Will Casting. The Commandant can cast either misty step or witch bolt once per turn, without material components. Maintaining the witch bolt does not count as casting it for the purposes of this feature, but it otherwise abides by the normal rules of spellcasting. Intelligence is their spellcasting ability for this trait. Instead of casting witch bolt immediately when they use it, they can hold the spell for up to 4 turns. While they are doing so, they cannot take any action other than casting the spell. For each turn that they hold the spell, it does an additional 1d12 lightning damage for each hit, but this time counts against the duration of witch bolt.
Inscrutable Mind. Any attempt to gain information about the Commandant other than their name has a 25 percent chance of failure, and their mind cannot be read by any means short of a wish spell.
Action Name. Enter the description for your action.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 7) slashing damage.
Witch Bolt. Ranged Spell Attack: +6 to hit, range 30 ft., 1 target. Hit: 8 (1d12 + 1) lightning damage per turn spent holding it.
Description
The product of a villainous experiment, the Commandants enforce their creator Lucien Fairfax's brutal decrees inside the Tattered Spire. They discipline guards and builders harshly, and they have limited innate magic that they wield alongside their terrible swords.
Comments