage: The Renegade has advantage on Dexterity (Stealth) checks made while underwater.


🛟

Resistances

Immunities:

poison

Resistances:

psychic
bludgeoning, piercing, and slashing from nonmagical attacks


Vulnerabilities:

acid
bludgeoning
fire
piercing
radiant
slashing



Protections:

Mucous Cloud: While underwater or wet, the skin of The Renegade is surrounded by dense mucus. A creature that touches The Renegade or that hits it with a melee attack while within 5 ft. of it must make a DC 13 Constitution saving throw. On a failure, the creature is diseased for 3 hours. The diseased creature gains a level of exhaustion for the duration.

🥊

Martial Habilities


Body Thief: The Renegade initiates an Intelligence contest with an incapacitated humanoid within 5 feet, that isn't protected by Protection from Evil and Good.If The Renegade wins the contest, the Plant's magically takes control of the target's body. The Renegade retains its Intelligence, Wisdom, and Charisma scores, as well as understanding of any language, senses, and traits.The Renegade otherwise adopts the target's statistics. The Renegade knows everything the creature knew, including spells and languages.
If the host body dies, the Plant must leave it. A protection from evil and good spell cast on the body drives The Renegade out. The Renegade is also forced out if the target regains control by means of a wish. By spending 5 feet of its movement, The Renegade can voluntarily leave the body within 5 feet of it.


Tentacles: Melee Weapon Attack. Reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the start of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 14). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, The Renegade has advantage on attack rolls against it and can 't use this attack against other targets. When The Renegade moves, any Medium or smaller target it is grappling moves with it.

👑

Legendary

Legendary Actions

The Renegade 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.
Engulf: The Renegade attempts to engulf a nearby smaller creature, trapping it inside its body, unless the creature succeeds a DC 14 Dexterity Saving Throw, being restrained on a fail.

🏰

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 Renegade is difficult terrain. The Renegade is immune to this effect.
Entangling Vines: The Renegade causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 12 Strength saving throw or be restrained until the end of its next turn.

🌋

Region

The Renegade has an effect on its domains that may include any of the following magical effects:
Rogue's Refuge: The villages near The Renegade's domain teems with tales of danger and adventure. Rumors of hidden treasures fill taverns, while locals trade in whispered rumors and half-forgotten maps.
If The Renegade dies, these effects dissipate during the next 8 days.

🏵️

Traits


I'm a kleptomaniac who covets shiny, sparkling treasure.
If you do me an injury, I will crush you, ruin your name, and salt your fields.

🏛️

Ideal

Justice. Place in society shouldn't determine one's access to what is right.

🪝

Plot Hook

Is looking for revenge

📖

My Story